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RimWorld => Mods => Releases => Topic started by: koni on August 17, 2017, 07:46:12 AM

Poll
Question: Would you preffer to add following content(Egypt, Persia, Gaul,..) put in separate mods or should I merge all into one?
Option 1: Yes (separate) votes: 23
Option 2: No (merged) votes: 15
Title: [1.1]Ancient Rim (28th Feb 20)
Post by: koni on August 17, 2017, 07:46:12 AM

(http://i.imgur.com/EWJnjhG.png)

Ave RimWorlders,

I've created a mod with the goal to expand the cultural and technological diversity of RimWorld. As the title says it is set in the ancient age.

Short description:

Ancient Rim will expand the technological timeline of RimWorld by a whole new age, filling the gap between the neolithikum and  the industrialization. The player will be allowed to dive into the experience meeting cultures extinct long ago in our timeline, making it more possible to his/her colony to live in luxury without the need of electricity. There will be a lot of new furniture items, weapons, armor and clothing as well as various other content representing each unique culture from our history.

Modules:
To allow the player to customize his/her experience Ancient Rim consists of multiple modules. These are...

The Ancient Rim - Core Mod. It includes various shared contend like resources, crafting stations, research tabs and projects and items appearing in multiple cultures. You will need to download and install JecsTools (https://ludeon.com/forums/index.php?topic=11022.0) before it.
AR_Core.7z (https://www.dropbox.com/s/uisn03906v4be4y/AR_Core.7z?dl=1)

Ancient Rim - Mediterranean Edition. Here we have the bunch of furniture items, weapons, armor and clothing representing the cultures of  the old Romans and Greeks. There are also some food items and crops important to Rome. It won't run without the core mod.
AR_SPQRim.7z (https://www.dropbox.com/s/2r7hyie8mf0zjc3/AR_SPQRim.7z?dl=1)

Ancient Rim Mediterranean Factions. Ever wondered how it is to be raided by the mighty Legions of Rome? This sub mod will add factions from the old Mediterranean Sea. You will be able to trade and fight with the Empire of Rome, the Kingdom of Macedonia (representing Alexander the Great), the Peloponnesian League (cities belonging to Sparta) and other Greek cities. You will need both Core and Mediterranean Edition.
AR_MediFaction.7z (https://www.dropbox.com/s/ccqwjttw68zw58y/AR_MediFaction.7z?dl=1)

Ancient Rim - Oriental Edition (unfinished). Just like the Mediterranean Edition but with Egypt and Persia instead of Rome and Greece.
AR_Orient.7z (https://www.dropbox.com/s/d6ppgdakc4yy4mc/AR_Orient.7z?dl=0)

Ancient Rim - Oriental Factions (unfinished). Factions equipped with gear by the Oriental Edition.
AR_OriFaction.7z (https://www.dropbox.com/s/fq7puh8i21ohdk1/AR_OriFaction.7z?dl=0)

Screenshots:

(https://imgur.com/rk7jMrJ.png)a small kitchen with an oil press ffor olives an furniture examples
(https://imgur.com/Tw9efFn.png)colonists dreessed as legionaries equiped with new weapons + ballista
(https://imgur.com/Vz9pTXc.png)a smith' workshop with underground heater and Greek armor items

Credits/ special thanks:
Jecrell (https://ludeon.com/forums/index.php?action=profile;u=62724) and his team(?) and his for creating JecsTools (https://ludeon.com/forums/index.php?topic=11022.0) and leting me use the file GraphicApparelDetour.dll
Kubouch (https://ludeon.com/forums/index.php?action=profile;u=2402) for creating and Syrchalis (https://ludeon.com/forums/index.php?action=profile;u=73000) for updating Universal Fermenter (https://ludeon.com/forums/index.php?topic=33398.0)
Marnador (https://ludeon.com/forums/index.php?action=profile;u=36313) for his Font (https://ludeon.com/forums/index.php?topic=11022.0)
sera13 (https://ludeon.com/forums/index.php?action=profile;u=70495) for this little thing (https://ludeon.com/forums/index.php?topic=2390.270#msg310649)

Future plans:

  • improving existing mods
  • ancient age: the Orient, China and India
  • 17th+18th century Europe
  • Aztec and Inca empire

Because of that there is many stuff I wan to add I don't think I get everything done by myself in foreseeable time. I'm happy for everyone willing to contribute his/her talent to help me out.

If there is anything special you want to see in here, just tell it in the comment.

Licence: Actually there is no licence, do what ever you want, but please give credits.
Title: Re: [A17]SPQRim - an ancient age mod
Post by: SpaceDorf on August 17, 2017, 08:06:02 AM
Hey Koni,

great mod, congrats to the official release  ;D

Title: Re: [A17]SPQRim - an ancient age mod
Post by: koni on August 17, 2017, 08:46:15 AM
Oops, won't happen again, or not so fast. Somehow my browser don't tell me such mistakes.
Title: Re: [A17]SPQRim - an ancient age mod
Post by: SpaceDorf on August 17, 2017, 08:58:16 AM
mine neither, thats what nagging forumites are there for :)
Title: Re: [A17]SPQRim - an ancient age mod
Post by: kaptain_kavern on August 17, 2017, 09:09:21 AM
Oh, it's out? Yes!

Thank you and congratulation for the release.

Ave
Title: Re: [A17]SPQRim - an ancient age mod
Post by: pickbullmister on August 17, 2017, 11:48:59 AM
Now that's something i've been waiting for!
Nice work, particularly the graphics, keep up the good work.

I'm off to test this thing for the next 10 to 40 hours...

Hail to Koni!
Title: Re: [A17]SPQRim - an ancient age mod
Post by: Hydromancerx on August 17, 2017, 01:36:16 PM
Glad it got officially released! I love this mod!  ;D
Title: Re: [A17]SPQRim - an ancient age mod
Post by: RetPaladinlol on August 18, 2017, 05:39:27 PM
Awesome mod, thanks for all your hard work! Now I can re-create Caesar's Legion from Fallout, sweetness
Title: Re: [A17]SPQRim - an ancient age mod
Post by: Emagmo on August 18, 2017, 06:40:36 PM
Great mod, but I've got an issue, that makes me unable to build flag pole. Colonists deliver materials, someone build it, and it just disappear. Anyway, rest of features works fine, as far as I checked.
Title: Re: [A17]SPQRim - an ancient age mod
Post by: koni on August 19, 2017, 05:09:12 AM
Quote from: Emagmo on August 18, 2017, 06:40:36 PM
Great mod, but I've got an issue, that makes me unable to build flag pole. Colonists deliver materials, someone build it, and it just disappear. Anyway, rest of features works fine, as far as I checked.


