[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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Hydromancerx

Now that we can raid AI bases maybe you should add some siege weapons like battering rams or siege towers! Or maybe a trebuchet!!


Trigon


Hydromancerx

Quote from: Trigon on January 06, 2017, 11:16:09 PM
Wait isn't there already a catapult of sorts?

There is a Balista. But that is short range.

Adalah217

#198
I have an initial CombatRealism patch ready! But it's probably not stable. I'll call it an experimental release :)

It doesn't change the range values on any of the bows added, so anytime you try and use guns against medieval raiders, they get destroyed. This is just how CombatRealism changes guns to have far range values and deadly effectiveness. Also, the damage was (relatively) unchanged by bows.

I have not changed apparel. CR adds a "bulk" value to apparel, as well as carried mass. This is an easy change to fix, but hard to balance.

Basically, I added ammo to crossbows and resolved a few other changes (embrasures in both mods etc).

I'm waiting on Vindar to respond either here or on Steam before I post it. It's basically their mod + a few changes.

Vindar

Quote from: Adalah217 on January 07, 2017, 03:13:21 PM
I have an initial CombatRealism patch ready! But it's probably not stable. I'll call it an experimental release :)

It doesn't change the range values on any of the bows added, so anytime you try and use guns against medieval raiders, they get destroyed. This is just how CombatRealism changes guns to have far range values and deadly effectiveness. Also, the damage was (relatively) unchanged by bows.

I have not changed apparel. CR adds a "bulk" value to apparel, as well as carried mass. This is an easy change to fix, but hard to balance.

Basically, I added ammo to crossbows and resolved a few other changes (embrasures in both mods etc).

I'm waiting on Vindar to respond either here or on Steam before I post it. It's basically their mod + a few changes.

didn't see any message in my inbox here or elsewhere, but feel free to post and distribute any compatibility patches you made associated with my mod. 

just a fair warning though, this mod is still very much a work in progress so I might run you ragged with updates when I get in one of those "lets make updates" moods.

Adalah217

#200
Quote from: Vindar on January 07, 2017, 05:15:55 PM
-snip-

Ah I didn't send the PM. My bad!

I don't anticipate updating it to be too difficult to be honest. It only took a few hours to make in the first place (definitely not perfect either). Do you happen to use github? It'd make it even easier to see the specific changes made.

------------------------------------------------

Initial experimental release of the Combat Realism - Medieval Times compatibility patch! v0.1

https://www.dropbox.com/s/95gm9sey5jc5q9g/Medieval%20Times%20%28v.%201.54.A16%29%20-%20CR%20patch%20v0.1.zip?dl=0

Load Combat Realism THEN this mod
It is not necessary to have the Medieval Times mod in your load order.

Things to note:

  • Combat Realism changes the range for guns up to 50 in some cases. This will make bows seem like they need to get really close to fire. As it stands, all bows have the same range and damage as they did in Medieval Times, and they have been given armor penetration values. As it stands, guns outclass bows in a fair fight. Open to suggestions here. Radically change bows or leave it as is?
  • Need feedback on melee weapons. They have been given armor penetration values, bulk, and (carried) mass. 
  • Medieval apparel doesn't have bulk values associated with it. It's very easy to add, but hard to balance. It's a fairly simple fix that will take time to get right. Be sure to report any weird bugs with them.
  • Structures should be working now as intended. Combat Realism changes how damage is done to them by various affects, and I have added that here. If you see anything weird, report it please.

Changes from CombatRealism:

Shortbows and Greatbows use the Medieval Times range/damage values.

Embrasures from CombatRealism have been disabled (Medieval Times overwrites it)

Barbed wire has been changed: it now requires Medieval Times Improved Security to build.

Auto-Turrets have been changed: they can use any metal to build, and now require the proper turret research (initially did not require any research to build (!))



CombatRealism bugs:

If your bow isn't firing, it is likely a result of the CombatRealism bug. To fix it, right click on the "Reload" button when the bow is equipped, and select the arrow type. If you already have ammo equipped and this isn't fixing it, then just press the reload button.

Embrasures not being able to fire behind them if a path does not exist to the target.

Last round of ammo will disappear and throw an exception.

Check their github for any other bugs

Noted bugs with this mod:

Sometimes pawns with medieval weapons spawn without ammo for bows (long bows in particular).


ajaviide

#201
Hello, im going to start my next game with this mod.

It seems to work fine i got one small error tho (yellow) i think one of rimfire guns is unsmeltabele using medieval smelter?
Or is it something else?
I hope its not big deal.

yellow error :

Config error in MedTimes_Gun_ChargeMG: has smeltProducts but has smeltable=false
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Sniper Pilot

Anyone else having issues with starting a new game? Permadeath option disappears when selecting Randy-

Vindar

#203
Quote from: ajaviide on January 10, 2017, 05:02:59 AM
Hello, im going to start my next game with this mod.

It seems to work fine i got one small error tho (yellow) i think one of rimfire guns is unsmeltabele using medieval smelter?
Or is it something else?
I hope its not big deal.

yellow error :

Config error in MedTimes_Gun_ChargeMG: has smeltProducts but has smeltable=false
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

That's already "fixed" in 1.55, I still need to add some content to 1.55 before I upload it though.

In the meantime, the error shouldn't cause any major problems. I sorta forgot 1.54 had that issue. If i get some time I'll add some content to 1.55 and push it out.

Quote from: Sniper Pilot on January 10, 2017, 08:48:54 AM
Anyone else having issues with starting a new game? Permadeath option disappears when selecting Randy-

That bug was noted and is discussed in the bug forum:
http://steamcommunity.com/workshop/filedetails/discussion/732569232/360671352682592349/

Trigon


Vindar

#205
Quote from: Trigon on January 15, 2017, 08:36:58 PM
Is the Warlord's plate not possible to craft?

not currently no, warlord and god king are gonna be "legendary" style, which means you scav or buy em. rares like the charge m-10 or techno gear. (still need to figure out what stats i want the legendaries types to be)

-----------------------------------------------

Updated to (v. 1.55.A16)
-Various tweaks, bug fixes and graphical changes.

no idea if this update fixed stuff as i couldn't reproduce some of the issues people where having, let me know if any of you still got problems with smelting / wearing gear. (or if this patch breaks things)

Trigon

Damn. I was kinda hoping it would be but that makes sense. It was listed as tier 3 in the description, but looking at the stats it seems like they're the exact same as plates and cape.


Vindar

Updated to (v. 1.56.A16)
- Fixed Marksman and Hired Marksman bug.
- Added new weapon "Holy Hand Grenade Of Antioch".
- Added new weapon "Caladbog".
- Added new recipe "Disassemble Weapon" to to crafting station.
- Various stat and graphical tweaks.
----------------------------------------------------------------------------
I did double the health on armours so the ones you have in your current save games might take a dip, though it shouldn't be too big a problem.

as always let me know if you find any major issues or bugs that need to be fixed.

Madman666

Cool, another update even more good stuff! Thank you)