边缘世界 RimWorld

边缘世界 RimWorld

Vanilla Factions Expanded - Medieval 2
1,187 条留言
Lowdawg 11 月 16 日 下午 5:10 
Has anyone else had a problem where using a helicopter from VVE to get to a Merchant Guild doesn't actually let you trade at the Merchant's Guild?
Petrus Aurelius 11 月 15 日 上午 11:26 
You had me at bees and wine. Alchemy is something I did not even know I wanted. Such a good idea that the potions have toxic build up, very Witcher 👍
heaven 11 月 15 日 上午 9:38 
I know the Freya Fierce missing can be explained away by using the raiding ideology (even if, visually she seems way cooler than Maynard) but there are definitely other things missing in this version compared to the 1.4 one. Funeral pyre, runestone for meditating, and the New Clan start which is thematically more appropriate for a Viking playthrough than New Kingdom in terms of gear/names, etc.

I know there are some other things like Fenrir and the wooly cows that I think are supposed to be added to another mod but I haven't seen any mention of the other stuff being incorporated elsewhere. Are there plans to add these things back or have they been pulled intentionally for some reason without any intention to bring them back?
Reestock 11 月 12 日 下午 4:31 
the cobblestone walls don't work with the 1.6 replacement system like regular walls do.
-=GoW=-Dennis 11 月 11 日 下午 7:51 
Is it intended that Medieval factions get added to the game?

I started with one and by now have two times gotten a random camp quest that immediately failed due to the faction no longer being hostile, with a followed message "Allied: Faction Name". The faction mentioned in both cases couldn't be found in the faction screen until I turned on dev mode for the factions - turns out both are merchant's guilds. So now I have three, the one I started with that has neutral relations and two more hidden ones I have +100 with. Seems weird?
Iceobeasty 11 月 10 日 上午 11:51 
im only getting medieval backstories
Harry_Robinson1 11 月 9 日 下午 2:40 
I made a patch to disable pillaging raids, primarily intended for people who use Minify Everything as it kinda breaks those raids when they can just dismantle your walls in an instant. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3602970579
dialmeida147 11 月 6 日 下午 4:46 
Could you guys add a option to spawn merchant guild via dev mode? Or you already did and i'nt literate enough to find it.
Sprankles 11 月 3 日 下午 8:56 
After staring at the armor values of everything for the plate armor changes, I've also noticed that the medieval plate helmets seem left behind and in need of a buff, while the VFE classical helmets are over-tuned and should probably receive some kind of nerf, although this is all just my opinion.

Legion(.68mam) & Centurion(.73mam) helms from VFE Classical are too good (better than flak helms(.70mam) in Centurion's case), and should have their material affect nerfed to be slightly worse than flak while possibly losing eye/nose protection OR gain a shooting accuracy penalty.

The plate helm(.40mam) from Vanilla Armor Expanded, and the heavy plate helm(.55mam) from VFE Medieval 2 should be buffed to have atleast equal/slightly better material affect to these nerfed classical helmets, while having their cost increased if needed. Currently, using medeival helmets (even the heavy plate helm) instead of neolithic helms from the VFE classical mod is very suboptimal which makes me sad.
Sprankles 11 月 3 日 上午 11:58 
Oh thanks! You also fixed the ones I didn't notice. Much appreciated.
Oskar Potocki  [作者] 11 月 3 日 上午 11:37 
haha alright. Anyway fixed now!
Sprankles 11 月 3 日 上午 11:08 
Oh I was just trying to abbreviate material affect multiplier without spelling it every time ha.
Oskar Potocki  [作者] 11 月 3 日 上午 3:38 
what's this .85mam you're talking about?
Sprankles 11 月 2 日 下午 10:13 
Since the vanilla plate armor was buffed to 90% material affect multiplier, the chestplate, heavy plate armor, and prestige plate armor are all outdated. The chestplate & prestige plate armor which are supposed to be equivelant to the protection of standard plate armor are now stuck at .73 which was plate armor's previous value. The heavy plate armor is now pointless since it's worse than standard plate armor in every way with .85mam.
LINX 11 月 2 日 下午 8:17 
I tried visiting five merchant guilds, but only one had merchandise to trade. The other four, I can open the trade menu but they had nothing. No error.
bing bong 멍청한 병신 11 月 2 日 上午 5:41 
temp solution is to make the guild caravan via devmode
this also unintentionally balances them more as you can only barter once before they go on the move again
bing bong 멍청한 병신 11 月 2 日 上午 5:27 
yeah my game keeps breaking after visiting a merchants guild everytime
caravan and shuttles stops moving and the game now spams errors like crazy
Sprankles 11 月 1 日 下午 11:31 
Maybe plate armor was buffed, since it's a base game item, and the current worse heavy plate armor used to be better than the pre-buff version of it?

