RimWorld

RimWorld

Kit's Roman Weapons
90 Comments
Desasunda 31 Jan, 2023 @ 10:56pm 
Oh. Okay.
☭ Covre  [author] 27 Jan, 2023 @ 2:03pm 
im not furry lol
Desasunda 26 Jan, 2023 @ 5:43pm 
-rep furry
HIVEMIND 20 Nov, 2022 @ 7:00am 
wake up samurai
☭ Covre  [author] 11 Nov, 2022 @ 12:53pm 
pior que não

mas alguém deve fazer em breve uma atualização
ʰʸᵈʳᵃRemessaConforme 9 Nov, 2022 @ 5:59pm 
Oi Kitsune, realmente nao terá update pra 1.4 neste mod? Putz, eu gostava tando da Falx na hora da capina ksksksksk'!

Um abração, sou seu fã!
dabeek 3 Apr, 2022 @ 4:07am 
Understandable, have a great day.
☭ Covre  [author] 2 Apr, 2022 @ 8:16am 
I don't have any plans on updating this mod :(
Sorry
dabeek 2 Apr, 2022 @ 4:18am 
Could this be integrated with the new Vanilla Factions Expanded – Classical as a senator reward?
Lustique 20 Aug, 2021 @ 9:46am 
I think what CoD4Mike meant, was that the Scorpion looks like it only consists of its base, with the moving part missing. The mod "Simple Turrets" ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1790155285 ) seems to have the same problem. In the comments is a link to a fork where this seems to be fixed. Maybe you could have a look there.
☭ Covre  [author] 30 Jul, 2021 @ 6:37am 
siege engine?
CoD4Mike 29 Jul, 2021 @ 1:36pm 
The roman siege engine has no texture.
Regent 23 Jul, 2021 @ 5:21am 
@Warillusen
You can either go for the double wield mod or simple side arms if you want to change those, at the same time CE with "Pocket sand" mod can do the same, in CE only its a bit annoying to switch
☭ Covre  [author] 23 Jul, 2021 @ 5:01am 
you need a separete mod
Warillusen 23 Jul, 2021 @ 3:08am 
Is it possible for a colonist to wield a hasta and then a gladius in combo or will I need a seperate mod?
Regent 23 Jul, 2021 @ 2:41am 
@Kitsune but seriosly tho, that thing easily pierced roman helmets with a strike, I'm not talking about 2 handed version
☭ Covre  [author] 22 Jul, 2021 @ 4:14pm 
hehe
Regent 22 Jul, 2021 @ 12:58pm 
Its funny to me that Falx is a roman agrocultural tool. Laugh with me historians
VêhêLTê 5 Jul, 2021 @ 3:10am 
for the purple square scutumshield, i had this bug too but i figure out a way to fix it.
in the mod file, I mouve the textures of the scutumshield from "*/textures/things/shield/" to "*/textures/Things/Item/Equipment/Shield/ScutumShield"
and in the XML "shield" I use "Things/Item/Equipment/Shield/ScutumShield/ScutumShield" for the path of the shield's texture in <texPath>
Blackbird 2 Jul, 2021 @ 11:22am 
I'm having the same issue as MZM_GOW
MZM_GOW 27 May, 2021 @ 8:12pm 
I found that when my pawn was equipped with both scutum shield and one-handed weapon, there was a graphic issue that causes my pawn to turn into a purple square.
☭ Covre  [author] 1 Apr, 2021 @ 3:15am 
o, I'm fixing it
HeinrichK 1 Apr, 2021 @ 1:14am 
hey Kit, i really love your stuff, but the falx is the wrong way. every weapon in rimworld (as far as i could see) face with the sharp side down, but your falx faces up. a falx is not used like a sabre (with the point towards the wielder) but the other way, like a sickle.
Zmetek 23 Mar, 2021 @ 5:34am 
Flax has GREAT armor piercing capability. There is theory that roman helms were thicken because they were pierced by the point of the flax without much resistance. While pugio and spears doesnt have very great piercing power. They should rather have bigger chance of ignoring the armor as pugia, because its a dagger, can get trough gaps.
Cat Kraken 21 Mar, 2021 @ 7:16pm 
ive been using the old 1.11 mod up until i heard that, ive just been sitting there since lol waiting for it
Cat Kraken 21 Mar, 2021 @ 7:14pm 
okay
The Dutchman 21 Mar, 2021 @ 5:23pm 
Been pushed back to later this year
Cat Kraken 21 Mar, 2021 @ 11:33am 
so uh... in January mr oskar potocki said it was weeks before he released his roman mod....any word on that?
☭ Covre  [author] 12 Mar, 2021 @ 5:03am 
fixed
Vatheron 12 Mar, 2021 @ 4:57am 
https://cdn.discordapp.com/attachments/743184245622571035/819916230844612648/image0.png

