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RimWorld => Mods => Unfinished => Topic started by: Grizzlyadamz on January 11, 2015, 08:03:31 AM

Title: [WIP] Medieval faction
Post by: Grizzlyadamz on January 11, 2015, 08:03:31 AM
Just trying to throw together a quick medieval faction, figured I'd make a thread to make sure no one else is doing the same. (awkward)

Groups will consist of peasant conscripts, archers, a few knights, and rarely a lord.

Perhaps I'll figure out how to make a siege engine or two, but that's after getting everything else working.

Here's what I've got so far:
(http://i766.photobucket.com/albums/xx303/GrizzlyAdamz/RimworldArmor1_zpsec492435.png)

How's it look? Rough on the edges? Should I try to get it more isometric-looking? Is the design all wrong?
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on January 11, 2015, 03:14:43 PM
Thanks to some stellar help, I've just wrapped up the armor sprites for the other body types.

So, here's what I'm thinking:

Jesters armed with molotov cocktails/a weaker pitch equivalent/scavenged frag grenades.
Peasants with pitchforks/scythes/crappy swords
Trained peasants with spears/bardiches/swords/bows/crossbows
Knights with swords/claymores
Nobles with the same, perhaps gilded versions, perhaps some scavenged tech

I'll see about making an animated trebuchet that'll launch incendiary loads.

Perhaps throw in a long-bow that can fire over walls?
Title: Re: [WIP] Medieval faction
Post by: CB elite on January 11, 2015, 06:24:16 PM
Quote from: Grizzlyadamz on January 11, 2015, 03:14:43 PM
So, here's what I'm thinking:

Jesters armed with molotov cocktails/a weaker pitch equivalent/scavenged frag grenades.
Peasants with pitchforks/scythes/crappy swords
Trained peasants with spears/bardiches/swords/bows/crossbows
Knights with swords/claymores
Nobles with the same, perhaps gilded versions, perhaps some scavenged tech

I'll see about making an animated trebuchet that'll launch incendiary loads.

Perhaps throw in a long-bow that can fire over walls?

When I think jesters, I think of daggers, but fire fits just as well :D
Peasants: I like it!
Trained Peasants: Maybe name change --> Mercanaries; everything else is great :D
Knights: + Shields if possible?
Nobles: Fancy armor for fancy peoples (jewels and what-not?) :)
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on January 12, 2015, 05:35:13 AM
Good idea with the mercenaries. IIRC, apparently that was kinda the deal too- lots of fighting men were mercenaries.
I'd wager that was after the plague though, when labor was at a premium & the peasants were more valuable in the fields.

Heh, I'd add jewels but I don't think the game'd render it well; it's not so good with fine details.
Instead I'm thinking gold filigree & a few extra doodads. Maybe make it fluted, (if it's feasible with the detail that's allowed).
Title: Re: [WIP] Medieval faction
Post by: mipen on January 12, 2015, 06:37:57 AM
Sounds great! :) would definitely install this when you release it
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on January 12, 2015, 07:15:29 AM
Thanks mipen! :)

Here's the full armor set, aside from making the helmet's shadowed side brighter (& slightly adjusting the thin armor's position) it's pretty much finished.
(http://i766.photobucket.com/albums/xx303/GrizzlyAdamz/rimworldArmor2_zps294ff3d9.png)

Based the helmet off of this: http://www.wassonartistry.com/images/armor/slottedburg/IMG_3868.jpg


Next up I think I'll try to get the faction working.


-Faction's spawning correctly. I think I'll need to duplicate all the weapons- vanilla weaps don't seem to have specific tags, can't keep the knights away from spears.
I also think I'll reduce the armor colors to 1. Or make them very, very similar.
Title: Re: [WIP] Medieval faction
Post by: CB elite on January 12, 2015, 09:38:11 PM
Quote from: Grizzlyadamz on January 12, 2015, 07:15:29 AM
-Faction's spawning correctly. I think I'll need to duplicate all the weapons- vanilla weaps don't seem to have specific tags, can't keep the knights away from spears.
I also think I'll reduce the armor colors to 1. Or make them very, very similar.

