RimWorld
Kit's Roman Weapons
90 comentarii
Desasunda 31 ian. 2023 la 22:56 
Oh. Okay.
☭ Covre  [autor] 27 ian. 2023 la 14:03 
im not furry lol
Desasunda 26 ian. 2023 la 17:43 
-rep furry
HIVEMIND 20 nov. 2022 la 7:00 
wake up samurai
☭ Covre  [autor] 11 nov. 2022 la 12:53 
pior que não

mas alguém deve fazer em breve uma atualização
ʰʸᵈʳᵃRemessaConforme 9 nov. 2022 la 17:59 
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 la 4:07 
Understandable, have a great day.
☭ Covre  [autor] 2 apr. 2022 la 8:16 
I don't have any plans on updating this mod :(
Sorry
dabeek 2 apr. 2022 la 4:18 
Could this be integrated with the new Vanilla Factions Expanded – Classical as a senator reward?
Lustique 20 aug. 2021 la 9:46 
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  [autor] 30 iul. 2021 la 6:37 
siege engine?
CoD4Mike 29 iul. 2021 la 13:36 
The roman siege engine has no texture.
Regent 23 iul. 2021 la 5:21 
@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  [autor] 23 iul. 2021 la 5:01 
you need a separete mod
Warillusen 23 iul. 2021 la 3:08 
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 iul. 2021 la 2:41 
@Kitsune but seriosly tho, that thing easily pierced roman helmets with a strike, I'm not talking about 2 handed version
☭ Covre  [autor] 22 iul. 2021 la 16:14 
hehe
Regent 22 iul. 2021 la 12:58 
Its funny to me that Falx is a roman agrocultural tool. Laugh with me historians
VêhêLTê 5 iul. 2021 la 3:10 
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 iul. 2021 la 11:22 
I'm having the same issue as MZM_GOW
MZM_GOW 27 mai 2021 la 20:12 
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  [autor] 1 apr. 2021 la 3:15 
o, I'm fixing it
HeinrichK 1 apr. 2021 la 1:14 
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 mart. 2021 la 5:34 
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 mart. 2021 la 19:16 
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 mart. 2021 la 19:14 
okay
The Dutchman 21 mart. 2021 la 17:23 
Been pushed back to later this year
Cat Kraken 21 mart. 2021 la 11:33 
so uh... in January mr oskar potocki said it was weeks before he released his roman mod....any word on that?
☭ Covre  [autor] 12 mart. 2021 la 5:03 
fixed
Vatheron 12 mart. 2021 la 4:57 
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 febr. 2021 la 18:37 
add Iron boss to scutum
☭ Covre  [autor] 28 febr. 2021 la 2:36 
no :(
メラノCC 28 febr. 2021 la 0:24 
Is Scutum's graphic fixed?
Autismus Maximus 10 febr. 2021 la 7:03 
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 febr. 2021 la 6:53 
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 febr. 2021 la 6:31 
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 febr. 2021 la 6:31 
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 febr. 2021 la 13:27 
Thank you :P
☭ Covre  [autor] 9 febr. 2021 la 13:12 
updated!
☭ Covre  [autor] 9 febr. 2021 la 13:06 
i'm changing it
☭ Covre  [autor] 9 febr. 2021 la 13:06 
maybe i forgot to change it :(
☭ Covre  [autor] 9 febr. 2021 la 13:05 
i used it for testing
Geojak 9 febr. 2021 la 12:28 
sounds like vanilla weapon expanded textures missing. did you reuse his crossbow?
Shrakna 9 febr. 2021 la 12:01 
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  [autor] 9 febr. 2021 la 12:00 
i'm looking into it right now
☭ Covre  [autor] 9 febr. 2021 la 12:00 
wait D:
Shrakna 9 febr. 2021 la 11:59 
With Just
Harmony
Core
Royalty
Vanilla Framework Expanded
This mod
Shrakna 9 febr. 2021 la 11:57 
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  [autor] 9 febr. 2021 la 11:52 
in my game it doesn't show red errors D:

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