RimWorld

RimWorld

Napoleonic Age (Continued)
52 Comments
Death Korps Cpt 20 Mar @ 5:07pm 
has anyone figured out how to load the cannon yet? i cant find what ammunition it uses... please help.
lockdeezykid 20 Mar @ 3:23pm 
reminds me of guts and blackpowder.
cngz22nd 21 Jun, 2024 @ 10:40pm 
Ayyyye we making it out of Berezina with this one.
Mlie  [author] 23 May, 2024 @ 10:01pm 
@Axolotl7saeven No, I dont think the original author ever got that far
Axolotl7saeven 23 May, 2024 @ 4:06pm 
It says that 'further research down this tree will lead to cavalry and cannnons'. It doesn't.
pgames-food 2 Feb, 2023 @ 10:41pm 
"the napoleonic age was quite good,
it started off as it should,
but we had a small raider
and then shouted invader,
just a small man wearing a hood" :lunar2019piginablanket:
S~H~A~K~E~S 2 Feb, 2023 @ 11:21am 
Thank you so much for this!
stinsonan 16 Jan, 2023 @ 5:25pm 
Ok, thank you
Mlie  [author] 16 Jan, 2023 @ 11:23am 
@stinsonan Should be fixed now
stinsonan 15 Jan, 2023 @ 5:02am 
The cannon is invisible, the base is there but the cannon itself is invisible. The shells tab is missing.
Mlie  [author] 22 Dec, 2021 @ 10:14pm 
@Night Wolf What is wrong about the cannons?
Arctic Gamer 22 Dec, 2021 @ 8:07pm 
can you fix the cannons please mile i love your mods keep it up:steamthumbsup:
pgames-food 12 Nov, 2021 @ 7:39pm 
yeah, just make sure that the edge of your sword is "sharpe" :)
Mlie  [author] 9 Jul, 2021 @ 1:32pm 
@HotCheezyBuns Try the rimworld discord, or the mod-market discord. Should be modders there that have the skill and time
HotCheezyBuns 9 Jul, 2021 @ 12:33pm 
@Mile sadly I don't know how to expand on rim mods, I'd love to do so though, Do you know how?
Mlie  [author] 8 Jul, 2021 @ 10:02pm 
@HotCheezyBuns The source is available on the github repo if anyone wants to expand on it
HotCheezyBuns 8 Jul, 2021 @ 5:14pm 
This really needs to be updated more, Like its lacking in so many thingggsss whyyyyyyy the potentialllllll.
Redbeard7 13 Feb, 2021 @ 11:37am 
Thanks for your amazing work!
Mlie  [author] 13 Feb, 2021 @ 11:10am 
@rbblain Should be fixed now
Redbeard7 13 Feb, 2021 @ 4:11am 
@Mlie Is it possible to add faction leaders? Currently factions populate without a leader.
Thanks.
Blutdrachen 12 Jan, 2021 @ 4:56pm 
This mod plus pawn morpher and now I have the animal thing from star trek
The Guy in Your Closet 3 Jan, 2021 @ 4:03am 
@Vaeringjar Yeah that's a vanilla expanded item, the research unlocks a musket and a flintlock pistol
Vaeringjar 12 Sep, 2020 @ 12:58pm 
isn't there a musket in vanilla? or maybe it's the vanilla expanded one I'm thinking of?
Mlie  [author] 12 Sep, 2020 @ 11:36am 
@Vaeringjar Sorry, vanilla musket?
Vaeringjar 12 Sep, 2020 @ 8:17am 
I'd say the muskets should be in line with the vanilla musket? Maybe slightly better since they're a few centuries more modern. The Rifle should be better / worth more than the muskets.
Mlie  [author] 12 Sep, 2020 @ 8:07am 
@Vaeringjar Do you have any suggestions for what values they should have?
Vaeringjar 12 Sep, 2020 @ 7:45am 
weapons can't be smelted, but are ridiculously profitable to sell
Mlie  [author] 20 Aug, 2020 @ 10:01am 
@MadTech Sorry about that, should be fixed now. Thanks for reporting!
MadTech 18 Aug, 2020 @ 1:53pm 
Saw this error after installing Hospitality with this mod. There were also the same error entries for Britain and Prussia. Any chance you could fix this. Thanks