1. You could make the weapons to your own standard (or your faction's standard compared to vanilla). Name could be different from vanilla to prevent confusion :)

For example: Sword of (Faction's Name)

I don't know, just a suggestion.

2. You could use the different colored armors as different tiers of said armor. They all just need their own defs.

Color could indicate rank, while offering diversity to the game :)
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on January 13, 2015, 06:45:58 AM
Ha, was wanting to pare down the colors to ensure they get matching sets. To accomplish that & also keep the extra colors, I'd have to duplicate both the knight pawn & the armor set a couple times, then give the duplicates different tags.
However, I am looking to add a fancier fluted version to help diversity a bit, (and let you bling up your knights), & the variable color was just an experimental hold-over from the power armor base I started with.
Power armor's some fancy matte composite & as such could easily hold a color. Steel on the other hand...you could paint it like in the screenies, but it's rather impractical- battle would see it flaking off with each hit.
I could probably throw out a secondary file with the painted armors if ya want- changing it would take all of 2 minutes.


As for weapons, yah, don't want to clutter people's weapon racks & such, & it seems wasteful to bypass the vanilla weaponry that was made for this kinda faction.
Argh, perhaps an 'authentic' version..or crummy arming swords.. Blah I just want to use the default longsword...


But you bring up another question:
FACTION NAME!
So far I've just been calling them medievals or medievalings. Have any more creative names?
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on January 13, 2015, 11:08:30 AM
Here's a friendly siege group that just showed up.

(http://i766.photobucket.com/albums/xx303/GrizzlyAdamz/rimworldmedieval1_zpsa4f37e28.png)

Jesters are equipped with their new weapons: blastpots & pitchpots.
Peasants are still wielding neolithic tools.
Mercenaries don't have weapons yet. Might have to name them 'Mercenarios' or something
Plus 1 lord & two knight bodyguards.

Name generator's working ok, (though I'm getting pawns with custom names & backstories mixed in...)
I'm tweaking the spawn rates to set up mercenaries as the brunt of the fighting force, but when peasants show up they show up in large numbers.
Also slowly introducing new weapons & equipment.
Remind me to switch off other mods for future screenshots.


Big shoutout to Shinzy for letting me use his basic shirt textures!
Title: Re: [WIP] Medieval faction
Post by: Berengar on January 14, 2015, 01:12:28 PM
So there are vickings... normal knights.
Now we need bandits and all that fantasy stuff like orcs, trolls, dwarfes... and so on.
Title: Re: [WIP] Medieval faction
Post by: Shinzy on January 14, 2015, 02:31:09 PM
Quote from: Berengar on January 14, 2015, 01:12:28 PM
So there are vickings... normal knights.
Now we need bandits and all that fantasy stuff like orcs, trolls, dwarfes... and so on.

Didn't you already put orcs in game Berry? =P *poke*
Title: Re: [WIP] Medieval faction
Post by: Berengar on January 14, 2015, 03:37:42 PM
Jeah... there was something!
But i was never realy happy with them.. dont fit  in the game.
But when i got some time, maybe i create new ones...

Sugestion!
I will make some new orcs and goblins, and shinzy could make some bandit stuff. And volla.. we got an small fantasy/medieval overall. ;)
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on January 14, 2015, 08:31:42 PM
Heh, someone'd need to make elveses too.

Oh, no work on it today btw, orientations. Woo pre-semester homework!
Title: Re: [WIP] Medieval faction
Post by: Berengar on January 14, 2015, 08:35:53 PM
Arhh... not that elves!
But hey... new flesh for my colony! ;)
Title: Re: [WIP] Medieval faction
Post by: mipen on January 15, 2015, 04:16:23 AM
Quote from: Berengar on January 14, 2015, 08:35:53 PM
Arhh... not that elves!
But hey... new flesh for my colony! ;)
Elves don't count as humans, so it's not cannibalism! >:D
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on January 15, 2015, 07:36:02 AM
I wonder what their flesh tastes like...vanilla?

Think I'll try to cobble together some weaponry today.
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on January 15, 2015, 11:51:59 AM
Hey, trying to decide on a second melee weapon for knights/lords.