Does it throw any errors in the log? At my test the flagpole works without problems. Does this happen to other players?
Title: Re: [A17]SPQRim - an ancient age mod
Post by: FoxXeL on August 19, 2017, 05:55:33 PM
Good job! Just as it is said, Rim wasn't built in a day.
Title: Re: [A17]SPQRim - an ancient age mod
Post by: pickbullmister on August 19, 2017, 06:49:08 PM
Nothing bad to report so far, only the mediterrannean smithy isnt turning the ressources into unfinished object when making armors, and so we can't have info on work left. Otherwise i'm using a quite modded rimworld and i'm surprised it worked without problems, great work!
Title: Re: [A17]SPQRim - an ancient age mod
Post by: koni on August 24, 2017, 05:47:53 AM
First official update: The faction is now divided in Romans and Greeks. There is also a new chainmail called lorica hamata. And the smithy turns now recourses into unfinished.
Title: Re: [A17]SPQRim - an ancient age mod
Post by: HatiRagnarr on August 25, 2017, 09:09:20 AM
What next ?  :D
Title: Re: [A17]SPQRim - an ancient age mod
Post by: koni on August 25, 2017, 11:24:36 AM
Quote from: HatiRagnarr on August 25, 2017, 09:09:20 AM
What next ?  :D


In the next time I start another mod in that timeline, settled in the near east and the Nile.
Title: Re: [A17]SPQRim - an ancient age mod
Post by: SirTopHats on August 25, 2017, 03:44:09 PM
man i love this mod!
Title: Re: [A17]SPQRim - an ancient age mod
Post by: KaiserThurston on August 26, 2017, 11:43:56 AM
I loved the mod, but I still get some erros when certain pawns spawn with some clothes, but nothing too bad.
You could also try to make a stepgen that generated some destroyed greek/roman ruins in the maps, specially near the roads.
Title: Re: [A17]SPQRim - an ancient age mod
Post by: HatiRagnarr on August 28, 2017, 11:06:12 AM
http://www.ancientmilitary.com/egyptian-weapons.htm
Title: Re: [A17]SPQRim - an ancient age mod
Post by: HatiRagnarr on August 28, 2017, 11:08:10 AM
ARCHE PTOLEMAIS
http://www.ancient-battles.com/catw/egypt.htm
Title: Re: [A17]SPQRim - an ancient age mod
Post by: HatiRagnarr on August 28, 2017, 11:09:26 AM
ILLYRIA

http://www.ancient-battles.com/catw/illyria.htm
Title: Re: [A17]SPQRim - an ancient age mod
Post by: koni on August 28, 2017, 02:15:41 PM
Quote from: flonz on August 25, 2017, 07:35:21 PM
Could you please make a CE compatible version?  :)
If not patch separating weapons usually makes it compatible.

I can try, but I didn't play CE, yet, so I don't know what it does to weapons or apparel that I could add/change per patching my work.

Quote from: KaiserThurston on August 26, 2017, 11:43:56 AM
I loved the mod, but I still get some erros when certain pawns spawn with some clothes, but nothing too bad.
You could also try to make a stepgen that generated some destroyed greek/roman ruins in the maps, specially near the roads.

What errors, I haven't found any in my test.
Ruins: I'm not a real coder, I only made xml stuff so I would need help or frameworks which allow more complex structures spawning.

Quote from: HatiRagnarr on August 28, 2017, 11:06:12 AM
http://www.ancientmilitary.com/egyptian-weapons.htm

Thank you, this is very helpful to me! Now I don't need to search personally. Did you also know what pre-Greek were worn in Egypt? Any information is welcome!

Quote from: HatiRagnarr on August 28, 2017, 11:08:10 AM
ARCHE PTOLEMAIS
http://www.ancient-battles.com/catw/egypt.htm
Quote from: HatiRagnarr on August 28, 2017, 11:09:26 AM
ILLYRIA

http://www.ancient-battles.com/catw/illyria.htm

These are basically Greeks not in Greece, aren't they? But Thanks for offering this. Knowledge is power, and power is good, especially on the Rimworlds.
Title: Re: [A17]SPQRim - an ancient age mod
Post by: Ironfist56 on August 28, 2017, 02:29:51 PM
A Combat Extended patch would be incredible. As an ex classics student I'm desperate to play this mod but I struggle to enjoy rimworld without CE. Of course, only if you want to/know how to!
Title: Re: [A17]SPQRim - an ancient age mod
Post by: BlackViperMWG on August 28, 2017, 04:22:09 PM
Is this awesome mod compatible with Medieval Times and Hospitality? :)
Title: Re: [A17]SPQRim - an ancient age mod
Post by: HatiRagnarr on August 29, 2017, 02:57:53 AM
ARCHE PTOLEMAIS

alexander's successor kingdoms in egypt ;D
Title: Re: [A17]SPQRim - an ancient age mod
Post by: HatiRagnarr on August 29, 2017, 03:01:23 AM
Persian army

https://www.realmofhistory.com/2015/09/26/10-intriguing-facts-about-the-achaemenid-persian-empire-and-its-army/
Title: Re: [A17]SPQRim - an ancient age mod
Post by: HatiRagnarr on August 29, 2017, 03:01:57 AM
Persian army v2

http://www.firstlegionltd.com/persianempire.aspx
Title: Re: [A17]SPQRim - an ancient age mod
Post by: HatiRagnarr on August 29, 2017, 03:08:31 AM
Persian army v3

https://weaponsandwarfare.com/2015/11/03/the-persian-army-i/

http://www.aeroartinc.com/persian-warrior-w-spear-and-large-shield.html
Title: Re: [A17]SPQRim - an ancient age mod
Post by: HatiRagnarr on August 29, 2017, 03:29:03 AM
MORE ARMOR

http://angelgdiaz.tumblr.com/post/65356026737/total-war-rome-ii-armours
Title: Re: [A17]SPQRim - an ancient age mod
Post by: koni on August 29, 2017, 05:53:20 AM
Quote from: BlackViperMWG on August 28, 2017, 04:22:09 PM
Is this awesome mod compatible with Medieval Times and Hospitality? :)

Both also not tested yet, but in theory there shouldn't be issues, because I don't override anything in core, expect I gave the vanilla swords and pila new name and texture, and I also have nothing that did something to the behavior of guests.


Also thanks for your research, HatiRagnarr!
Title: Re: [A17]SPQRim - an ancient age mod
Post by: HatiRagnarr on August 29, 2017, 08:23:37 AM
np


pls add shield :)
Title: Re: [A17]SPQRim - an ancient age mod
Post by: Lilairen on August 29, 2017, 10:07:47 AM
Quote from: koni on August 28, 2017, 02:15:41 PMThank you, this is very helpful to me! Now I don't need to search personally. Did you also know what pre-Greek were worn in Egypt? Any information is welcome!

Oooh, I would totally be there for an Egyptiana mod.  Let me see if I can help out:

Here's some Egyptian clothing references:
http://www.reshafim.org.il/ad/egypt/timelines/topics/clothing.htm

And some art references:
http://www.crystalinks.com/egyptart.html

I see you've got weapons already, so....

Agriculture:
http://www.ancient.eu/article/997/

Joy activities:
http://classroom.synonym.com/leisure-ancient-egypt-15275.html
Title: Re: [A17]SPQRim - an ancient age mod
Post by: Lilairen on August 29, 2017, 10:11:36 AM
Quote from: Lilairen on August 29, 2017, 10:07:47 AM
Oooh, I would totally be there for an Egyptiana mod.  Let me see if I can help out:

Oh, right, and furniture.  They didn't use a whole lot:
http://reshafim.org.il/ad/egypt/timelines/topics/furniture.htm
Title: Re: [A17]SPQRim - an ancient age mod
Post by: koni on August 29, 2017, 11:50:13 AM
Thanks also to you, Lilairen. That would take a lot of time to implement anything you guys gave me at information.
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: ZE on August 29, 2017, 01:38:24 PM
umm mods of this nature should totally change the starting age from 5500 to something like BC, and eliminate the futuristic stuffs, i haven't checked in a long time does medieval do something like that ?
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: Bluemanzee on August 29, 2017, 07:54:44 PM
https://ludeon.com/forums/index.php?topic=32473.0

Scroll down to Tribal Planet. It should get rid of the gun-using factions and add a tribal "pirate" faction.
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: sirgzu on August 30, 2017, 07:22:10 AM
It's spelled Bronze, not Bronce. Technically Bronze is made from copper and tin instead of copper and iron but for gameplay purpose it's nice of you not to clutter the game with too many metal types (unlike cupro's alloys (https://ludeon.com/forums/index.php?topic=32190#msg329352)).

