RimWorld

RimWorld

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Medieval Times + Combat Extended Compatibility Patch
   
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Mod, 1.0
File Size
Posted
Updated
757.184 KB
3 Dec, 2018 @ 10:19am
29 Dec, 2019 @ 4:31pm
19 Change Notes ( view )

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Medieval Times + Combat Extended Compatibility Patch

Description
(Updated 12/22/19)
This mod can also be found on GitHub.[github.com]

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If I can get in contact with Tamias to update the primary version of this mod to 1.0, this version may disappear. Otherwise, I will takeover as primary maintainer and continue to update this version.
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The purpose of this mod is to make Medieval Times compatible with Combat Extended. To this end, this mod makes the following changes:

1. Adds bodkin arrows for the Longbow (craftable at the tier I blacksmith's forge).
2. Adds bolts for the one-handed crossbow, crossbow, and arbalest (craftable at the tier I blacksmith's forge).
3. Adds flaming bodkin arrows and bolts (craftable at the medieval crafting station).
4. Adds musket ball ammo for the smoothbore musket.
5. Adds ballista bolts as ammo for the ballista (craftable at the tier I blacksmith's forge).
6. Adds fully CE functional heater and pavise shields (craftable at the tier II blacksmith's forge).
7. One-handed crossbows, crossbows, and arbalests can now be loaded with a single bolt ahead of time for immediate use when needed. In addition, one-handed crossbows can be used with shields.

All weapons, artillery, and armor have also been converted for use with Combat Extended.

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Please ensure you are obeying the load order listed below, as failing to do so will cause errors.

Load Order:

1. Core
2. Medieval Times
3. Combat Extended
4. Medieval Times + Combat Extended Compatibility Mod
5. Medieval World (Optional: Use if you want to give your game a no gun/low tech setting).

If you have feedback on weapon balancing or anything else, feel free to leave a comment on the Steam Workshop, or get in touch with us through the Combat Extended discord!

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Credits and Acknowledgements

- Mod Team: Tamias, N7Huntsman, and Arty

- Vindar, the creator of Medieval Times. He graciously provided the wonderful artwork for all the new items, and was fundamental in the original creation of this mod.

- NoImageAvailable, XeoNovaDan, and the rest of the Combat Extended Team. Through tireless effort, they have created the definitive Rimworld combat experience, and it was their guidance and resource documentation that made this mod possible.
Popular Discussions View All (2)
22
21 Feb, 2019 @ 3:05pm
Medieval Armor Balancing
Bob
1
19 Feb, 2019 @ 9:11am
Small config bug report
Kestral
86 Comments
AmesNFire 25 Jul, 2022 @ 5:33pm 
Was this mod going to be updated anytime soon? I recently had some errors related to the Medieval Times shortsword show up.
King Hobo 16 Oct, 2020 @ 4:10am 
CE ammo injector found no recipe named MakeAmmo_Arrow_Stone
Verse.Log:Error(String, Boolean)
CombatExtended.AmmoInjector:InjectAmmos()
CombatExtended.AmmoInjector:Inject()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Verse.Root.Update_Patch1(Root)
Verse.Root_Entry:Update()

Why is this happening for so many ammunition types?
https://gist.github.com/ea1d3832d637cd21a9fb892383799b52
Jaca 21 Jul, 2020 @ 10:56am 
Pleasee make it for 1.1!
Baiganx 9 May, 2020 @ 7:49pm 
Is this compatiable with the new Combat Extended?
Thenedor III, Steward of Rondog 16 Feb, 2020 @ 11:36am 
To confirm that the patch is using old armor penetration


The base CE steel streamlined arrow
<damageAmountBase>6</damageAmountBase>
<armorPenetrationSharp>1.0</armorPenetrationSharp>
<armorPenetrationBlunt>2.960</armorPenetrationBlunt>

<preExplosionSpawnChance>0.6</preExplosionSpawnChance>

The medieval bodkin arrow
<damageAmountBase>4</damageAmountBase>
<secondaryDamage>
<li>
<def>Arrow</def>
<amount>14</amount>
</li>
</secondaryDamage>
<armorPenetrationBase>0.3</armorPenetrationBase>
<preExplosionSpawnChance>0.2</preExplosionSpawnChance>

Base CE 9x19mm
<damageAmountBase>14</damageAmountBase>
<armorPenetrationBase>0.16</armorPenetrationBase>
<armorPenetrationSharp>2</armorPenetrationSharp>
<armorPenetrationBlunt>10.820</armorPenetrationBlunt>


Medieval musket ball
<damageAmountBase>35</damageAmountBase>
<armorPenetrationBase>0.4</armorPenetrationBase>

Putting the 9x19 values into the seems to fix it [imgur.com].
1340694220 27 Jan, 2020 @ 7:16am 
How to make musket ball appear in the Middle Ages?
ElSoro 19 Jan, 2020 @ 2:32am 
@N7Huntsman Thank you for updating the patch for the current CE patch. However while playing I noticed that there are some adjustments that need happening to the armor values. For ex. Combat armor has the same armor value as an Encased Armor. Would it be possible to take a look? Thank you once more!
Manu 31 Dec, 2019 @ 12:35am 
The penetration shown on the weapon info is for melee, check the ammunition, if it has penetration. If not and you want to tweak it yourself, you can open the file containing the ammunition with notepad++. CE uses 2 different penetration values for sharp and blunt now, so it could be, that there are lines missing. It's best to check other ammunition in working CE weaponry for reference. Can be a pain to find the right files though due to steam naming it's mods as numbers (seriously, why?!). Should be under ...steam\steamapps\workshop\content\
Rimworld's folder should be named 294100. The files you look for should be under \patches once you found the mod's folder, since it is a CE patch. Sorry that it's not too exact, it's been a while that i tweaked something myself. And remember: Always make a backup file if you're going to change something!
[66th] TitanicusAdeptus 29 Dec, 2019 @ 1:50pm 
Thx for updating it with combat extended but the weapons still dont have any kind of penetration. Muskets still functions as a strip gun. Are there any tutorials or guids on how to ad penetration? Kinda impairs my current game in a significant way
Manu 18 Dec, 2019 @ 11:56am 
@Hexwrench Not even on vanilla workstations?