Was thinking a two-handed maul would be the most distinct, but it looks like historical records for the kinda thing I want to make are sketchy to non-existant.

I could make a war-hammer(/pick) or a polearm equivalent, but I dunno, that seems like it'd be lame.
Especially when the lowly footmen are going to have winged spears & bardiches.

And then morning stars seem rather vulgar, barbaric. Not the kinda thing a respectable knight would use.
Title: Re: [WIP] Medieval faction
Post by: CB elite on January 15, 2015, 12:42:46 PM
Have you added a halberd yet? I always thought those were pretty cool. I don't think it would offer much, with the current game mechanics, but it would still look cool in my opinion :D I don't know if these really apply to knights, but...

Battle axes, daggers (although uncommon/unpopular), and I actually had an idea for a flail:

The game would recognize it as a gun, but as far as we're concerned it would act like a melee weapon
Low range (to simulate melee, but you can still hit people like a square in front of you or something)
Slow projectile speed (to simulate swing)
Projectile graphic is the spike ball thing
Damage could be blunt?
Oh, and making the "shot" sound effect into something melee-ish wouldn't hurt

I don't know, just trying to help out with some ideas :D I'll shut up now lol :-X
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on January 15, 2015, 12:51:22 PM
That's a pretty sweet melee idea! I feel obligated to try & implement it now.
I wonder if pawns would try to take cover before 'firing' it?


Knights were all about the halberds, but I feel like it wouldn't be distinctive enough from the other pawns.
Hehe, thinking Axes should be the Norbals' distinctive weapon.

Gotta go run some errands, so here's what I've got so far.
(http://i766.photobucket.com/albums/xx303/GrizzlyAdamz/rimworldweapons1_zpsc43f56a3.png)
Title: Re: [WIP] Medieval faction
Post by: CB elite on January 15, 2015, 12:57:37 PM
Quote from: Grizzlyadamz on January 15, 2015, 12:51:22 PM
That's a pretty sweet melee idea! I feel obligated to try & implement it now.
I wonder if pawns would try to take cover before 'firing' it?


Knights were all about the halberds, but I feel like it wouldn't be distinctive enough from the other pawns.
Hehe, thinking Axes should be the Norbals' distinctive weapon.

No need to feel obligated! :o

The main problem that I see with the idea is engagement... It wouldn't be a melee option, it would be a "fire at" option or something like that, and you wouldn't be allowed to if out of range... The frustration is real, because I didn't think about that until just now :(

I hear you on the Norbals and their axes.
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on January 17, 2015, 11:29:07 AM
Yesterday just made the guardsman's armor male textures, plus textures for a peasant's flail (http://upload.wikimedia.org/wikipedia/commons/thumb/7/7a/Cep_bojowy_0211.jpg/226px-Cep_bojowy_0211.jpg), an arming sword & a windlass crossbow. (so not much)

Today I've gotta work on that homework I mentioned.
Title: Re: [WIP] Medieval faction
Post by: apljee on January 17, 2015, 08:15:41 PM
Hey Grizzly, if you want any help with this at all I'd be willing to help.
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on January 18, 2015, 09:16:28 AM
That's very generous! Thanks, I'll keep it in mind & throw ya a msg if I need to! :D


I'm about 80% on the guardsman armor; need to make the female variant, apply the blur tool to all of them, then make the definitions for all the new weapons & the guardsman armor.
More errands soon, but I'll see about getting that stuff done today & will try to upload a new screenshot later.
Title: Re: [WIP] Medieval faction
Post by: CovertGhost7377 on January 18, 2015, 09:58:49 PM
A cool idea would be to add in a catapult or trebuchet, so they could siege the colony
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on January 18, 2015, 10:14:13 PM
Yep, exactly what I was thinking. The trick'll be animating it.
(and, perhaps, somehow changing their siege behavior so they don't construct sandbags...)

Tried to throw together a screenshot, but the weapons need masks & blech.
Will get to it early tomorrow.
Title: Re: [WIP] Medieval faction
Post by: CB elite on January 19, 2015, 03:24:45 AM
The siege AI is defined in a .dll, so that will require some more advanced coding unfortunately. But, if you have the skills and time to make custom AI think trees, the custom siege structures would be very cool indeed :D
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on January 19, 2015, 10:44:14 AM
Hm, hopefully it's straightforward.