It might be a slightly disruptive idea but considering steel and plasteel can be considered alloys, perhaps they shouldn't naturally occur as raw deposits on the map? This would force players to smelt them from base metals. Also is there a way to disable naturally occurring metal walls? It's both unrealistic and balance breaking when using the set up camp mod.

On the shields side of things, here is the link to skully's shield mod (https://github.com/Skullywag/MedievalShields). It hasn't been updated to a17 (yet?) might be worth checking with him if it's happening.
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: koni on August 30, 2017, 07:44:16 AM
As I know, materials spawn I walls, based on their stats, like price or flammability, so I should make iron and co. as expensive as plasteel is or as flammable as wood, which is both more unbalanced.
But making higher quality alloys only available by crafting/buying them is a good idea, I just have to find out how to disable the (pla-)steel ores.
And about the shields: I think it wouldn't be nice, if via Faction Colors uniformed pawns spawn with shields in material or the texture color, so I already asked Cpt.Ohu for implementing shields in his framework. I hope he cares about it.
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: sirgzu on August 30, 2017, 09:09:36 AM
Quote from: koni on August 30, 2017, 07:44:16 AM
As I know, materials spawn I walls, based on their stats, like price or flammability, so I should make iron and co. as expensive as plasteel is or as flammable as wood, which is both more unbalanced.
It might be possible to do it without changing those values but using code instead. I created a thread for the suggestion:
https://ludeon.com/forums/index.php?topic=35382.0
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: Techgenius on August 31, 2017, 12:57:26 PM
Can you make a version without factions?
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: koni on August 31, 2017, 02:20:09 PM
You mean just items and research? Should be possible
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: Techgenius on August 31, 2017, 06:18:05 PM
Yeah, kinda like Medieval. I don't really like the new factions, unless they are variations, kinda like Caesars' legion from New Vegas, tribals who got too smart and started doing shenanigans with Earth history in some distant world.
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: koni on September 01, 2017, 07:12:41 AM
Quote from: Techgenius on August 31, 2017, 12:57:26 PM
Can you make a version without factions?

Done
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: Techgenius on September 01, 2017, 03:48:21 PM
Bless you! thats a for sure a mod I won't disable anytime soon.
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: HatiRagnarr on September 02, 2017, 10:20:06 AM
when !!!!!!!!!!!!!!!!!!???????????????
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: koni on September 03, 2017, 04:50:00 AM
I'm going to continue work next week, after the poll is closed automatic.
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: FancyMancy on September 03, 2017, 09:29:59 AM
Help! When i load a game, it's all right and the world map works fine. But then, i came across your mod and thought "Why not?" and downloaded it. However, i played it once, closed the game and slept. The next day, i opened Rimworld and loaded my save and it was fine at first, then i decided to buy chocolate in a nearby town. When i opened the world map, there was no Planet, no Sun. Just the icons of various settlements  (Except, strangely, Imperium Romanum.) I am sure that the SPQRim mod is causing it as this started when I used it. I already tried turning the mod off, but my save becomes impossible to load when i turn it off and i had made sure i deleted everything in my colony that is from your mod (With the Dev Tools).

[attachment deleted by admin: too old]
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: sirgzu on September 07, 2017, 02:42:42 AM
There appears to be no way to craft bolter ammo. Am I missing something?
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: HatiRagnarr on September 10, 2017, 03:34:54 AM
and  :o ?
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: koni on September 10, 2017, 04:47:28 AM
Quote from: FancyMancy on September 03, 2017, 09:29:59 AM
Help! When i load a game, it's all right and the world map works fine. But then, i came across your mod and thought "Why not?" and downloaded it. However, i played it once, closed the game and slept. The next day, i opened Rimworld and loaded my save and it was fine at first, then i decided to buy chocolate in a nearby town. When i opened the world map, there was no Planet, no Sun. Just the icons of various settlements  (Except, strangely, Imperium Romanum.) I am sure that the SPQRim mod is causing it as this started when I used it. I already tried turning the mod off, but my save becomes impossible to load when i turn it off and i had made sure i deleted everything in my colony that is from your mod (With the Dev Tools).

I can't tell you what's wrong. Did it throw errors in the log? Can you give me a list of the mods you've used? Maybe there is an incompatibility.

Quote from: sirgzu on September 07, 2017, 02:42:42 AM
There appears to be no way to craft bolter ammo. Am I missing something?

There are craft at the stone cutters table as "ballistae bolts", after you researched the bolter ballista, if there was no bug.

Quote from: HatiRagnarr on September 10, 2017, 03:34:54 AM
and  :o ?

I'm sorry, but I'm missing a lot of time. In the unfinished section in the forum I've released a mini mod of some old near eastern weapons, to show I've not forgot to work on Ancient Rim.
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: HatiRagnarr on September 13, 2017, 11:31:52 AM
any news ?
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: sirskips on September 15, 2017, 02:15:31 PM
Not sure how to vote this. I say separate the other ancient rim mods, but also do a combined version as well let them decide which they want.
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: KnightsCross on September 25, 2017, 12:13:03 PM
ROMA VICTA
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: Goldman on September 25, 2017, 10:57:34 PM
could you add shields for this mod, make it more historical :)
Title: Re: [poll][A17]SPQRim - an ancient age mod
Post by: koni on September 26, 2017, 12:40:39 PM
Quote from: HatiRagnarr on September 13, 2017, 11:31:52 AM
any news ?
Not now, I'm sorry
Quote from: sirskips on September 15, 2017, 02:15:31 PM
Not sure how to vote this. I say separate the other ancient rim mods, but also do a combined version as well let them decide which they want.
I'm sorry to say that, but that's is (at the moment) not an option to me. That's why you (all) voted.
Quote from: KnightsCross on September 25, 2017, 12:13:03 PM
ROMA VICTA
Ave, comrade! Time to conquer the next barbarian tribe ;D
Quote from: Goldman on September 25, 2017, 10:57:34 PM
could you add shields for this mod, make it more historical :)
That would require an actual framework, which is compatible with Faction Colors by Cpt.Ohu or high coding skills, which both I have not :(
Title: Re: [A17]Ancient Rim
Post by: koni on October 25, 2017, 10:02:19 AM
Update:

  • The mod is ripped into the a core file and a specific mod file
  • I've added shields! But they're more of an improvised kind. Those shields are only a weapon with a shield texture and will be replaced with better ones, until it is possible to me(I'm still hoping someone does make a FC supporting framework for shields..)
Title: Re: [A17]Ancient Rim
Post by: The-Eroks on October 25, 2017, 08:31:18 PM
Awesome job on releasing your mod!
Title: Re: [A17]Ancient Rim
Post by: Hydromancerx on October 26, 2017, 05:23:37 PM
I added this to my own game but could you add support to make Olive Oil from the Mill Stone in the Vegetable Garden mod?
Title: Re: [A17]Ancient Rim
Post by: koni on October 27, 2017, 02:56:53 AM
I think I can try it, probably I should make a whole VG patch. I'll start this weekend with it
Title: Re: [A17]Ancient Rim
Post by: Hydromancerx on October 27, 2017, 03:40:23 PM
If you do can you also deal with your Grapes vs VG Grapes? It would be nice if both could do the same things as each other.
Title: Re: [A17]Ancient Rim
Post by: koni on October 31, 2017, 07:13:15 AM
done
Title: Re: [A17]Ancient Rim
Post by: Hydromancerx on October 31, 2017, 01:36:51 PM
Thank you!