FactionDef France must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no guests from this faction will arrive. This is a misconfiguration in Napoleonic Age (Continued).
Verse.Log:Verse.Log.Warning_Patch1(String, Boolean)
Hospitality.DefsUtility:LogMisconfiguration(Def, String)
Hospitality.DefsUtility:CheckFactionDefs()
Hospitality.DefsUtility:CheckForInvalidDefs()
Hospitality.HospitalityModBase:Hospitality.HospitalityModBase.DefsLoaded_Patch2(HospitalityModBase)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:HugsLib.HugsLibController.LoadReloadInitialize_Patch1(HugsLibController)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
Michiko 11 Aug, 2020 @ 1:29am 
Great, thanks! I'll check it out in a bit. I was worried for a sec that it was a conflict somehow with something else or some other error on my part and I just wasn't figuring it out.
Mlie  [author] 11 Aug, 2020 @ 1:12am 
@未知狐 ~ Unknown Fox I looked closer at this and it seemed that the cannon was not implemented correctly. It should be fixed now, thanks for reporting!
Michiko 10 Aug, 2020 @ 11:44am 
@Mlie
Hmm... D: I'm fairly sure it's somehow not implemented. I have both Smithing and British Early Technology researched (I can already craft the muskets). I've checked every single Architect submenu, especially Security. I'm right in a new game so it isn't even cluttered. Even searching using mods like RIMMSqol or In-Game Definition Editor, or even just searching for the item doesn't reveal anything.

You can probably see that the little cannon icon isn't here in my research tree either:
[img] https://i.imgur.com/N6b8er6.png [/img]
Mlie  [author] 10 Aug, 2020 @ 10:42am 
@未知狐 ~ Unknown Fox Should be buildable after researching Smithing and British Early Technology
Michiko 10 Aug, 2020 @ 4:58am 
I must be blind as I can't seem to find the cannon anywhere. I'm fairly sure I've researched all the relevant fields and can craft all the muskets and uniforms already, but I can't find the cannon even in the search bar. D:
Mlie  [author] 28 Jul, 2020 @ 11:06am 
@Changeling_Wil Good catch, Ive added market-value for the headgear now. Thank you for reporting!
Hazel Horse 28 Jul, 2020 @ 9:17am 
Looking into the files, it seemed it was just that...well, the hats (shakos + prussian cap) had 0 cost + very good insulation.

So when the AI was generating pawns for raids/visits/trades etc using its budget it went with the cheapest option.

Went and manually lowered the insulation + added market costs to them and folks are stopping spawning with 'em. Still saw them on some french guys that visited but that's normal, they're from this mod.

Mlie  [author] 26 Jul, 2020 @ 11:06pm 
@Changeling_Wil I could take a look at that. Should be possible to add a faction specific tag
Hazel Horse 26 Jul, 2020 @ 7:25pm 
Only real issue I have is shakos appearing on *everyone*, even those who aren't this faction
Mlie  [author] 28 Jun, 2020 @ 11:58pm 
@SuperNiceGuy I think so, never used that mod but I cant see why it wouldnt work
SuperNiceGuy 28 Jun, 2020 @ 7:34pm 
DF 6 May, 2020 @ 1:20am 
i playing with this and is good
Resh 5 May, 2020 @ 5:07pm 
@mfilip625 Thanks I'll check that out. Hopefully it does work well with the current version
DF 5 May, 2020 @ 3:16pm 
"19 Century"is mod whats you looking. is on 1.0 but with the 1.1 can play
Resh 5 May, 2020 @ 12:30pm 
does this lock the games tech to this level and if not, does anyone know of mods that era lock the game?? I'm looking for a play through thats like 1800s - early 1900s range of tech. But colonial age is also cool
Le_Petit_Adidi 24 Apr, 2020 @ 10:41am 
I noticed that the NPCs generated by this mod are biting into the colony's food stocks, is that normal?
DF 14 Apr, 2020 @ 10:09am 
will anyone help me?:steambored:
DF 11 Apr, 2020 @ 6:16am 
i dont have cannon.
Thewonderslug 9 Apr, 2020 @ 10:40am 
Thanks man, I've been waiting for some one to either update this one or make something simulare for a long time now!
Ayam Kepal Prenagen 8 Apr, 2020 @ 7:39pm 
Awesome job. We need more mods that span around early industrial age
Chicken Plucker 7 Apr, 2020 @ 3:05pm 
great work as always!