Here's that screenshot I promised.
(http://i766.photobucket.com/albums/xx303/GrizzlyAdamz/rimworldmedieval2_zpsba0511d6.png)
The masks are acting up. They seem to be completely shielding the in-game graphics, but completely ignoring the gear icons. Strange.
Anyone have an idea why?

Aah, it needs _m for single graphics, got it. Workin now.

Oh and I haven't applied blur yet, so the textures look kinda choppy. Saving that for finalization.
Currently only the bastardsword, maul, and winged spear use the stuff system.


Just did a tiny bit of work on the jester textures, doesn't warrant an update post. After those I'll see about making the trebuchet.
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on January 26, 2015, 06:24:04 PM
Just a heads up, taking a long time mostly because this program I'm in is coming into full swing & seems to take quite a lot of study & practice. And errand-running.
Also had a computer hiccup, but I'm sorting that out now & mod's ok/backed up.

So I'll just edit this post with small updates in the meantime, will bump if there's a decent chunk of progress or other development.
Title: Re: [WIP] Medieval faction
Post by: Kolljak on January 26, 2015, 06:46:58 PM
i come bearing gifts :D medeival weapons not transparent or scaled yet but you can have em too :D

(http://i.imgur.com/l8M57Sm.jpg)
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on January 27, 2015, 09:54:38 AM
Ha, those are fine weapons, but I'm deathly afraid of details becoming noise in the teeny-tiny dimensions we've all got to work with.
So, I don't think I'll use them, but it is a gracious gesture and I appreciate it immensely sir.   :)

You did kinda give me an idea though, or rather remind me of something- you can make armor use the stuff system. It doesn't have an effect, (metals, that is), but you can do it. Might be a good way to have more colors.

Say, how does overwriting vanilla definitions work? Like, giving metal resources armor value offsets? Can't do it today, much homework, many errands, but I'm interested.


The 'update this post' rule still applies & will continue to do so into the future- unless I make progress I'll edit my most recent post for updates.



Reading and reading here. Program's no joke. Will see about putting in a bit more time tomorrow.

Redid/finished off the normal male jester textures. Trying to get funky colors working correctly, link (https://ludeon.com/forums/index.php?topic=9849.0).
Title: Re: [WIP] Medieval faction
Post by: Boboid on January 28, 2015, 02:06:48 PM
By the by on the subject of the mercenaries - Mercs became a lot more common after the invention of the Crossbow, the simple reason being that anyone can learn to fire a crossbow after about.. 20 minutes whereas learning to use a standard bow -or a sling, or a javelin-  years.

If you're still struggling to find a niche for the merc weapons, crossbows are it.
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on February 06, 2015, 10:32:20 AM
Ha, I think I'll be calling them 'guardsmen' and shifting back towards a mostly-peasant combat force. Playing fast & loose with the realism here, (no horses, pike walls are boring). -e but thanks for the info!

Anywho, making a new post to ask if anyone has an answer to my question here (https://ludeon.com/forums/index.php?topic=9849.0) concerning apparel textures & masks, before I go to convert the 3 I have into a black/white version that can take on colors.
Well, actually I guess I'll be asking & doing at the same time..


Hm, did the front & took a look.
I think it'd be easiest & best if I just went with a red & black color scheme, nothing else.
If the masks worked, it'd be different though.
Time to get some work done.

It needed something. Bells. yeeeeess muahhaha

blah, just did the math, takes me ~20 minutes to get from a template to the exported (untested) texture. So at 15 textures/apparel, that's...5 hours per article of clothing.  :|
At least for this jester piece..
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on February 07, 2015, 04:55:42 PM
Here're some jesters marching in formation.


(http://i766.photobucket.com/albums/xx303/GrizzlyAdamz/RimworldJester_zps39b37c08.png)

I think the fem model needs work, but NO, tired of textures for now.
Tried a couple white dots on the hat sides & back in an attempt to increase fidelity, but I think I'll remove those at some point.