Can you make more Mosaics? Such as an Ibex, Boar and Deer?

Thanks!
Title: Re: [A17]Ancient Rim
Post by: Hydromancerx on December 11, 2017, 03:33:32 AM
Any updates for B18? Possibly on Steam this time?
Title: Re: [A17]Ancient Rim
Post by: sevrun on December 12, 2017, 05:43:56 AM
love the idea, but ya gotta have the hoplon and pelte if you're going Greek...

Know there were mods that allowed you to a shield in A17, but all the combat mods are in a state of total freakin rebuild for 18 atm.

Just a thought.
Title: Re: [A17]Ancient Rim
Post by: koni on December 12, 2017, 09:28:20 AM
Quote from: Hydromancerx on October 31, 2017, 01:36:51 PM
Thank you!

Can you make more Mosaics? Such as an Ibex, Boar and Deer?

Thanks!

Sorry for the late response. Of course I can do, I already had this in mind ;)

Quote from: Hydromancerx on December 11, 2017, 03:33:32 AM
Any updates for B18? Possibly on Steam this time?

I'm willing to  update, but I have actually not many time to do this. But I'm working on this mod again during Christmas.
I won't upload AR on Steam, I don't have an account on there, yet.

Quote from: sevrun on December 12, 2017, 05:43:56 AM
love the idea, but ya gotta have the hoplon and pelte if you're going Greek...

Know there were mods that allowed you to a shield in A17, but all the combat mods are in a state of total freakin rebuild for 18 atm.

Just a thought.

I tried to improvise shields in A17, without those combat mods, because I was using Cpt.Ohu's Faction Colors as a framework. Since This isn't going to be updated in foreseeable future, I will use my improvisation until those combat mods are on B18; when AR is at B18, of course
Title: Re: [B18]Ancient Rim
Post by: koni on January 13, 2018, 09:18:34 AM
It's updated to B18.
I've make nearly no changes, except deleting minor detail for compatibility with the new RimWorld version. Also Cpt.Ohu's Faction Colors isn't needed anymore.
Title: Re: [B18]Ancient Rim
Post by: Harry_Dicks on January 13, 2018, 12:31:30 PM
Quote from: koni on January 13, 2018, 09:18:34 AM
It's updated to B18.
I've make nearly no changes, except deleting minor detail for compatibility with the new RimWorld version. Also Cpt.Ohu's Faction Colors isn't needed anymore.

WOOOHOOO!!! I honestly was not expecting this at all, even though I had checked your mod out earlier. I really wanted a B18 release to, and had no idea it was in the works. What a great surprise, and thanks for all of your hard work! ;D
Title: Re: [B18]Ancient Rim
Post by: Sarge on January 13, 2018, 12:48:10 PM
This turned into a mess for me.

Care: The Universal Fermenter zip does not extract a root folder into your mods folder, it dumps the About, Assemblies etc. directly so that you have to go clean that shit up.

The Ancient Rim mods flagged as not for B18 after painting the error log red.
Title: Re: [B18]Ancient Rim
Post by: Harry_Dicks on January 13, 2018, 01:27:24 PM
Quote from: Sarge on January 13, 2018, 12:48:10 PM
This turned into a mess for me.

Care: The Universal Fermenter zip does not extract a root folder into your mods folder, it dumps the About, Assemblies etc. directly so that you have to go clean that shit up.

The Ancient Rim mods flagged as not for B18 after painting the error log red.

Always look at your 7zip or winrar or whatever extraction program you use, look at the contents window before extracting. I think I had the same issue with universal fermenter, but that isn't this authors fault. I'm curious if they uploaded the wrong version of SPQR, or that we can just change the version number. It is xml only, so doesn't look like it would hurt to try.
Title: Re: [B18]Ancient Rim
Post by: S1lverw0lf on January 14, 2018, 02:38:10 AM
SCREEEEEEENS!!! >:(
Title: Re: [B18]Ancient Rim
Post by: koni on January 14, 2018, 05:13:28 AM
I had issues with uploading SPQRim first, that's why there were errors about "mods flagged as not for B18 after painting the error log red". This was still the A17 version. It should be fixed now. Sorry for that.
Title: Re: [B18]Ancient Rim
Post by: Harry_Dicks on January 14, 2018, 05:25:44 AM
I'm guessing you need the load order to be AR_Core->AR_SPQRim, right? I think most people would figure this out, but it helps to have it in the OP for people like me! ;D
Title: Re: [B18]Ancient Rim
Post by: Dfid on January 14, 2018, 09:00:48 AM
Is this mod compatible with Combat Extended?
Title: Re: [B18]Ancient Rim
Post by: Harry_Dicks on January 14, 2018, 09:32:12 AM
I'm also curious how this will interact with cuproPanda's Alloys, because I think he has copper or bronze in his, as well. Maybe there will be 2 kinds, or they will work together, or whoever is loaded last will overwrite the other? I guess we shall find out! It would be cool if it was just cupro's kind would work with this mod though, because he has other alloys that are great as well.

EDIT: Is there anyway you can have your floors work with Stuffed Floors and/or Architect Sense? I ask because I have 5 seperate entries for the 5 vanilla types of stone you can make it out of, when it could be only 1, or a lot more if you were to just allow the <stoney> type, no? Because we have stones added by mods that we want to use, not every always has granite, marble, slate, sandstone, and limestone.

EDIT2: Also, I cannot for the life of me find those mosaics anywhere. Do you have to craft them? I'll check when I get back.
Title: Re: [B18]Ancient Rim
Post by: LBA on January 22, 2018, 02:29:03 AM
Hey there.
Whenever I attempt to build the 'Fermenting Barrel (Wine)', whenever a pawn finishes actually building it, it just disappears. I also cannot place a barrel using dev mode, as it just gives the same error.


Exception ticking [Pawn Name]: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type) <0x0005d>
at System.Activator.CreateInstance (System.Type,bool) <0x00013>
at System.Activator.CreateInstance (System.Type) <0x00012>
at Verse.ThingMaker.MakeThing (Verse.ThingDef,Verse.ThingDef) <0x00214>
at RimWorld.Frame.CompleteConstruction (Verse.Pawn) <0x002f3>
at RimWorld.JobDriver_ConstructFinishFrame/<MakeNewToils>c__Iterator0/<MakeNewToils>c__AnonStorey1.<>m__1 () <0x001ef>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x002ba>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x00242>
at Verse.Pawn.Tick () <0x00155>
at Verse.TickList.Tick () <0x002c6>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18]Ancient Rim
Post by: Canute on January 22, 2018, 03:02:42 AM
LBA,
not played this mod so far, and not sure if you need it.
But do you got Universal Fermenter installed too ?
If not try to install it, the link is at the original posting.
Title: Re: [B18]Ancient Rim
Post by: LBA on January 22, 2018, 03:04:47 PM
Quote from: Canute on January 22, 2018, 03:02:42 AM
LBA,
not played this mod so far, and not sure if you need it.
But do you got Universal Fermenter installed too ?
If not try to install it, the link is at the original posting.
Got both Universal Fermenter, and Faction Colors, even though it seems to be outdated.
Double checked, and switching the order of SPQRim and Ancient Rim Core around doesn't change anything either.
https://i.imgur.com/d2EQgTH.png
Title: Re: [B18]Ancient Rim
Post by: marten on January 26, 2018, 10:07:19 AM
Started yesterday in a new game. Really liked it, so this mod will stay in my mod list.
Title: Re: [B18]Ancient Rim
Post by: Goldman on January 29, 2018, 02:29:16 AM
Hi guys I made a reskin for combat extended's ballistic shield to the roman style what do you guys think ?


