[RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))

Started by Vindar, July 27, 2016, 11:14:42 PM

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Vindar

#165
Updated to (v 1.49.A16)
- Updated to Alpha 16
- Reworked Various coding, Tweaks and Balence changes.
- Moved most Medieval Items under new "Medieval" Category with exceptions
to structures, security and the personal computer.
- Reworked the spawnlists for socities and warbands.
- New Icons for Medieval Factions
- Consolidated Arming Cap into one item/graphic
- Various Graphic updates/tweaks.
- Updated graphics for "Winter Cloak" and all Winter Cloak variations
- Updated Graphics for Wooden Plates, Temp Graphics for Full Wooden Plates.
- Added New Helmet "Wooden Helmet"
- Moved Shrines back to sculpting table
- Changed Graphic for "Encased Steel Guantlets"
- Changed Graphic for Blacksmith's Forges Tiers 1 & 3
- Added New Furniture "God King's Throne" Located in sculpting table
- Added New Armour "God King's Armour"
- Added New Helmet "God King's Mask"
- Finished Variations for "Royal Plate"
- Added New Helmet "Royal Mask"
- Added New Accessory "Royal Plated Boots"
- Added New Accessory "Royal Plated Guantlets"
- Added New Armour "Warlord's Armour"
- Added New Armour "Brigandine" & Variations
- Added New Accessory "Archer's Bracer"
- Added New Weapon "Blacksmith's Hammer"
- Added New Weapon "Meat Cleaver"
- Added New Weapon "Halberd"
- Added New Weapon "Battle Axe"
- Added New weapon "Medieval Grenade"
- Added New Tradegoods "Puzzleboxes"
- Added New Accessory "Winter Boots"
- Added New Hat "Winter Hat"
- Other stuff i most assurdly forgot I did.

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The balence on some stuff particuarly shooting times/delays is prolly off, too tired right this second to go over it with a fine tooth comb (i'll do that tommorow)

everything should work fine, but still let me know if you guys find any bugs or things that dont make sense.

Trigon

Perfect timing. I'll be sure to let you know if I notice any issues tonight.

Vindar

a major bug was discovered and fixed with version 1.50.A16

If you downloaded 1.49, please switch over to 1.50

Updated to (v. 1.50.A16)
- Added Colorable class to armours/helmets.
- Fixed Turrent "Ballista" infinate self-reference error.

Zakhad

#168
Got the auto update on steam workshop for this mod, and it literally broke my game as its no longer compatible with combat realism since that update. Either mod works fine separately but unable to work together now, they were working together fine yesterday.

Fresh output_log with just them 2 mods enabled.
http://pastebin.com/eTVzyxd8

I will mention this over at combat realism as well. Ah early alpha modding at its finest :)

Edit: Fixed it by changing the load order... I don't understand how I able to play with a bad load order prior to that update. (Referring to to 1.50 - I was on 1.49)



joaonunes

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Hassist

#170
What's with some type of shields that you can use beside the one-handed weapons?
wooden/leather, reinforced round shield and buckler or so.
They don't need high stats and should easily break for a good balance imo.

btw would it be possible that pikes/maces/hammer make more dmg against equipment.

THX for this awesome mod  ;D

Vindar

#171
Quote from: Hassist on December 23, 2016, 02:16:10 PM
What's with some type of shields that you can use beside the one-handed weapons?
wooden/leather, reinforced round shield and buckler or so.
They don't need high stats and should easily break for a good balance imo.

btw would it be possible that pikes/maces/hammer make more dmg against equipment.

THX for this awesome mod  ;D

no idea what the first part of that question is about, I added the lines that are supposedly necessary for compatibility with Medieval shields, however, no shields were added in this mod.

for second part, I've already decreased the protection Armour provides to blunt weapons a long time ago so if you use weapons like war-hammers you should notice them being super effective against heavily armoured opponents, while things like Axes and swords are far more effective against unarmoured opponents.


=========================

Updated to (v. 1.51.A16)
- Fixed build time bug
- Adjusted shooting time on medieval defenses

=====================

Updated to (v. 1.52.A16)
-Fixed Food-Prep Station Bug
-Added New Accessory "Wooden Boots"
-Added New Accessory "Wooden Gloves" (Placeholder Graphics/Name)

Goosedown

#172
I suspect that it might be something on my end if no one else has mentioned it, but i've been seeing an odd issue where 100% of the tribals that are raiding me are wearing warlord's plate. While this makes for some lovely loot i'm terrified of what'll happen when the raids get bigger and i'm dealing with dozens of heavily armored club swinging tribals...
Edit: Same goes with medieval factions, everyone has warlord's plate...

Vindar

Quote from: Goosedown on December 25, 2016, 01:00:23 PM
I suspect that it might be something on my end if no one else has mentioned it, but i've been seeing an odd issue where 100% of the tribals that are raiding me are wearing warlord's plate. While this makes for some lovely loot i'm terrified of what'll happen when the raids get bigger and i'm dealing with dozens of heavily armored club swinging tribals...
Edit: Same goes with medieval factions, everyone has warlord's plate...

hmmm... that might be a temperature thing where it equips the plate auto cause they need colder weather gear.

I'll look into it, if it's the case you can expect a patch to fix it.

thanks for the feedback, any i get is always a big help

nununu125

I have had a same problem.
About 80% of pawns from Tribes, Pirates and Outlanders wore Warlord's Armor.
(The difference Goosedown's situation and me is in my gameplay pawns from medieval factions wore variety of armors/clothing)

So I moved "Medieval Times" mod to last place in load order and problem solved.
As far as I confirmed, only a leader of Medieval Warband is wearing Warlord's Armor.

I checked this by forming a caravan at day one and "send them instantly" to the nearby tribal colony by using dev mode, to observe pawns living there.
I forgot which biome there colony was, how cold temperature was.
So I'm not sure this is a permanent solution (pawns with Warlord's Armor may appear in harsh winter), though I hope this might help you in any way.

Hassist

Quote from: Vindar on December 24, 2016, 06:13:48 PM
no idea what the first part of that question is about, I added the lines that are supposedly necessary for compatibility with Medieval shields, however, no shields were added in this mod.

for second part, I've already decreased the protection Armour provides to blunt weapons a long time ago so if you use weapons like war-hammers you should notice them being super effective against heavily armoured opponents, while things like Axes and swords are far more effective against unarmoured opponents
yeah I was asking if you could add medieval shields, which would go together with some one-handed weapons (like the tactical shield from "High Caliber")

And I know that the armour values against blunt weapon dmg are lower. I meant if it would be possible to code it in such a way, that blunt weapons would do more dmg against the equipment HP.
Through this armour/weapons/shields would break more often in combat.

In hindside, that would be too much of a hassle and fuck up your balance. :-\

Vindar

(v. 1.53.A16)
- Adjusted Item spawn table to avoid cold weather issues.
- Added new weapon "Bandit's Hammer"

Trigon


Goosedown

Holy crap you're quick with the fixes. Massively appreciated!

Beathrus

Mr. Vidar I am not sure if its intended or not; but every time I attempt to put on 'Winter Boots' on my character who has bionic legs, it says "Cannot wear cloth Winter Boots (good) (Missing body parts).