Next up:
Siege engine
Armor with metallic modifiers
Mucking around with siege camp scripting, (small wooden 'fort'/siege camp I'm thinking)
Make fancier armor/weaps for lords

I'd be satisfied with it enough to release it after those first two, and at that point I'd be receptive to texture/script help, (though I'd be a meddling producer about it, editing textures n whatnot).



In the meantime, Question here (https://ludeon.com/forums/index.php?topic=10128.0) concerning the Metallic armor, thinking I'll have to make a separate mod to add the metal attributes, and then branch this one. :[

Also noticed the stuff-fied weapons were 100% steel in the last couple test-colonies I ran. Though I did want to get rid of the *Plasteel* weapons at one point, I don't remember actually setting this up. Further, I couldn't figure out why it's doing it when I took a look.
That's well & good for now, but it might be a problem when it comes to fancy lord weapons.
Title: Re: [WIP] Medieval faction
Post by: Shinzy on February 08, 2015, 05:04:57 AM
stuffed weapons costs like millions =P they can't afford to spawn with them (But I think this is something that gets fixed in the next alpha?)
and for metals you'll only need to overwrite the old metals with your new ones, just find the
vanillla ones defs and change them, that shouldn't cause any conflicts unless there's another mod that
also changes them somehow
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on February 08, 2015, 09:57:38 AM
Heh, they were spawning with them when I first made them, there's a screenshot on the last page with a silver bastard sword.
(they have oodles of cash dolla for weaponry)
I'll try upping it again though- mighta been that I changed their equipment quality, so the price exponentialized.

Well, yep. Sounds like something that might be better off in instruction format- conflicts on core files, (especially resources, I'm thinking), are gonna be inevitable.


-e 2/13
Busy busy busy.

-e 2/15
Opened up the siege engine stuff today. Things I learned:
-The base graphic isn't scaled
-Graphic dimensions & in-game tiles don't match up very well
-The superstructure (gun-part) graphic IS scaled, so I can't make it the size of a house
-The projectile graphic is also scaled, so no giant flaming balls of pitch. Just normal flaming balls of pitch.
-Besiegers spawn the trebuchet without any mucking with the siege behavior- they must just spawn random 'turrets'

I was going to make it a large circular 'mechanical' trebuchet, claiming they'd scavenged gears to let it rotate 360*.
But given the size restrictions on the graphics, I might have to invent something.
Perhaps some kinda grapeshot-launcher, except with flaming pitch..hmm
-OOH! I know- It'll be a large metal tank they've cobbled together, filled with pitch- it spews the stuff, like, pretty far. Since they'll still be spawning with normal mortars as well, this'll be an area-denial for your typical sniper tactics, BUT it'll be at the cost of:
1. Weakened long-range capability &
2. A large flaming, fragile bomb right in the middle of their siege camp.
You'd want to box with them at range, nail that sucker and watch the fireworks, then deal with the survivors when they charge your gates.

Huh, but I'd need to muck around in the behaviors anyway, else regular raiders will siege with it as well..

2/24
Busy busy busy
Since I'd have to muck around in the siege stuff no matter what, might disable sieges and put out what I have.
Title: Re: [WIP] Medieval faction
Post by: apljee on March 12, 2015, 08:44:44 PM
What's the progress with this mod?
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on March 12, 2015, 11:03:36 PM
Nothing, just been chugging away at school.
This next week is spring break, figured I'd make a few more textures & see what else I can add before getting it ready for A-9 and releasing it as a no-frills, no-sieges faction. Messing with the code stuff will have to wait till the summer. On second thought, I might be busy then too. :\

But anyway, plan is small changes, update for A-9, release it & then stick around to do balance updates. (woo!)
Title: Re: [WIP] Medieval faction
Post by: Grizzlyadamz on March 18, 2015, 06:03:29 PM
Hey, What's the basecooldownticks->meleeweapon_cooldown conversion?

Hm, got rid of all the errors loading up, but can't seem to get a group to spawn- says I've got a Statrequest for a null def.
Was that a common problem?


Mk, so I didn't get as much done as I'd hoped, not enough for a 'release'.
But I could probably put out what I've got and start doing balance changes & such, (though slowly..).
It'd be a beta & more suited for testing than playing. Anyone want?