边缘世界 RimWorld

边缘世界 RimWorld

Arms Galore - Medieval
112 条留言
Keetie Carluke 10 月 4 日 上午 4:12 
One suggestion - please make one-handed weapons usable with VEF shields
Otherwise, great mod, love it and play with it all the time!
Slippin' Jimmy  [作者] 9 月 14 日 上午 9:38 
@oinko sploinko

It's mainly variety, but they cover different aims - pikes/spears have extra range (if you use VE Framework), swords have slightly different stats, etc.
oinko sploinko 9 月 14 日 上午 8:03 
What's the design philosophy with these weapons, if I may ask?
Are all weapons of the same type fairly similar with minor differences and it's mainly for variety?
Pinenuts 9 月 2 日 上午 10:15 
Does this disable vanilla weapons? Or just add new items?
Vlad Draculea 8 月 15 日 下午 7:39 
melee animation mod compat?
Sarelth 8 月 6 日 上午 12:57 
@Slippin' Jimmy - Good to know, I thought that was what tags were for. Slowly working my way through the severely lacking tutorials out there.
Slippin' Jimmy  [作者] 8 月 5 日 上午 11:41 
@Sarelth

These weapons have unique tags you can use. I’ll also likely be making custom factions in the future.
Sarelth 8 月 5 日 上午 8:52 
Curious, is there any easy way to set up a faction to use these weapons? And the Tastier Armours as well.
Cotton 7 月 16 日 下午 10:24 
Thank you for keeping 1.5 compatibility
dem4ge 7 月 16 日 上午 4:06 
Absolutely gorgeous
Slippin' Jimmy  [作者] 7 月 2 日 下午 12:21 
@clo

A mod like Cherry Picker can remove them from your game almost entirely. Or you can download a local copy of the mod and delete the XML files for the muskets, as they're separate to the files for other weapons.
clo 7 月 2 日 上午 9:40 
Is there anyway I can leave out the muskets and the like?
MM Grand Inquisitor against VK 5 月 25 日 下午 3:39 
is there a way to make the spears usable with shields?
Slippin' Jimmy  [作者] 5 月 5 日 上午 11:24 
@AVNlover67

Weird, it might be due to the fact that they have multiple firing options. Good to know they're functioning properly in practice at least.
AVNlover67 5 月 5 日 上午 11:03 
I had a pawn equip one and the range is normal. Just a display bug.
AVNlover67 5 月 5 日 上午 11:01 
I haven't tried equipping them yet but I will to find out now. Would it matter if I don't use CE?
Slippin' Jimmy  [作者] 5 月 4 日 下午 7:20 
@AVNlover67

Just checked the files on my end - all the bows have ranges defined in vanilla and with CE. Did you test out using the bows and confirm that they actually only have one range tile, versus it just being a display bug?
AVNlover67 5 月 4 日 下午 6:10 
The guns have the right range. I checked.
AVNlover67 5 月 4 日 下午 5:51 
It's mainly the bows. The steel crossbow has a range of 26. Not a big deal since I don't use bows. Just something I noticed after I crafted the bows.
AVNlover67 5 月 4 日 下午 5:49 
Mostly mods that add edible plants, new metal, faster hydroponics, other galore mods, a lot of other mods that add armor, apparel and guns. Some gene mods and cheat mods like nanobots and infused 2.
Slippin' Jimmy  [作者] 5 月 4 日 下午 5:24 
@AVNlover67

They should have a greater range than that. What's your modlist?
AVNlover67 5 月 4 日 下午 5:19 
The bows have a range of 1. Is that on purpose?
FaT_BoI 4 月 2 日 上午 6:04 
@Slippin' Jimmy

This bug is probably just a mod conflict. I was really tired when I posted that, and hadnt even considered that as a possiblity. This did happen after the game updated so that could've been the issue.
I have almost 100 mods so it would be hard to pinpoint which mods are conflicting, but I could make a collection for you if you are concerned.
I like this mod especially the melee weapons, and I downloaded it for a medieval playthrough that I havent got around to playing.
Slippin' Jimmy  [作者] 4 月 1 日 下午 7:08 
@FaT_Bol

What other mods are you using? Nothing in this mod should be able to do that - they have long cooldown and warmup periods defined.
FaT_BoI 4 月 1 日 下午 1:00 
I would like to report a very frustrating bug regarding the caplock weaponry. They have no cool down between shots and just fire hundreds of bullets causing immense lag. I dont know if this is an oversight or a bug, but this has to be fixed because in its current state it is unplayable. There cant be a risk of anypawn having a caplock weapon and lagging your game to 1 frame. Please fix.
Lord Rugdumph 3 月 19 日 下午 2:12 
Just had a weird interaction with drafting my pawn with heavy throwing axe equipped. He had a shield equipped too (not sure if relevant)but when drafted the abilities etc all disappeared and i was unable to undraft them without forcing work. I also have simple sidearms and dual wield so might be a weird interaction there but just thought i'd post it
Slippin' Jimmy  [作者] 3 月 10 日 下午 12:18 
@Plati