[attachment deleted by admin: too old]
Title: Re: [B18]Ancient Rim
Post by: Goldman on January 29, 2018, 02:30:43 AM
So far it works with ancient rim and combat extended

[attachment deleted by admin: too old]
Title: Re: [B18]Ancient Rim
Post by: Goldman on January 29, 2018, 02:31:25 AM
Also its sort of  OP
Title: Re: [B18]Ancient Rim
Post by: Sarge on January 29, 2018, 03:46:19 AM
It looks great!

If it feels OP, it is OP. Rather nerf it a bit 'till it feels right.
Title: Re: [B18]Ancient Rim
Post by: Hydromancerx on March 02, 2018, 03:43:55 PM
Quote from: koni on January 13, 2018, 09:18:34 AM
It's updated to B18.
I've make nearly no changes, except deleting minor detail for compatibility with the new RimWorld version. Also Cpt.Ohu's Faction Colors isn't needed anymore.

Yay!
Title: Re: [B18]Ancient Rim
Post by: Lucky_D20 on March 18, 2018, 10:38:04 PM
Quote from: Goldman on January 29, 2018, 02:29:16 AM
Hi guys I made a reskin for combat extended's ballistic shield to the roman style what do you guys think ?
dope
Title: Re: [B18]Ancient Rim
Post by: SirDarin on March 31, 2018, 10:53:45 PM
Ooh! This is really cool! Any chance we will see some Roman Legion factions in the future?
Title: Re: [B18]Ancient Rim
Post by: koni on April 01, 2018, 04:52:39 AM
Good Morning Guys,
I've updated AR again, but this time it was the last major update. I named it after the Roman general Gaius Marius, because of his reforms in the legion, referring to the changes I made in AR:

  • reworked research projects
  • retextured and new apparel
  • reworked faction and its pawns
  • colored walls for the Roman-villa-feeling, available in red, green and blue
  • Shields! (thanks to jecrell/ his JecsTools mod)
(https://i.imgur.com/HEZLaJO.png)
Here's a screenshot showing two of the new shields, some of the new apparel and a colored wall

Download links at the mods forum main page, links remain the same as before




Quote from: SirDarin on March 31, 2018, 10:53:45 PM
Ooh! This is really cool! Any chance we will see some Roman Legion factions in the future?

How do you mean? There was already a faction containing both legionaries and hoplites.
Title: Re: [B18]Ancient Rim - "Gaius Marius" (1st April 18)
Post by: Goldman on April 02, 2018, 10:36:08 PM
Holy Hell SHIELDS ARE HERE!
Title: Re: [B18]Ancient Rim - "Gaius Marius" (1st April 18)
Post by: ScorchingBlaze on April 21, 2018, 08:55:46 PM
Hands down one of the best mods for those who wish no electricity/power plays. Can't wait for more!  :)
Title: Re: [B18]Ancient Rim
Post by: SirDarin on April 24, 2018, 07:17:51 AM
Quote from: koni on April 01, 2018, 04:52:39 AM

Quote from: SirDarin on March 31, 2018, 10:53:45 PM
Ooh! This is really cool! Any chance we will see some Roman Legion factions in the future?

How do you mean? There was already a faction containing both legionaries and hoplites.
Doh, somehow I missed that when looking it over. So sorry.
I've just started using it and it is super awesome!
Title: Re: [B18]Ancient Rim - "Gaius Marius" (1st April 18)
Post by: Lucky_D20 on June 08, 2018, 04:04:20 PM
have you looked into making a combat extended patch yet?
Title: Re: [B18]Ancient Rim - "Gaius Marius" (1st April 18)
Post by: Silas_ on June 09, 2018, 02:38:46 AM
I love these mods and your work in general.  Looking forward to combining this with the LOTR mods and Rimworld Medieval Edition for a Dwarf Fortress-esque Rimworld experience.

Thank you!  Looking forward to anything that may come in the future.

Title: Re: [B18]Ancient Rim - "Gaius Marius" (1st April 18)
Post by: Silas_ on July 13, 2018, 06:03:54 PM
Hey Koni, any chance this will be updated to be compatible with 1.0 once it becomes stable?

I don't mean to nag, I'm just excited.
Title: Re: [B18]Ancient Rim - "Gaius Marius" (1st April 18)
Post by: Hydromancerx on August 28, 2018, 02:49:51 PM
Please update this mod to build 19! This is a must have mod for me!
Title: Re: [B18]Ancient Rim - "Gaius Marius" (1st April 18)
Post by: Hydromancerx on September 10, 2018, 02:10:45 PM
If Koni is not around. Could someone please try to update it for build 19 until he returns?
Title: Re: [B19]Ancient Rim (27th Sep 18)
Post by: koni on September 27, 2018, 06:14:06 AM
Hey there! I'm back with the new update to B19.
Not much has changed since B18. I've just updated stuff to the new game version + two new hats and a wood fueled heater build into the ground.

Because we have a new system how armor is calculated the mod might be very unbalanced. Please tell me everything that doesn't feel right so I can fix it.
Title: Re: [B19]Ancient Rim (27th Sep 18)
Post by: Hydromancerx on September 27, 2018, 03:15:49 PM
Wooo! Glad you came back!  ;D
Title: Re: [B19]Ancient Rim (27th Sep 18)
Post by: mvargus on September 27, 2018, 03:28:52 PM
Can I find this in the steam workshop?
Title: Re: [B19]Ancient Rim (27th Sep 18)
Post by: WolfgangPolska on September 28, 2018, 04:51:32 AM
Can u make more efficient way of making Iron? Maybe with integration of coal from mod "medieval times"?
Title: Re: [B19]Ancient Rim (27th Sep 18)
Post by: koni on October 03, 2018, 04:51:50 AM
Quote from: mvargus on September 27, 2018, 03:28:52 PM
Can I find this in the steam workshop?
No, not in the moment. Maybe you'll find it there in the future, but not now. I don't use steam.


Quote from: WolfgangPolska on September 28, 2018, 04:51:32 AM
Can u make more efficient way of making Iron? Maybe with integration of coal from mod "medieval times"?
I can do, if you mean 'steel'. I should make a whole medieval times addon.
Title: Re: [B19]Ancient Rim (27th Sep 18)
Post by: mipen on October 10, 2018, 07:09:46 AM
Really like the mod, it adds a lot to the game!
One problem I've found is that the factions get massive numbers of troops when they do raids. I'm playing at the moment and have 8 colonists and have just been attacked by the romans with 32 troops! This is not a feasibly defensible attack. The armour they wear makes them very tanky and they get in and swamp my colonists before I can do anything.

Looking at your code, you haven't set the combat power correctly. Most of the units are set to 25 combat power, compared to the scrub tier tribal troop which has 35 combat power. The troops from your factions are easily more powerful than tribals. For a bit of balancing, I would suggest making the different pawn kinds have higher combat power across the board.

One other note, there is a slight incompatibility with Rainbeau Flambe's Faction Control mod. If you set the game to spawn more than one of your factions, they are named 'Errorname'. Simple fix is to just add a couple more names in the faction name maker. "Roman Empire" and "Roman Republic" for example.

Anyway, those're my two cents. Really like the mod! Always have it enabled now, love the artwork on everything.

