RimWorld

RimWorld

Medieval Royalty Faction
78 Comments
Mlie 3 Nov, 2021 @ 11:48am 
Uploaded the update by Anchovi:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2645023261
Hope it helps anyone!
Magnus 28 Oct, 2021 @ 6:21pm 
greetings! Have you had any success on getting it uploaded?
Anchovi 24 Oct, 2021 @ 12:54am 
@Mlie you can add me if you like
Teamson 23 Oct, 2021 @ 3:39pm 
@Mlie i would love if you do so
Mlie 18 Oct, 2021 @ 11:40am 
@Anchovi I could publish it for you if you want
Anchovi 11 Oct, 2021 @ 5:29am 
So I patched this mod for version 1.3 for my personal use and also made it compatible with some other custom faction mods (e.g. medieval overhaul scenarios) so the "empire always hostile" problem does not appear.

But I don't know anything about (re)uploading mods whatsoever. OP?
0river0blood0 28 Sep, 2021 @ 4:26pm 
Yeah I don't mean to bug you but I agree with Caligula. An ETA would be really nice so I know if I want to start my next play-through yet or wait for the mod. Thank you for returning to the mod though! :)
Snuffles 25 Sep, 2021 @ 5:14pm 
Hello, so i am looking for maybe exactly this particular mod. Any chances of getting a 1.3 version please?
Caligula 19 Sep, 2021 @ 3:46am 
Any idea of when we'll get this on 1;3?
Rex705 20 Aug, 2021 @ 6:08am 
So if I put this in mid-game will it replace the empire I already have and I'll have to start over?
麦221 18 Aug, 2021 @ 9:43pm 
Look forward to your mod online:steamhappy:
Ministery Of MOM  [author] 17 Aug, 2021 @ 12:22pm 
Sorry guys! Will update in the coming days.
PearificPear 16 Aug, 2021 @ 2:23pm 
1.3? Would be sweet to have a medieval playthrough using Medieval Vanilla but still have the empire!
Alu 9 Aug, 2021 @ 12:16am 
Never got a 1.2, good luck on the 1.3 guys.
Teamson 8 Aug, 2021 @ 4:34pm 
:(
Koda Chan 31 Jul, 2021 @ 9:52pm 
1.3 pleease! that mod is so cool
Hallgrim 28 Jul, 2021 @ 11:29am 
1.3?
Yoku 23 May, 2021 @ 1:07pm 
Yeah I am also craving for an update. Without this Mod I cant usw royalty at all.
Isendel11 5 May, 2021 @ 10:39am 
As others said, I still find a bit of tech around: standard camps when raiding (sandbags, solar panels etc), shield belts/flak armor, shuttles and genetic materials come to mind. Any way around this since it kinda breaks immersion? Thanks!
Vampiricus 25 Apr, 2021 @ 3:54pm 
Ministery of MOM we need youuuuuuuuuuuuuu plz update I'll negotiate!
anoelusmc 19 Apr, 2021 @ 10:49am 
update please?
†MeatRiver† 27 Mar, 2021 @ 3:07am 
does not work as of 1.2 it gets rid of certain aspects of the empire that were there since 1.1 and not changed in 1.2..but certain things were changed in1.2 and so you will see high tech guns and armor on certain people in the empire and be able to buy high tech gear from them
sam1373 17 Mar, 2021 @ 12:03am 
Can shield belts be disabled?
SalmonToastie 7 Jan, 2021 @ 2:01am 
Oh it works fine somewhat, i did some tag changes myself but i don't own this mod.
LXE 30 Dec, 2020 @ 7:14pm 
It works fine with 1.2 as is. I visited an Empire colony and there were a few inconsistencies:
They had psychic shock lances, shield belts, and flak pants for trade, but all of the other weapons and apparel were medieval tech.
When I attacked their camp, it was a typical military outpost with solar panels, sandbags and a shuttle, but no turrets.
All of the Empire pawns were wearing Medieval faction clothing, and there were no psycasters.
SalmonToastie 2 Dec, 2020 @ 2:40am 
1.2?
NekuNue 19 Nov, 2020 @ 8:02am 
lol no its doesn't just tested it don't lie to us @The Dutchman!!!!!!
The Dutchman 3 Nov, 2020 @ 7:33pm 
It already works idiot
你好 我是你家隔壁老王 7 Oct, 2020 @ 11:00pm 
1.2aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa please
ric 30 Sep, 2020 @ 7:56am 
What a great mod concept! Can't wait to try it out with Rimworld of Magic and Medieval - Vanilla (this one removes all the high tech from the game).
M4²⁰ 29 Sep, 2020 @ 4:41pm 
works on 1.2
(≡◉‿‿◉≡) 18 Sep, 2020 @ 12:38am 
1.2 pleaaaaaseeee 1.2 :(
Autumn 13 Sep, 2020 @ 4:35pm 
@macropod The VFEM storyteller does not actually get rid of higher technology. You can still get it from ancient dangers, quest rewards, and so on. It just gets rid of the higher tech factions excluding the Empire and Mechanoids.
Macropod 11 Sep, 2020 @ 1:18am 
@Meskita
In the description of the Vanilla Factions Expanded Medieval mod, it says that the medieval storyteller forbids the appearance of items that are higher than the middle ages.