It will in the next update :)

Also, you won't need better polearms. The functionality for extra melee range comes from the Vanilla Expanded Framework, which is already a dependency here.
Plati 3 月 10 日 上午 8:51 
it isnt working with better polearms ;/ those pikes and billhoks etc. dont have extra range to act like a long polearm, or I am missing something :C
John Human 2 月 3 日 上午 7:12 
The sapping axe isn't very good at sapping. Is this a design choice or a compatibility issue somehow?
Slippin' Jimmy  [作者] 1 月 21 日 上午 2:00 
@Frederick Colon

Agree on the bows being a little weird looking, I believe the distortions in the shape and the simplicity of the textures were to make them match vanilla textures (though I didn't draw them so I'm not 100%.)

This mod was an unusual collab rather than all the art being done by me so that's why you'll see some stylistic differences.
Frederick Colon 1 月 21 日 上午 1:49 
2/2 Minor stuff and most of it I touched up in paint, but it stands out in comparison to your other mods attention to detail and accuracy. Pretty good otherwise, nice to use melee weapons that don't look like they came from a gas station.
Frederick Colon 1 月 21 日 上午 1:47 
1/2 I've been using this mod for a while and this really scratches that itch for proper looking medieval weapons especially as melee is way too overlooked in mods.

Only two issues personally:
- Rivets on the grip of the zweihander are odd. Rivets like that only crop up on messers due to the peculiarity of the method of construction.
- The bows all look off. All of them look too tightly strung and bent back. The recurve looks like a scythian bow in terms of side profile and construction (lacking laths and siyah) which is oddly early. The composite bow also has unprotected limbs which is unusual (normally there's a layer of thin leather to protect the laminate from the weather). Both of these bows are too thick from the side and the nocks flare too far forward.
Slippin' Jimmy  [作者] 1 月 19 日 上午 1:33 
@britnatural

Yes
britnatural 1 月 19 日 上午 12:47 
Do other factions spawn with these?
PJGG 2024 年 11 月 15 日 下午 12:45 
Can it be used together with Medieval Overhaul?
GEORGEBUILDER 2024 年 11 月 5 日 下午 3:17 
is this good ot use with med overhau;
Dres 2024 年 9 月 14 日 上午 8:31 
Similarly, have you considered an all-metal handgonne such as: https://i.pinimg.com/736x/6e/ab/eb/6eabeb7a0f5503f07f5cdab917fbf5ea.jpg
Dres 2024 年 9 月 14 日 上午 8:21 
Do you plan to add bronze variants for the guns using, say vanilla expanded's bronze resource?
Bullero 2024 年 8 月 19 日 上午 8:08 
Hello, really nice mod, but for some reason, AI rarely using gunpowder stuff from mod, they selling it in caravans, but not using it.
Knight and Daybreak 2024 年 8 月 16 日 下午 1:49 
@Slippin' Jimmy

Strange. Must be some larger conflict. I'll take a gander.
Slippin' Jimmy  [作者] 2024 年 8 月 15 日 下午 6:34 
@Knight and Daybreak

It’s already patched for CE, it shouldn’t be interacting with the autopatcher at all.
Knight and Daybreak 2024 年 8 月 15 日 下午 4:46 
Edit: After CE, my bad!
Knight and Daybreak 2024 年 8 月 15 日 下午 4:38 
my info-tabs are saying these aren't patched for CE, even after being loaded before CE. is this mod incompat with Nuff's Autopatcher?
John DeWolf 2024 年 8 月 12 日 下午 6:39 
Fair enough and thank you for the clarification. Welp guess I'll just stick to throwing grapeshot.
Slippin' Jimmy  [作者] 2024 年 8 月 12 日 下午 6:32 
@John DeWolf

They'll be in a pack called "Imperial Age" that I plan on doing at some point. Hand mortars only really came into existence in the late 1600s, whereas I tried to keep content limited to ~1600 at the latest.
John DeWolf 2024 年 8 月 12 日 下午 6:18 
No hand mortars?
Slippin' Jimmy  [作者] 2024 年 8 月 10 日 下午 1:37 
@Pan

You can delete the gun defs with no issues, yeah. You can also use a mod like Cherry Picker
Pan 2024 年 8 月 10 日 上午 3:07 
or what if i just remove all the gun defs? would that work?
Pan 2024 年 8 月 10 日 上午 3:00 
any chance on a standalone for just the melees?
Slippin' Jimmy  [作者] 2024 年 8 月 8 日 下午 2:02 
@Don Teflon

Will do that in the next update