Thanks for the hard work!
Title: Re: [B19]Ancient Rim (27th Sep 18)
Post by: Canute on October 10, 2018, 08:20:52 AM
mipen,
do you use the mod "Same spot" maybe ?
Normaly you can position 3 pawn's on a narrow spot like a door, that will block all enemies from passing through.
But that mod change it, so they can move past your blocking pawns.
Title: Re: [B19]Ancient Rim (27th Sep 18)
Post by: mipen on October 10, 2018, 12:31:42 PM
I don't use it. It's not a matter of blocking them from getting in, but being unable to kill them before they kill me. The always turn up with 'excellent' quality armour and weapons and don't take much damage from gun fire.
Title: Re: [B19]Ancient Rim (27th Sep 18)
Post by: Hydromancerx on October 24, 2018, 12:34:28 AM
Will this be updated for v1.0? Please?
Title: Re: [B19]Ancient Rim (27th Sep 18)
Post by: oldage on October 27, 2018, 09:35:35 PM
He was last online 4 days ago, so he's alive at least. Just gotta wait.
Title: Re: [B19]Ancient Rim (27th Sep 18)
Post by: sirskips on December 04, 2018, 11:29:51 PM
Factions dont show up
Title: Re: [B19]Ancient Rim (27th Sep 18)
Post by: ViktorGiJoe on December 07, 2018, 02:46:40 PM
Man, I miss this mod while playing 1.0...
Title: Re: [B19]Ancient Rim (27th Sep 18)
Post by: justapawn_ on January 12, 2019, 08:20:02 PM
Quote from: koni on August 17, 2017, 07:46:12 AM

(http://i.imgur.com/EWJnjhG.png)

Ave RimWorlders,

I've created a mod with the goal to expand the cultural and technological diversity of RimWorld. As the title says it is set in the ancient age.

Short description:

Ancient Rim will expand the technological timeline of RimWorld by a whole new age, filling the gap between the neolithikum and  the industrialization. The player will be allowed to dive into the experience meeting cultures extinct long ago in our timeline, making it more possible to his/her colony to live in luxury without the need of electricity. There will be a lot of new furniture items, weapons, armor and clothing as well as various other content representing each unique culture from our history.

Modules:
To allow the player to customize his/her experience Ancient Rim consists of multiple modules. These are...

The Ancient Rim Core Mod. It includes various shared contend like resources, crafting stations, research tabs and projects and items appearing in multiple cultures. You will need to download and install JecsTools (https://ludeon.com/forums/index.php?topic=11022.0) before it.
AR_Core.7z (https://www.dropbox.com/s/uisn03906v4be4y/AR_Core.7z?dl=1)

Ancient Rim Mediterranean Edition. Here we have the bunch of furniture items, weapons, armor and clothing representing the cultures of  the old Romans and Greeks. There are also some food items and crops important to Rome. It won't run without the core mod.
AR_SPQRim.7z (https://www.dropbox.com/s/2r7hyie8mf0zjc3/AR_SPQRim.7z?dl=1)

Ancient Rim Mediterranean Factions. Ever wondered how it is to be raided by the mighty Legions of Rome? This sub mod will add factions from the old Mediterranean Sea. You will be able to trade and fight with the Empire of Rome, the Kingdom of Macedonia (representing Alexander the Great), the Peloponnesian League (cities belonging to Sparta) and other Greek cities. You will need both Core and Mediterranean Edition.
AR_MediFaction.7z (https://www.dropbox.com/s/ccqwjttw68zw58y/AR_MediFaction.7z?dl=1)

Screenshots:

(https://imgur.com/rk7jMrJ.png)a small kitchen with an oil press ffor olives an furniture examples
(https://imgur.com/Tw9efFn.png)colonists dreessed as legionaries equiped with new weapons + ballista
(https://imgur.com/Vz9pTXc.png)a smith' workshop with underground heater and Greek armor items

Credits/ special thanks:
Jecrell (https://ludeon.com/forums/index.php?action=profile;u=62724) and his team(?) and his for creating JecsTools (https://ludeon.com/forums/index.php?topic=11022.0) and leting me use the file GraphicApparelDetour.dll
Kobouch (https://ludeon.com/forums/index.php?action=profile;u=2402) for creating and Syrchalis (http://url=https://ludeon.com/forums/index.php?action=profile;u=73000) for updating[https://ludeon.com/forums/index.php?topic=11022.0] Universal Fermenter[/url]
Marnador (https://ludeon.com/forums/index.php?action=profile;u=36313) for his Font (https://ludeon.com/forums/index.php?topic=11022.0)
sera13 (https://ludeon.com/forums/index.php?action=profile;u=70495) for this little thing (https://ludeon.com/forums/index.php?topic=2390.270#msg310649)

Future plans:

  • improving existing mods
  • ancient age: the Orient, China and India
  • 17th+18th century Europe
  • Aztec and Inca empire

Because of that there is many stuff I wan to add I don't think I get everything done by myself in foreseeable time. I'm happy for everyone willing to contribute his/her talent to help me out.

If there is anything special you want to see in here, just tell it in the comment.

Licence: Actually there is no licence, do what ever you want, but please give credits.


Is this updated for Rimworld 1.0?
Title: Re: [B19]Ancient Rim (27th Sep 18)
Post by: koni on January 22, 2019, 04:07:02 AM
I'm sorry for that I was not able to update the mod for the last few month. It's just because I had no time. But I am back now with a new version of AR for Rimworld 1.0.
I've made the following changes:

  • palisades are now impassable and not buildable on bridges, as they're only meant to stand on solid soil
  • sandbags aren't patched to use iron instead of steel any more, this is a modern technology
  • the whole research tree is overworked
  • electrical building and conduits need now copper
  • ancient tables can be gather spots, oil lamps are buildable on tables
  • raids haven't that many warriors any more
  • all clothing except coats are worn directly on skin
  • mosaics are crafted a bit faster
  • overworked various textures
  • wine is temporary disabled because the fermenting barrel was too bugged, wine comes
  • back until I figured out where the problem was
  • bulk smelting of bronze and steel is now possible at the electric smelter
  • various other small changes and balancing
I hope you like it
Title: Re: [1.0]Ancient Rim (22th Jan 19)
Post by: TheCritzHimself on January 27, 2019, 05:25:11 PM
it's nice to see this being updated. this was the first mod I got of the forums back in b18. say, are you going to put this steam workshop anytime soon?
Title: Re: [1.0]Ancient Rim (22th Jan 19)
Post by: Silas_ on January 29, 2019, 02:05:57 AM
Thanks Koni, this mod is totally unique and best quality.  The best medieval/ancient type mod for rimworld.
Title: Re: [1.0]Ancient Rim (22th Jan 19)
Post by: Czer on March 10, 2019, 11:48:30 PM
Hello, great mod but am I missing something I can't seem to make Lorica hamata armor, I'm using medieval times and CE which shouldnt screw with the mod. Yet I have the Mediterranean smithy and I don't see it under recipes.
Title: Re: [1.0]Ancient Rim (22th Jan 19)
Post by: Deer87 on March 15, 2019, 03:49:09 AM
Quote from: Czer on March 10, 2019, 11:48:30 PM
Hello, great mod but am I missing something I can't seem to make Lorica hamata armor, I'm using medieval times and CE which shouldnt screw with the mod. Yet I have the Mediterranean smithy and I don't see it under recipes.

Wait, this one works with CE?!?!?