I see no point in using DLC Royality if the game does not have psi forces. Ranks of nobility by themselves bring almost nothing interesting to the game.
Meskita 10 Sep, 2020 @ 3:50pm 
@macropod
the thing is, every single object, item, and tech will still be in the game so you'll run into raiders who have higher than medieval weapon and apparel as well as in quests.
the thing for me is the research as well, rimhammer simply deletes all of it so you don't even see it which helps a lot
Macropod 10 Sep, 2020 @ 9:07am 
@Meskita
I have now installed Rimhammer With Guns. I think the compatibility is good. The necessary items for psi forces the Character Editor allows you to get. (An ordinary Rimhammer would not allow this.)
If I use a medieval storyteller and additionally install only medieval and ancient factions, then everything should provide a medieval game. (I'm going to try it.)
Meskita 10 Sep, 2020 @ 7:45am 
@macropod
if this mod is used together with a mod that deletes all content past the medieval era(medieval times or rimhammer), then there will be no psychic powers unless there is a mod that makes them medieval tech
Macropod 10 Sep, 2020 @ 6:21am 
@Meskita "but since no psychic powers will be in the game (spacer tech)"

Will not have psychic powers when playing with this mod?
Or will they not be if this mod is used together with Rimhammer?
(≡◉‿‿◉≡) 8 Sep, 2020 @ 9:26pm 
The problem with this faction is, whenever you visit their base for trading. They don't generate things to sell. They don't have any silver. Also when they visit you for trading. Bulk trade, military, supplies. They don't have anything. Please fix this.
Mc_Dyno 30 Aug, 2020 @ 8:00am 
When I entered the enemy base of the royalty faction to test if they were there or not, the base was all medieval tech but there were no people defending it.
Meskita 28 Aug, 2020 @ 1:02pm 
@Ministery Of MOM
not really, it was more a all of the faction mods that don't modify this def
after digging a little bit around i dont believe your mod has anything to do with it but who knows.
Ministery Of MOM  [author] 28 Aug, 2020 @ 10:14am 
@trajda Don't know, but would guess yes, since there are non-electric tailor benches.
Trajda 28 Aug, 2020 @ 8:54am 
Have anybody tested if royalty apparel is craftable with medieval technology? There is a mod No Royal Clothing Reqs to solve this problem but I do not want to use it unless there is no other option.
Ministery Of MOM  [author] 28 Aug, 2020 @ 8:27am 
@trajda There are one or two mods that let you choose how many factions from a specific type will be spawned. Should work. Can't remember their names though...

@Meskita @Transflux Thanks guys for digging around. I'll update this as soon as i find the time. As for Any Faction Empire mod, if that's what you're referring to, it's extremely buggy, even pre-1.2.

I understand that some players find mod order hard to figure out.
My tips are; read descriptions for mods. Some state load order there. (sorry i haven't done that here)
Many mods now use the built in mod order, notifying you if you have it wrong.
Third, use common sense. Ask yourself, what does this mod change/add and how does that relate to other mods in my list? Mods like this that patches vanilla or other mod definitions are meant to be as low in your list as possible.
Trajda 27 Aug, 2020 @ 9:46am 
I guess the Royalty Empire Rework series is not compatible, right? I hoped for 3 medieval empires in the civil war.
Meskita 25 Aug, 2020 @ 6:37pm 
@Transflux as far as I know, this mod is fine besides for the tooltip that shows the requirements for the bedroom/throneroom which is apparently missing from being clicable in the ingame "wiki", if you get the rank it could still show normally on the right side but I didn't play besides the testing part
From what I see, it's a faction scenario thing, where you spawn AS a faction, which is bugged, factionless scenarios should be fine (crashlanded was normal)
D.Cub3d 25 Aug, 2020 @ 5:38pm 
@Meskita you are correct. I have done some more digging and I think its any faction mods that havent updated properly to 1.2 can potentially cause the Empire from Royalty to become permanently hostile. I do not really understand load order in this game as I have seen various conflicting reports. But I think whichever mod wins that specific conflict causes the Royalty faction to be in permanent hostile or not.

Not sure if it is this mod specifcally that isnt updated properly or not but I have seen it repeated multiple times that factions mods are the ones causing that specific issue.
Meskita 24 Aug, 2020 @ 3:38pm 
Yep... Apparently thats it
just started a world with crashlanded scenario and the empire relations are at 0 instead of -100 perma hostile
I think this need to get out there, any place to spread the word?
Meskita 24 Aug, 2020 @ 3:28pm 
wait.. but it could be... I really just tested this with the Rimtimes Dwarf start, which *might* pick a faction to you and since that mod deletes the royalty faction I don't think he even bothered to look at it (he does state the mod is incompatible)
the other time I tested is in my current run where I'm playing as the Colonial Marines from the AlienVSPredators faction
the thing is, I'm pretty certain I saw normal relations with the same modpack but maybe, in a different factionless start.
Meskita 24 Aug, 2020 @ 3:24pm 
@Transflux
I don't think this is related to this mod anymore
I'm getting this -100 relations bug in another modpack as well so it might be something in the modlist or the modlist itself... there are a couple not updated mods in there but I don't really know where to ask, glad you brought that up