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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2064675036
Hope this helps anyone!
If @ianchen31 wants they can just use my source and update this instead, there are a bunch of stuff that has changed in 1.1, mainly regarding turrets.
However, I don't really think that this mod will go wrong with v1.1, since this does not contain coding stuff.
Personally I'm not bother with flame arrows, so no plan to make a separate mod without them unless many have requested. You can just removed them by deleting the flaming weapons def file.
About balance......flaming arrows are planned for enhancing tribal raids. And they are not quite really good for your defense, since you'll have your "hats", "sofas", and "fine meals" burned out in great fire, also require lots of effort to put out the fire at the critical moment after a raid.
Oh, yeah. if you live in place with scarce plants, such as ice sheets, flaming arrows are really overpowered, but you have the choice to use it or not.
And you'll need as much as 1020 woods.
Personally, same as you, I feel like medieval times has good idea, but goes too far, adding too much stuff, especially high-tech ones, and the raids sometimes can be annoyed, so I made my own version.
For melee weapons, you can check out my another mod, melee please, which does add some medieval melee weapons.
Slings, honestly, I don't really test it out throughly, and just did little researching. The ones I add is just primitive ones that shoot stones. Your idea is interesting, I will consider adding lead ones, since I still think that the mod needs more weapons added.
And for ballista, I originally designed it as a small turret. But you're right, its range should be superior to crossbows. I'll adjust it.
Also i have two balance suggestions, first of all siege engine range is kinda low, a ballista should easily outrange any bow or crossbow, maybe with lower fire rate as a drawback.
Slings feel kinda weak too. In ancient mediterranean slingers were considered professional troops. However there's a catch. Professional slingers always used lead balls, and there's an enormous difference in accuracy and velocity if you compare a molded lead ball to a random pebble you pick from the ground. And i assume if you just craft a sling with 10 fabric you use random pebbles. My suggestion is maybe make alternative recipe that unlocks after smithing called sling+lead balls, it would need some steel aswell and more time to craft, with the result being a way more powerful and accurate version.
Weapons are designed to come with raids. But crossbows are quite rare, only carried by low-tier industrial raiders.
If you want to see a group of raiders equipped with crossbows, you might want to try out the add on mid, which adds medieval factions.
I do also notice the ammunition problem just a few hours ago, but still don’t know why. I’ll fix this as long as I have some time.
In my current play, I don’t really consider maximum range a problem, but cooldown. There is really too few shots before the enemies came too close, and this can also be fixed by changing the maximum range. I think I will adjust both a little.
Also personal suggestion, but increasing the range on the catapult wouldn't hurt, I feel like the time it takes to line up a shot and fire the target can move from max range to minimum range.
@無用の手 其實我一直覺得邊緣世界還不夠野蠻XD
Hey, so I was looking to make a tribal playthrough with this mod! However my Steam connection is iffy as all hell. Would it be possible to upload this on github or nexus or other places? Thanks for your time.
By the way, I totally forget Mount and Blade II after started to struggle in Rimworld.