Also, Thanks Koni for a really cool mod for all us history nerds
Title: Re: [1.0]Ancient Rim (22th Jan 19)
Post by: Hydromancerx on March 28, 2019, 07:00:13 PM
@koni- Can you add the ability to use Momigalite from【ZP】Rice cultivating civilization mod to fuel your wood fueled items? I love using these two mods together.
Title: Re: [1.0]Ancient Rim (19th Apr 19)
Post by: koni on April 19, 2019, 08:45:10 AM
Quote from: TheCritzHimself on January 27, 2019, 05:25:11 PM
it's nice to see this being updated. this was the first mod I got of the forums back in b18. say, are you going to put this steam workshop anytime soon?
Yes, I'll put AR into the Workshop soon, maybe next week..


Quote from: Silas_ on January 29, 2019, 02:05:57 AM
Thanks Koni, this mod is totally unique and best quality.  The best medieval/ancient type mod for rimworld.
;D


Quote from: Czer on March 10, 2019, 11:48:30 PM
Hello, great mod but am I missing something I can't seem to make Lorica hamata armor, I'm using medieval times and CE which shouldnt screw with the mod. Yet I have the Mediterranean smithy and I don't see it under recipes.
You need to research mediterranean culture an chainmail/scalemail first.


Quote from: Deer87 on March 15, 2019, 03:49:09 AM
Quote from: Czer on March 10, 2019, 11:48:30 PM
Hello, great mod but am I missing something I can't seem to make Lorica hamata armor, I'm using medieval times and CE which shouldnt screw with the mod. Yet I have the Mediterranean smithy and I don't see it under recipes.

Wait, this one works with CE?!?!?

Also, Thanks Koni for a really cool mod for all us history nerds
I'm not aware that I did anything about CE compatibility, but ok. I shall look into it.


Quote from: Hydromancerx on March 28, 2019, 07:00:13 PM
@koni- Can you add the ability to use Momigalite from【ZP】Rice cultivating civilization mod to fuel your wood fueled items? I love using these two mods together.
I've uptdatet AR to your will ;)
Along with that you may now also use Medieval Times coal to fuel ancient forges. And other changes were made:

  • wine is back
  • new textures for falx sword, wine and olive oil, stack textures for ballista ammo
  • 2 new clothing items: himation and light cape
  • armors and helmets are now restricted by crafting skills
  • tried another time to balance armors
Download links of SPQRim and Core remain the same.

In addition I'm announcing that I'll try to mod two new eras simultaneously. These are the ancient Egypt and something set between the Renaissance and Napoleon in Europe.
Title: Re: [1.0]Ancient Rim (19th Apr 19)
Post by: Silas_ on April 27, 2019, 09:11:31 AM
Love this, by far the best pre-gun Rimworld mod.  Looking for ward very much to anything else you release.  Ancient Egypt sounds awesome!
Title: Re: [1.0]Ancient Rim (19th Apr 19)
Post by: koni on May 06, 2019, 01:12:53 PM
Mod is on Steam now.
Title: Re: [1.0]Ancient Rim (19th Apr 19)
Post by: Hydromancerx on May 06, 2019, 01:14:33 PM
Congrats!
Title: Re: [1.0]Ancient Rim (19th Apr 19)
Post by: Hydromancerx on May 06, 2019, 05:18:22 PM
@koni - Can you make it so the oil press can use Olives for the Vegetable Garden mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1185265132) too? And also make your Grapes work with Vegetable Garden?

Also in your Ancient Egypt mod will it have mummification? If so some ideas ...

- Work with the Vegetable Garden mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1185269798) that has Flax and Linen for making Mummy bandages.
- Have Canopic Jars to hold organs.
- Allow corpses to have their organs removed and wrapped in the mummy bandages.
- Allow animals to be mummified too.
- Have special decorative sarcophagus.
- Add Kemetism religion to go with Religions of the World mod (https://steamcommunity.com/workshop/filedetails/?id=1645324706). With possible temple props.

EDIT: Also had some ideas for the Roman mod.

- Arched pillars for a Colosseum style look.
- Chariots to go with the Giddyup mod (https://steamcommunity.com/workshop/filedetails/?id=1216999901).
- Lyre instrument to go with the Musical Instruments Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1549446374)
- Gladiator style fights to go with the Prisoner Arena mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1668624708). If not the at least some props for it.
- Add Hellenism religion to go with Religions of the World mod (https://steamcommunity.com/workshop/filedetails/?id=1645324706). With possible temple props.
Title: Re: [1.0]Ancient Rim (7th May 19)
Post by: koni on May 07, 2019, 04:32:36 AM
Update news:

  • Factions are now on steam
  • the factions relation to the player are adjusted
  • the Core mod doesn't longer overwrite research projects, these are patched
Download links remain the same


Quote from: Hydromancerx on May 06, 2019, 05:18:22 PM
@koni - Can you make it so the oil press can use Olives for the Vegetable Garden mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1185265132) too? And also make your Grapes work with Vegetable Garden?

Also in your Ancient Egypt mod will it have mummification? If so some ideas ...

- Work with the Vegetable Garden mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1185269798) that has Flax and Linen for making Mummy bandages.
- Have Canopic Jars to hold organs.
- Allow corpses to have their organs removed and wrapped in the mummy bandages.
- Allow animals to be mummified too.
- Have special decorative sarcophagus.
- Add Kemetism religion to go with Religions of the World mod (https://steamcommunity.com/workshop/filedetails/?id=1645324706). With possible temple props.

EDIT: Also had some ideas for the Roman mod.

- Arched pillars for a Colosseum style look.
- Chariots to go with the Giddyup mod (https://steamcommunity.com/workshop/filedetails/?id=1216999901).
- Lyre instrument to go with the Musical Instruments Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1549446374)
- Gladiator style fights to go with the Prisoner Arena mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1668624708). If not the at least some props for it.
- Add Hellenism religion to go with Religions of the World mod (https://steamcommunity.com/workshop/filedetails/?id=1645324706). With possible temple props.
-a patch for Vegetable Garden should be easy but it will remove AR crops and food to not clutter the game with similar items(two diffrent olive trees with diffrent conditions might be irrtitating)
-I guess I must speak C# to make a pleasant result for mummification that isn't just a crafting recipe that includes just a corpse and other items. But jars and sarcophagi don't seem to be a problem to add.
-Religions are already on my imaginary list of things to add. Zororastism an Asatru will be includeded too.
-Doesn't Giddy up just support animal riding? But Roman equites or Alexanders companion cavalary might be an interesting addition.
-Musical instruments are a beautiful idea. I'll see what instruments there can be too, like the Greek double flute.
-There will be gladiator gear. But how does one change a prisoners apparel?
Title: Re: [1.0]Ancient Rim (7th May 19)
Post by: Hydromancerx on May 07, 2019, 01:41:10 PM
@koni

- I believe the apparel you just drop in the prison area after you strip them.

- That's great news about the Religions! A Persian faction would be so cool! Same with Viking!

- Well the way i see it i you want to make corpses of both humanoids and animal be mummified you would have it be a replace that just replaces them with a new object such as a mummy item. I don't know how it would save the data of the person but it would at least allow for mummies to be made. Should be just like the venom mod where instead of getting meat from a snake it gives you venom glands. Thus getting a mummy instead of meat.

- And yes you can ride any animal. I was just thinking of some sort of custom animal gear. They have saddles and armor. But make it have a chariot attached instead. or even just chariot decorative items.

- Oh yeah the pan pipes would be cool. A brass horn would also be cool (google Ancient Roman musical instruments).

