RimWorld

RimWorld

Space Knights - Armor Expansion for VFE Medieval 2
112 Comments
Mad Catter Nov 3 @ 5:14pm 
Lovely armor sets. Btw you can use the Switch Comp from VE to toggle the helmet state without depending on Draft state. I'm using something like that for the helmet in my Imperial Attires mod.
Mil-Knight Aug 29 @ 1:04pm 
Is there any chance we could get the plate armor retexture as a standalone mod?
TLS - Corgserker Aug 24 @ 5:32pm 
If making the heavy plate and the light plate is still in the cards, would they also get hi-tech counterparts?
Kilo Aug 18 @ 1:28pm 
the plate helmet opening and closing when drafted vs undrafted is a ♥♥♥♥♥♥♥ sick feature, all modded helmets should have that, nice work
efedrall6663 Aug 15 @ 7:21pm 
oh my god thank you! ever since ve med 2 came out I have been wanting a spacer reach weapon. Great work here.
Kurteous Aug 15 @ 1:10pm 
Parry this, you filthy casual!
Pengus Aug 13 @ 8:55pm 
finally got enough new content to build a new medieval playlist, I will go ahead and attempt to make the edit myself and will let you know if I have succeeded.
Evenstaar Aug 12 @ 3:05pm 
Can we get some wall-mounted chargelocks?
amm90 Aug 11 @ 10:31pm 
Strong and unique identity. How about a heavy shield that gives you a 20% chance of negating all damage? In my opinion, that would be better than a shield that lasts 1 hit before breaking, in Randy 500%, having your front line hold means winning the fight. Or how about a shield that deploys a Low-shield pack. Not as good as the backpack, you know because it's a single use, but that has X shield points and prevents you from moving while it's active and then has to wait 1 game day for it to regenerate.
Stokes52  [author] Aug 11 @ 11:59am 
Love the trivia bits. That was my thinking too. What would a super advanced shield look like? I imagined it would be very small and lightweight, relying on energy shield technology to deflect blows rather than than directly blocking with a big chunk of metal.
TLS - Corgserker Aug 11 @ 11:25am 
And a little bit of trivia: bucklers were in fact shields at their apex because plate armor became protective enough for people to abandon shields, thus letting them go all in on two-handed weapons like longswords and polearms. Only a few were still using them, but it's primarily specialists like crossbowmen.
Stokes52  [author] Aug 11 @ 10:49am 
@amm90 While the graphic is that of a light shield, the stats very much make this stronger than a medieval shield.

Unlike regular shields which use the normal armor calculations to mitigation damage, this shield mitigates damage AND uses an energy shield effect (like the shield belt) to completely block the first few melee attacks.

This is effectively 1-2 hits worth of sharp melee damage immunity which is pretty strong when you consider how quickly melee fights are over.

I'm hesitant to add more items unless they have a very strong unique identity. I'm aware people run many item mods, and I want to avoid item bloat as much as possible.

There are other great mods that add futuristic shields, which might give you what you're looking for. Afaik mine is the only one that combines both an armor effect and an energy shield effect in one item, which is why I added it.

If you're interested in adding the energy shield effect to other shields, I can teach you how to do that.
amm90 Aug 10 @ 9:42pm 
I still think a heavy shield is needed for the first lane. This is more of a light shield. By the way, I'm a fan of the Monolance.
lacasa621 Aug 10 @ 1:55pm 
this is an awesome mod. vfe medieval 2 introduced some really cool stuff, and I love that this mod means I can keep my medieval aesthetic into spacer tech.
Stokes52  [author] Aug 10 @ 4:58am 
In a recent update I made the outer visor darker. (You can see it in the shooting gif in the description). Underneath the visor, the glass inside is mostly clear but you can see the outline of it in the side view when the visor is up.