EDIT: I looked it up. In 1.6.4 plate armor's material affect multiplier was buffed from .73 to .9
Sprankles 11 月 1 日 下午 11:27 
I think I found a mistake. Heavy plate armor is actually worse defensively than normal plate armor despite taking way more resources to make and conferring higher negative effects when you wear it. Heavy has 85% material affect multiplier while the normal plate armor has 90% making the heavy have lower sharp/blunt/heat protection for all materials.
jonilgz 10 月 28 日 下午 6:01 
Would be nice having an odd alternative for rugs, OCD is real. :steamsad:
Mondo 10 月 28 日 上午 10:38 
Palisade walls will cause stutter when a door is placed on them
The Lost Cake 10 月 27 日 上午 10:06 
What counts as a flower for the purpose of apiaries? Just the ones that were added for making draughts?
Rooster 10 月 22 日 下午 1:32 
Does the Amnesia Draught remove unwavering loyalty on prisoners? I recall seeing somewhere it did but I believe I am mistaken.
Aug Freeman 10 月 21 日 下午 7:28 
Are you not able to play as a viking clan? im not seeing the scenario
Hard Computer Player 10 月 21 日 上午 9:14 
I can trade with about half the merchant guilds on the map, the other half only have the option to be attacked. Is there some specific cooldown on trading with merchant guilds? No, i have not committed violence against them (yet). Is that a bug? Can it be fixed with devmode? Thanks
kalle2000 10 月 21 日 上午 8:34 
Vacstone should be forbidden to be sold by the Medieval settlements, its incredible tempting to buy the 500 blocks thats they stock but that would completely ruin the Odessey experience...
Sarg Bjornson  [作者] 10 月 21 日 上午 8:33 
No changes here since release
Reddie 10 月 21 日 上午 8:09 
Since when were trader's guild nerfed? Last time I had so many options to buy but now it like 10% of what it used to be available :(
Sarg Bjornson  [作者] 10 月 20 日 下午 2:25 
No, that wouldn't cause any problems
bing bong 멍청한 병신 10 月 20 日 下午 2:15 
after visiting a merchants guild my game is now slightly broken
the generator questline is giving me endless errors causing lag and now all of my caravans stopped moving on the map

i suspect this happened because i encountered the ARC components in the merchants inventory before i was supposed to
Klapperschlanke 10 月 20 日 上午 8:58 
any german translations alreadY?
Sarg Bjornson  [作者] 10 月 19 日 上午 7:43 
Vanilla Quests Expanded - Cryptoforge
bolemeus 10 月 19 日 上午 7:41 
Are the cryo weapons from the viking heroes going to make a comeback, possibly in some other mod? I loved playing around with those weapons and armour
Mostima 10 月 18 日 上午 8:40 
Ok I started a new game with quickstart with all the same mods and the items worked fine. So I can only assume corrupted save.
Mostima 10 月 18 日 上午 8:33 
I tried to disable all my mods bar this one but that cause my save to melt down
Sarg Bjornson  [作者] 10 月 18 日 上午 8:25 
NullReferenceException is not a very useful error with 150 other mods. You'd have to discover which mod is conflicting
Mostima 10 月 18 日 上午 8:13 
Alright I submitted a bug report as well. Kind of hard to find since steam blocks every imgur embed.
Mostima 10 月 18 日 上午 8:06 
I tried deconstructing all the items that use processes; the dryer, the leather pot and mead barrel, but the errors are still popping up.
Mostima 10 月 18 日 上午 7:45 
Ok I looked in devmode and the only real thing I could see in the errors that might be helpful is

Hauler Bot (Tier 1) 3 threw exception in WorkGiver PS_BringToProcessor: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 5C8B1E0D] Duplicate stacktrace, see ref for original

Any ideas?
Mostima 10 月 18 日 上午 7:31 
For some reason my pawns have stopped doing the processes of the items added by the mod. I can still right rick-click to make them load them, but they're not doing it by themselves. They were doing to begin with but seem to have just stopped. I can't see any mod that would of made them just stop but I wasn't sure if anyone else has had this problem or not.
gazza_m_bolton 10 月 15 日 下午 2:27 
Sorry to ask but is there any plans to expand the viking style to the more modern items such as marine armour flak etc? I'm just wondering on the flak helmet or armors and marine to have a "medieval" twist
Bolchak le russe 10 月 13 日 上午 8:51 
With the Revolution start, my colony started with eletricity, is this intended ?
sharkcrisp049 10 月 11 日 下午 11:13 
does any have same issues that the game is keep spawning faction bases when ve medieval 2 is actived?
DanZinagri 10 月 10 日 上午 4:21 
@random_noob I somewhat forgot about that. I'm using the "too many mods" compatability mod so it re-balances the numbers to but them more in line anyways so i don't need to do any manual editing for now.
random_noob 10 月 4 日 下午 12:31 
@DanZinagri It's because 1.6 changed plate armor effect to 90%, and also buffed flak jacket+pants and a few less optimal weapons, you can read the changes in the changelog. This is a problem for VE weapons and armors, considering they were balanced around pre-1.6 stats. Oh well, time to manually edit them to my liking!
Falkner 10 月 4 日 下午 12:19 
A visit to the traders guild balloons my savegame size to the point the music starts skipping when i try to reload it. This is a great mod, but not performance friendly.

I think It tries to do too much in one package and i'd like it better if it was split into three independent mods. i.e The medieval, the Vikings and the traders.
GrobmotoriGER 10 月 4 日 上午 10:14 
Someone should take away their vacstone and gravlite panels...
Give them a nice <excludedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">Bioferrite</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">GravlitePanel</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">BlocksVacstone</li>
</excludedThingDefs>
to their raw resources stockpile generator please :)
Northward Bound 10 月 3 日 下午 1:57 
is it true this mod use to have a wooly cow? i saw a post on reddit about it regarding ve vikings
deron 10 月 3 日 下午 12:53 
Is it possible to copy-paste heraldrics or is it planned? Having to set it individually is a bit counter intuitive for such a nice feature.
BTAxis 10 月 3 日 上午 7:41 
The palissade does seem able to support a roof in my game.