- Well i do like the crops you have that aren't available in VG. So please keep those. Also once advantage of your grapes and olives vs VG is that your can be found in the while while VG don't. I play it as those are wild grapes and olives and VG's are domesticated.
Title: Re: [1.0]Ancient Rim (7th May 19)
Post by: Hydromancerx on May 07, 2019, 07:07:12 PM
@koni

More ideas for the Egyptian mod ...

- Ankh staff as a social item for Kemetism.
- Papyrus crop that could be used to make scroll in the RimWriter mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1521844535). Which i think would work if you just made it a textile.
- Various Pharaoh head dresses as hats.
- Hieroglyphic decorative walls.
- Obelisk
- Scarab Beetle scupture
Title: Re: [1.0]Ancient Rim (7th May 19)
Post by: Hydromancerx on May 27, 2019, 08:09:49 PM
@koni

(https://steamuserimages-a.akamaihd.net/ugc/795361929051767776/1251530DDA467914708FCDBBA5C0D048DF3668D1/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)

Looks like there is already a mummy mod!

Dead Can Serve
https://steamcommunity.com/sharedfiles/filedetails/?id=1735705268

(https://steamuserimages-a.akamaihd.net/ugc/803242059821428067/42D05D3865887368E73EACE1383F0C69386D8B9B/)
Title: Re: [1.0]Ancient Rim (7th May 19)
Post by: PartyCowboy on August 25, 2019, 06:13:31 AM
I am currently running a game with this mod as the focus and am enjoying it so far, except for one issue: the shields are not able to be put in a storage zone or any other thing that uses the list of items. I believe they miss an xml tag to enable that.

I could fix it myself with some searching and maybe release a patch mod, but practically nobody will truly benefit from it and it will only clutter everybody's modlist.

I hope you can fix this issue, since it is annoying to have all the shields from raiders strewn around the map and having to resort to devmode to clean them up.

Thanks!
Title: Re: [1.0]Ancient Rim (7th May 19)
Post by: Hydromancerx on November 07, 2019, 07:09:59 PM
(https://steamuserimages-a.akamaihd.net/ugc/770606725500504779/437EE80B9E3EA60D292A0A4E7B725B1275D5483C/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)

Congrats on your Egyptian mod in this series!
Title: Re: [1.0]Ancient Rim (7th May 19)
Post by: koni on November 08, 2019, 10:25:45 AM
Oh yeah I forgot to mention here. Here's the link:
https://www.dropbox.com/s/d6ppgdakc4yy4mc/AR_Orient.7z?dl=0 (https://www.dropbox.com/s/d6ppgdakc4yy4mc/AR_Orient.7z?dl=0)
I also forgot to mention that the bug where you can't store shields is fixed. Download links on the first page
Title: Re: [1.0]Ancient Rim (8th Nov 19)
Post by: Hydromancerx on December 09, 2019, 01:07:20 AM
@Koni

Please combine with the boat mod to make triremes!

Boats!
https://steamcommunity.com/sharedfiles/filedetails/?id=1931133197

(https://www.modelshipmaster.com/products/ancient/argo/argo_oars%20(8).JPG)
Title: Re: [1.0]Ancient Rim (15th Feb 20)
Post by: koni on February 15, 2020, 09:03:48 AM
The mods (except for the Mediterranean Faction) are updated for bug fixes and a bit new content for the Orient.
Title: Re: [1.1]Ancient Rim (25th Feb 20)
Post by: koni on February 25, 2020, 09:47:01 AM
All four mods are updated for RimWorld 1.1 but will work as before for 1.0
Features like wine fermenting and shields are disabled for the moment because required frameworks aren't up to date.
You now can find Egyptian sarcophagi in the Orient mod.
Title: Re: [1.1]Ancient Rim (28th Feb 20)
Post by: koni on February 28, 2020, 12:06:34 PM
Egyptians now populate the Rim. Have fun with the new factions mod:
AR_OriFaction.7z (https://www.dropbox.com/s/fq7puh8i21ohdk1/AR_OriFaction.7z?dl=0)
You need to re-download the Oriental Edition, some  changes were made to support the faction.
Title: Re: [1.1]Ancient Rim (28th Feb 20)
Post by: Hydromancerx on February 29, 2020, 02:43:41 PM
(https://graphicriver.img.customer.envatousercontent.com/files/259133258/preview.jpg?auto=compress%2Cformat&q=80&fit=crop&crop=top&max-h=8000&max-w=590&s=1ec52bb35c377fb5bcef69cad15bed06)

So some ideas from before (https://ludeon.com/forums/index.php?topic=27621.30) and some new ones ...

- Mummification
- Egyptian Canopic Jars (Decoration)
- Egyptian Gold Jewlery (https://vanessapace.files.wordpress.com/2014/05/il_fullxfull-370398413_km4g1.jpg) (Give social bonus)
- Hand Fan (https://c8.alamy.com/comp/H0RMPH/ancient-egypt-fan-bearer-to-ramesses-iii-new-empire-servant-of-the-H0RMPH.jpg) (Passive Cooler Alternative)
- Cat Sclupture (https://graphicriver.img.customer.envatousercontent.com/files/280426520/preview.jpg?auto=compress%2Cformat&q=80&fit=crop&crop=top&max-h=8000&max-w=590&s=61785eb78256f6bf1a95f43625b8da9a) (Decoration)
- Chariot Sculpture (Decorative)
- Lyre (https://editorial01.shutterstock.com/wm-preview-1500/9873507a/594edcf5/ancient-egyptian-objects-ancient-egypt-shutterstock-editorial-9873507a.jpg) (Musical Instrument (https://steamcommunity.com/sharedfiles/filedetails/?id=1549446374))
- Papyrus (Crop)
- Reed Boat (https://cdn.shopify.com/s/files/1/0895/0864/products/42-31041171_1024x1024.jpeg?v=1565835256) (Boat (https://steamcommunity.com/sharedfiles/filedetails/?id=1931133197))

Many thanks in advance!
Title: Re: [1.1]Ancient Rim (28th Feb 20)
Post by: Hydromancerx on April 08, 2020, 04:36:09 PM
@koni

With the recent April Fools mod Vanilla Vehicles Expanded  (https://steamcommunity.com/sharedfiles/filedetails/?id=2043591062) it got me thinking. Its weird for cars to eat and make meat but no so weird for a Chariot. In short perhaps do just as they did in the mod. Just make a normal animal based on the horse but just have it include graphic of a chariot attached and done in a way for the pawn using Giddy Up mod to sit in the chariot correctly.

(https://cdn.discordapp.com/attachments/616873171982876672/697545086149460079/char.png)
(Not intended to be used. Just giving an example of how it could be set up)

EDIT: Alternatively maybe it could use the Animal Armor mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1541439112) to equip the horse.
Title: Re: [1.1]Ancient Rim (28th Feb 20)
Post by: Chicken Plucker on April 08, 2020, 09:04:43 PM
Wow so anyway guys, NVGs and tactical tactics.. Oh sorry wrong thread.

Hi I was asked by Hydromancerx to post these, he had no chariot textures since that side view he posted was all he had.

I went to sketchfab and made this with ease, took a 3D model, changed the view to basic colours and then I added black outlines. It's resolution is equal, higher than RimWorld but it's HQ. Hope it's of any use to you, cheers.

(https://i.imgur.com/1j7y2SX.png)

(https://i.imgur.com/8q0q6W2.png)

(https://i.imgur.com/T2Fnj2H.png)
Title: Re: [1.1]Ancient Rim (28th Feb 20)
Post by: Hydromancerx on April 08, 2020, 09:20:15 PM
@Chicken Plucker

Thank you!!