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Larger, stronger and faster than regular horses with multiple colour variations and a unique saddle pack. Can be purchased from the Divine Order faction and can also show up with merchant caravans.`
However, I couldn't find the saddle pack.
No worries about asking but I don't do commissions myself. I'm open to suggestions though so it could possibly be a thing, maybe in a future mod.
I digress the experience got me thinking and honestly some dwarf/fantasy style mortars say with more a iron and bronze look with runes and such on them and some reflavoring of the text and creation process would be pretty well fitting dont you think? Anyways its a long shot but I thought Id as if you'd be willing to and if so how much would such a commission cost? (1/2)
@DocHolliday Unfortuntely the rimworld colouring system allow allows for one colour with certain sections "masked" meaning they have a fixed colour. For the skirmisher armour I opted to make the leather sections colourable and the metal sections a fixed colour, hopefully one day Ludeon will make a proper multi dye system.
@Havoc13 Seems to be fine for me, it might be a CE issue
@Scryie If you go into the mod def files you can rename them to whatever you like, let me know if you need further details.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.ThingDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<Verse.ThingDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
Yeah you have it right, rimedieval doesn't actually remove anything from the mod so it's all good there but if a Crusader rolls up on your base wearing a fancy medieval dress you now know why.
As for other ways of limiting tech, the best place to ask I think would be the medieval overhaul discord.
However, he does not prevent archeotech items, mechanoids, or guns, from showing up on your doorstep, even if you can't make them.
The weapon is... quite a thing, it's meant to be powerful and hard to acquire but let me know if it's a bit too OP.
Great mod!
And no worries, I try to keep things balanced so I'm always open to suggestions. I can't remember where the 60% AP came from to be be honest but it is definitely too high, the actual damage could be toned down a bit aswell I think.
I'm thinking lower the damage a little and reduce the AP to 30%, so compared to the heavy crossbow it would have slightly less damage, a lower range and a slightly higher cooldown but a bit more AP.
- Can you check the pistol please? It has a penetration of 60 %. This is more than a high-tech charge rifle (35 %) or a heavy crossbow from VFE Medieval (25 %).
- Otherwise... very cool mod. Fits perfect to my medieval run :) I use Rimedieval and sometimes non-divide-order raids spawn with divine order crossbows and so on. Difficult how to handle this.