https://i.imgur.com/YNvPOJz.png

Most importantly, it has stats for vac protection
ΔeLtA Aug 10 @ 4:48am 
Hmm... really. I just caught myself thinking this when I was finishing the game, because I didn't have glass in the game, so the question arose, apparently it is so inconspicuous and transparent.
Stokes52  [author] Aug 10 @ 4:13am 
... Did you read the description? The helmet is vac sealed. You don't even need to read the description, the pictures show glass on the visor and the helmet sealed, even with the visor flipped up 😄
ΔeLtA Aug 10 @ 2:46am 
Is it possible, for Hi-tech armor, to make glass in place of the visor, and add bonuses for the vacuum? It's just that if the mod had been released on 1.4-1.5, it would have been fine, and 1.6 changed the rules of the game a little...
Synthawk Aug 9 @ 9:57pm 
Ah that's super unfortunate. Alright, I'll add it to the list for my next themed run then!
Stokes52  [author] Aug 9 @ 6:06pm 
I hoped the description made it clear, but just in case I've added an explicit warning that should make it load after VFE Medieval 2


@Synthhawk unfortunately all of the new items special effects depend on functionality from vanilla expanded core and vanilla expanded medieval. I can release a standalone retexture of the vanilla plate armor, but it won't have the new items.
Mamick Aug 9 @ 4:57pm 
FYI I ran into the same issue of this being placed before VFE Medieval 2 in the mod order for some reason (which made it unable to load or start anything).
Synthawk Aug 9 @ 4:39pm 
I'd also like to add a +1 for having a version of this that's not tied to VFE Medieval. I love the high-tech plate design and concept for some of my pawns but I don't want the rest of that stuff in my current playthrough.
Brutus Aug 9 @ 2:07pm 
Cherrypicker works in disabling stuff from the mod without breaking it
Stokes52  [author] Aug 9 @ 12:36pm 
@Brutus I think that should be fine. Try and let me know how it goes.

I can also release a texture-only version that re-textures the vanilla plate armor and nothing else, no new items, no stat changes, no additional helmets, if that's something people want.

But cherry picker should basically do the same thing if I understand the mod correctly.
Brutus Aug 9 @ 12:00pm 
So question, i love the re texture from this mod on the armor plates, but i don't want the high tech armor, can i use cherry picker to disable the high tech stuff or will that mess with the mod to much?
Stokes52  [author] Aug 9 @ 6:22am 
If anyone else runs into issues, make sure you check your mod load order. It should be:

- Harmony
- Core
- DLCs
- Vanilla Expanded Framework
- VFE Medieval 2
- Space Knights
Stokes52  [author] Aug 9 @ 5:05am 
Can you send me your error logs and your mod list to stokesdevelopmentprojects@gmail.com ?

I'll take a look
Greg Aug 9 @ 4:58am 
Hiya, since the last update this mod won't allow me to load maps or start a new colony.

I have tried using RimSort with just this mod and its requirements and starting a new colony and still wouldn''t work.

Can send a full log or post on a discord if you have one.
Stokes52  [author] Aug 9 @ 4:48am 
@Ben'wah I don't want to upload a whole new version for a small edit, but you can change the tech requirements with a single text edit yourself:

Go to the mod folder, then open up this file in a text editor: \1.6\Defs\ResearchProjectDefs\ResearchProjectsPlateArmor.xml

Then change the prerequisite to whatever you want.

[code]
<baseCost>4000</baseCost>
<techLevel>Spacer</techLevel>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<prerequisites>
<li>Fabrication</li>
</prerequisites>
<hiddenPrerequisites>
<li>PlateArmor</li>
</hiddenPrerequisites>
[/code]

If you delete the requiredResearchBuilding block and replace Fabrication with PlateArmor, for example, you can research it with just PlateArmor unlocked.


Let me know if that helps.
Deathstick Aug 8 @ 11:23pm 
Awesome mod and artwork! Thanks for all your work!
Pengus Aug 8 @ 8:35pm 
I mean rather than the tech being behind Fabrication, placing it far above a medieval tech, could there be a possibility for a version of this accessible at a lower tech level.