Heya, there seems to be an issue with the Falx, not sure if it belongs to your mod as I couldn't find any other mod with the name of weapon.
Autismus Maximus 28 Feb, 2021 @ 6:37pm 
add Iron boss to scutum
☭ Covre  [author] 28 Feb, 2021 @ 2:36am 
no :(
メラノCC 28 Feb, 2021 @ 12:24am 
Is Scutum's graphic fixed?
Autismus Maximus 10 Feb, 2021 @ 7:03am 
Potential armor types for future implementation - ( PART 4 )

LIMBS - ( no character sprite required )

Greaves
- protects lower legs
- same protection as vanilla plate armor
https://en.wikipedia.org/wiki/Greave

Manica
- Protects arms
- same protection as vanilla plate armor
http://www.romanarmy.net/manica.shtml

Autismus Maximus 10 Feb, 2021 @ 6:53am 
Potential armor types for future implementation - ( PART 3 )

HELMETS

Roman Montefortino Helmet - ( often used by auxiliares or low-ranking republican soldiers )
- protects top of head
- same protection level as vanilla helmet

Roman Imperial Helmet - ( the OG, the one )
- protects top of head and neck
- same protection level as vanilla helmet

Roman Centurion Helmet - ( the one with side crest )
- protects top of head and neck
- same protection level of vanilla helmet
- boosts morale for nearby troops ( attack speed/movement/pain limit, your choice, id pick pain limit )

Roman Cavalry Helmet
- protects entire head
- same protection level as vanilla helmet
- terrifies the enemy, giving debuffs
- reduced accuracy

Reference guide:
http://www.imperium-romana.org/roman-helmets.html
Autismus Maximus 10 Feb, 2021 @ 6:31am 
Potential armor types for future implementation - ( PART 2 )

Lorica Segmentata ( Plate Mail ) - ( the iconic, famous roman armor )
- medium-high required crafting skill
- great protection ( same as vanilla plate armor )
- covers chest only
- much less speed reduction than vanilla plate armor, but more than the previously mentioned armors

Lorica Musculata ( Chest Plate ) - ( The OG Chad roman armor, worn by generals, high-ranking officers and emperors )
- high required crafting skill
- crazy protection ( greater than vanilla plate armor )
- covers chest only
- less speed reduction than vanilla plate armor
Autismus Maximus 10 Feb, 2021 @ 6:31am 
Potential armor types for future implementation - ( PART 1 )

Body

Lorica Squamata ( Scale Armor ) - ( used by low soldiers up to high ranking officials )
- low required crafting skill
- average protection
- covers chest only
- little speed reduction

Lorica Hamata ( Chainmail ) - ( used by early republican armies, mercenaries, auxiliaries, and barbarians)
- medium required crafting skill
- good protection ( a bit lower as vanilla plate armor )
- covers chest only
- little speed reduction


Shrakna 9 Feb, 2021 @ 1:27pm 
Thank you :P
☭ Covre  [author] 9 Feb, 2021 @ 1:12pm 
updated!
☭ Covre  [author] 9 Feb, 2021 @ 1:06pm 
i'm changing it
☭ Covre  [author] 9 Feb, 2021 @ 1:06pm 
maybe i forgot to change it :(
☭ Covre  [author] 9 Feb, 2021 @ 1:05pm 
i used it for testing
Geojak 9 Feb, 2021 @ 12:28pm 
sounds like vanilla weapon expanded textures missing. did you reuse his crossbow?
Shrakna 9 Feb, 2021 @ 12:01pm 
I don't think MP made a difference. That is just showing more of what errors I was already getting in SP. Thank you!
☭ Covre  [author] 9 Feb, 2021 @ 12:00pm 
i'm looking into it right now
☭ Covre  [author] 9 Feb, 2021 @ 12:00pm 
wait D:
Shrakna 9 Feb, 2021 @ 11:59am 
With Just
Harmony
Core
Royalty
Vanilla Framework Expanded
This mod
Shrakna 9 Feb, 2021 @ 11:57am 
Could not load UnityEngine.AudioClip at Things/VWE_Shot_Crossbow in any active mod or in base resources.
Verse.Log:Error(String, Boolean)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Sound.<GetResolvedGrains>d__1:MoveNext()
Verse.Sound.SubSoundDef:<ResolveReferences>b__30_0()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Grain couldn't resolve: Clip not found at Things/VWE_Shot_Crossbow
Verse.Log:Error(String, Boolean)
Verse.Sound.<GetResolvedGrains>d__1:MoveNext()
Verse.Sound.SubSoundDef:<ResolveReferences>b__30_0()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()
☭ Covre  [author] 9 Feb, 2021 @ 11:52am 
in my game it doesn't show red errors D:

what mod is causing that problem? i may make a patch for it