RimWorld

RimWorld

29 ratings
Medieval Times Nerf
   
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Mod, 1.0
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679.379 KB
15 Aug, 2019 @ 12:57pm
31 Aug, 2019 @ 9:37am
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Medieval Times Nerf

Description
Medieval Times Nerf is a tiny patch which nerves the combat power of medieval warbourne and warband factions so they somewhat match vanilla balance (smaller medieval raids).
I haven't rebalanced medieval society factions, which are neutral by default, so you could still have large raids from these factions if they turn hostile.


8/31/19: lightened medieval warbourne and warband factions gears, so we're not flooded in useless stuff after raids.
11 Comments
Karmapowered 7 Jul, 2020 @ 8:12pm 
> This mod reduces the size of medieval raids so they match vanilla difficulty.
> Medieval socitey faction raids can still be overwhelming because i haven't yuned them down on purpose, to keep in mind the modders original balance, but you can make peace with them.

It's always heart-warming to run into game authors or modders who have a good grasp on vital concepts in gameplay design like player agency.

Stupid crap like humongous inescapable early raids can be fun once or twice, but that doesn't make the game more interesting or challenging (human beings being inherently very keen on cheese), just more boring.

Thank you for sharing this mod with us.
newcolonist  [author] 31 Aug, 2019 @ 9:50am 
The size of the raid is mostly determined by the combat power of the units. Otherwise i've removed some apparels, so raiders don't flood your colony with socks at each raids.
steelo 30 Aug, 2019 @ 5:08pm 
Good idea this mod, just want to throw it out there and say its the cost of things in MT that messes it up, its all way too cheap, if you could find a way to alter the pricing so it corresponds to the stat of the item it would reduce the raid sizes that were spawned aswell eg. winter cloak costs 85 ingrediants to make, if its made from cloth it costs 13 gold, made from thrumbofur it still costs 13 gold compare the stats of the 2 then compare those to vanilla parkas of the same materials and youl see what i mean. all the MT items seem to have this problem from clothing>>weapons>>armour it would be good if it were all streamlined somehow.
newcolonist  [author] 25 Aug, 2019 @ 5:34am 
B/ is harder to patch, but there should be a mefieval times lite mide for sure
Omega13 24 Aug, 2019 @ 3:57pm 
My most vivid memory of using Medieval Times (which I have not used in a long time, granted) was the combination of A) Ridiculous raid sizes and B) a bunch of now equipment slots resulting in my base being flooded in dirty socks. Which was pretty weird.
newcolonist  [author] 20 Aug, 2019 @ 7:13am 
It's a great mod, but it was released before CE and imo the balance has never been there when you develop your colony.
Bronk Hotblast 20 Aug, 2019 @ 7:11am 
The big issue with warbourne raiders isn't their numbers, it's that they have unlimited morale. Yesterday I faced a raid with over 100 warbourne raiders, and they didn't retreat at all, just kept fighting to the last man.
Don't Farm Me Thanks 19 Aug, 2019 @ 6:22pm 
The secret to Medieval Times raids is fighting fire with fire. Field a set of Brigantines and the Bandit's Hammers provided by the mod and focus the any other blunt weapon enemy in combat, as sharp weapon-wielding enemies wont be able to pierce your armor. You can easily take on enemies at 2:1 or even 3:1 ratio. Granted, this is with Combat Extended which reworks melee combat. If you're not using that then I don't know what to tell you. It would seem kinda pointless to use Medieval Times with CE, in my personal opinion.
tyriael_soban 18 Aug, 2019 @ 8:47am 
i have to admit, this was the one thing that turned me off an otherwise amazing mod, that my 8 colonists would get steamrolled by 4-5 times their number by the 3rd year unless i started picking up guns, which just game me a massively unfair advantage.
newcolonist  [author] 17 Aug, 2019 @ 9:39pm 
It's a nerf. Medieval raids are larger than tribal or pirate raids. This mod reduces the size of medieval raids so they match vanilla difficulty.
For example warbourne raids will be comparatively smaller than tribal raids, but they'vr better armor and weapons, and don't flee.
Medieval socitey faction raids can still be overwhelming because i haven't yuned them down on purpose, to keep in mind the modders original balance, but you can make peace with them.