[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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Trigon

Deteriorating and rotting are different things. Deterioration comes from items being left outside with no roof generally.

Greed_GorAshaar

This is one of my favorite modifications please update. I'm not even talking about adding new content.
Fingers crossed.


Madman666

A bit of patience, guys, this mod is huge, give Vindar some time to get it all ready :)

Vindar

Updated to (v. 1.66.A17)
- Restructured armour & weapon system into 2 tiers.
- Made several new varients for weapons/armour.
- Added new Outerwear "Cape"
- Added new Weapon "Claymore".
- Added new Weapon "Blackheart" & variants.
- Added new Weapon "Techno Sword" & variants.
- Added new Weapon "Vicious" & variants.
- Added new Weapon "Answeller" & variants.
- Added new Weapon "Talent Breaker" & variants.
- Added new Weapon "Vidar's Cleaver" & variants.
- Added new Weapon "Void Hammer" & variants.
- Added new Armour "Torvald's Headwrap" & variants.
- Added new Armour "God King's Bracers" & variants.
- Added new Accessory "The Happy Merchant".

- Added new Crafting Station "Desk"
- Added new Item "Graphic Novel" -incomplete status arrangement.

- Added new Building "Small Table".
- Added new Building "Combat Stand".
- Added new Building "Fuel Rack".
- Added new Building "Reflector".

- Tweaked Various graphics, stats and gameplay issues.
- Other things I cant remember.


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

As always bug-fixing is needed so if you see a bug or an issue let me know. It helps out alot. Their is also a bug forum over on the steam page if you prefer that.

Madman666

Niiice. Thanks Vindar, I was waiting for it to start A17 run.

Goosedown

#261
Heya Vindar, thanks a ton for making and updating this mod. Its pretty much required for me to have a proper play through now.   :D

If its helpful to let you know, I am getting an error whenever the hostile warband faction tries to raid my settlement. (I've got a small bundle of other mods, so they may be interacting is a bad way).
Edit! I tried this with no mods loaded at all and i get the same error...
Theoretically you could duplicate this by just spawning a 35pt raid with the warband faction.
Below is the error:


Faction Murderer's Rock of def MedTimes_Faction_Warband has no usable PawnGroupMakers for parms tile=50360, inhabitants=False, points=42.525, faction=Murderer's Rock, traderKind=, generateFightersOnly=False, raidStrategy=ImmediateAttack, forceOneIncap=True
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC9:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecute(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.IncidentQueue:IncidentQueueTick()
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()

Vindar

Quote from: Goosedown on May 29, 2017, 07:53:57 PM
Heya Vindar, thanks a ton for making and updating this mod. Its pretty much required for me to have a proper play through now.   :D

If its helpful to let you know, I am getting an error whenever the hostile warband faction tries to raid my settlement. (I've got a small bundle of other mods, so they may be interacting is a bad way).
Edit! I tried this with no mods loaded at all and i get the same error...
Theoretically you could duplicate this by just spawning a 35pt raid with the warband faction.
Below is the error:


Faction Murderer's Rock of def MedTimes_Faction_Warband has no usable PawnGroupMakers for parms tile=50360, inhabitants=False, points=42.525, faction=Murderer's Rock, traderKind=, generateFightersOnly=False, raidStrategy=ImmediateAttack, forceOneIncap=True
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC9:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecute(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.IncidentQueue:IncidentQueueTick()
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()


yeah, i've seen that one before, luckily it doesn't seem to cause any issues, just wont spawn groups smaller than 35 points on medieval warbands/societies.

fix is making a list for the medieval peasants that i've already started to build in.

I'll try to fix it eventually just haven't gotten around to it


Dragonbrood

#264
This mod is really great, but is there a way to disable aliens and guns, its a bit annoying if my poor Knights get slaugthered by a Alienworm with Minigun.^^
I know there was a mod for this but its outdated.

Vindar

Updated to (v. 1.67.a17)
- Fixed Hoarding Jerked Meats bug.
- Added new weapon "Blood Blade".

jpnm92

"You can't choose your father but you can choose your daddy"

Vindar daddy

Madman666

I am not going to be very original. But I love this mod. To a ridiculous extent.

Vindar

Updated to (v. 1.68.A17b)
- Updated to Alpha 17b
- Various minor changes and tweaks

=================================
Let me know if you guys find any bugs

remember to report spelling and grammer errors in the spelling and grammer forum on steam.

also any feedback on the change to legendary/artifact graphics would be appreciated

Vindar

Updated to (v. 1.69.A17b)
- Fixed Stone hearth graphical bug.
- Fixed rare hand armour being classified as foot armour.
- Added new hand armour "Plated Gauntlets".