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

mas alguém deve fazer em breve uma atualização
ʰʸᵈʳᵃRemessaConforme 9 NOV 2022 a las 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 ABR 2022 a las 4:07 
Understandable, have a great day.
☭ Covre  [autor] 2 ABR 2022 a las 8:16 
I don't have any plans on updating this mod :(
Sorry
dabeek 2 ABR 2022 a las 4:18 
Could this be integrated with the new Vanilla Factions Expanded – Classical as a senator reward?
Lustique 20 AGO 2021 a las 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 JUL 2021 a las 6:37 
siege engine?
CoD4Mike 29 JUL 2021 a las 13:36 
The roman siege engine has no texture.
Regent 23 JUL 2021 a las 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 JUL 2021 a las 5:01 
you need a separete mod
Warillusen 23 JUL 2021 a las 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 JUL 2021 a las 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 JUL 2021 a las 16:14 
hehe
Regent 22 JUL 2021 a las 12:58 
Its funny to me that Falx is a roman agrocultural tool. Laugh with me historians
VêhêLTê 5 JUL 2021 a las 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 JUL 2021 a las 11:22 
I'm having the same issue as MZM_GOW
MZM_GOW 27 MAY 2021 a las 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 ABR 2021 a las 3:15 
o, I'm fixing it
HeinrichK 1 ABR 2021 a las 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 MAR 2021 a las 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 MAR 2021 a las 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 MAR 2021 a las 19:14 
okay
The Dutchman 21 MAR 2021 a las 17:23 
Been pushed back to later this year
Cat Kraken 21 MAR 2021 a las 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 MAR 2021 a las 5:03 
fixed
Vatheron 12 MAR 2021 a las 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 FEB 2021 a las 18:37 
add Iron boss to scutum
☭ Covre  [autor] 28 FEB 2021 a las 2:36 
no :(
メラノCC 28 FEB 2021 a las 0:24 
Is Scutum's graphic fixed?
Autismus Maximus 10 FEB 2021 a las 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 FEB 2021 a las 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 FEB 2021 a las 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 FEB 2021 a las 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 FEB 2021 a las 13:27 
Thank you :P
☭ Covre  [autor] 9 FEB 2021 a las 13:12 
updated!
☭ Covre  [autor] 9 FEB 2021 a las 13:06 
i'm changing it
☭ Covre  [autor] 9 FEB 2021 a las 13:06 
maybe i forgot to change it :(
☭ Covre  [autor] 9 FEB 2021 a las 13:05 
i used it for testing
Geojak 9 FEB 2021 a las 12:28 
sounds like vanilla weapon expanded textures missing. did you reuse his crossbow?
Shrakna 9 FEB 2021 a las 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 FEB 2021 a las 12:00 
i'm looking into it right now
☭ Covre  [autor] 9 FEB 2021 a las 12:00 
wait D:
Shrakna 9 FEB 2021 a las 11:59 
With Just
Harmony
Core
Royalty
Vanilla Framework Expanded
This mod
Shrakna 9 FEB 2021 a las 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 FEB 2021 a las 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