It says its not suitable for space, as there is no option for vac resistance at that tech level.
Stokes52  [author] Aug 8 @ 8:01pm 
Hi @Ben'wah, I'm not sure what you're asking for.

The low tech options are already covered by VFE Medieval 2. Everything here is based off a low tech version from that mod.

Are you hoping for a standalone plate armor retexture? A standalone plate vac suit?

It looks like the mod you linked is based off medieval overhaul and it says that the gravship is not suitable for space.
Pengus Aug 8 @ 7:10pm 
Love this mod now that I've had some time with it.


One smallish ask of you... could we maybe get an option for a low tech version of this? Like low enough for say, a medieval exclusive run? I ask because...

https://steamcommunity.com/sharedfiles/filedetails/?id=3543781052&searchtext=

I found this mod today and think medieval space guys sounded REALLY fun...
TLS - Corgserker Aug 8 @ 6:51pm 
Something like Star Wars' Bowcaster (a crossbow that shoots laser beams) would be neat for a space medieval equivalent of the Charge Rifle. Unless a Charge Musket would be a better pick?
free kill Aug 8 @ 5:31pm 
this mod is great, and very well done.

also the chargelock pistol is really funny and is going to be used in my space pirate playthrough.

now all I'm imagining now is Charge blunderbuss.
Stokes52  [author] Aug 8 @ 5:25pm 
Hello everyone! Thank you for showing your support!

I've just uploaded version 1.1 which adds some fun new items, largely based on ideas in the comments. I tried to bring some of the best and most unique concepts from Medieval 2 and bring them to the space age.

- The chargelock pistol is an upgraded hand cannon / flintlock using charge weapon technology
- The energy buckler is an upgraded round shield with a shielded effect for melee combat
- The monolance is an upgraded pike with extreme armor penetration

Please let me know what you think of these weapons and how the balance feels. I've tried to make them both balanced and interesting to use. Let me know how I've done in the comments.
sigilstone17 Aug 8 @ 1:36pm 
Glory will prevail upon this day! Glory to the Space Knights of Crail! Glory to the king of Space Dundee!
PremierVader Aug 8 @ 12:22pm 
Ngl thats pretty gangsta man
NeinDao Aug 8 @ 9:48am 
im currently doing a melee only play. why did i miss this mod!
Misterdino Prime Aug 8 @ 8:12am 
cool, some way to see all of your mods? bcz y shaw that your profile is private, like a list or collection?
free kill Aug 8 @ 6:34am 
@lemon caro I'm using it right now with muffs auto patcher, working so far.
cow of french Aug 8 @ 3:40am 
I KNEW IT IT! I KNEW SOMEBODY WOULD MAKE A MOD EXACTLY LIKE THIS
FROM THE START
Lemon caro Aug 7 @ 8:20pm 
is this CE compatible?
Hanz Aug 7 @ 12:36pm 
Those sets of armor remind me of Trench Crusade
Stokes52  [author] Aug 7 @ 11:28am 
@Illum Inatych you would have to make a requests for portraits of the rim on that mod page. I don't have any control it.
Ged Aug 7 @ 5:24am 
You are the goat, those base sprites are absolutely vile.

Huge W.
Illum Inatenko Aug 7 @ 2:40am 
Ah god i wish portraits of the rim were patched for that.
amm90 Aug 6 @ 8:11pm 
You're right, I hadn't realized I could change the material.
CallMeShei Aug 6 @ 7:35pm 
that visor flip feature immediately secured this a spot in my future playthroughs, even though the previous stuff already did that lmao
Stokes52  [author] Aug 6 @ 4:01pm 
@amm90 you can build it with different materials. Set a bill to build it with plasteel and it will be better than marine armor, and almost better than cataphract armor.

It also improves heavily with crafter quality.