Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This is all built into Big & Small Races nowadays. Just grab that mod and you'll find the factions. :)
I'm just waiting for VFE - Medieval 2. :)
[XML error: 250~2000 doesn't correspond to any field in type FloatRange. Context: <weaponMoney>250~2000<min>300</min><max>1200</max></weaponMoney>]
Probably by PawnKind's BS_Dvergr_Knight. It seems having a cause that the HAR and NoHAR patches.
This version works without Medieval Overhaul.
There is a version of this mod for medieval overhaul if you check the collection linked at the top.
You could use Xenotype Spawn Control (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2891975564) along with the regular Viking Factions and simply set them to only spawn Jotuns though.
One thing to keep in mind is that Rimworld cares more about Raid-value that %, so if you set it to 1% baseliners and 99% Jotun it will still give you baseliner-only raids until you start getting above 1000 or so raid points.
The factions are kind of cobbled together using both Medieval and Viking stuff. Removing either mod will probably break something. Muspelheim are based on Medeival factions iirc. while Nifelheim uses a lot of Viking stuff.
With a Style fix I mostly meant just restyling them to Medieval winter gear. Pawns put on winter gear so the temperature gets into a safe range, if they didn't have them the raid would probably refuse to show up and you'd get another faction. This is why ice-sheet bases tend to just get mechs all throughout the winter.
The way raids spawn pawns basically get an amount of money to "buy" gear for. If there is heavily armoured winter-gear available they will probably buy it if they can afford it and their definition permits buying it. (e.g. medieval pawns can't buy recon armour, dvergr crossbowmen cannot buy ranged weapons aside of crossbows, etc.)
No worries about the comments.
But like you said, this isn't the right place to discuss it. I'll get out of your hair, have a good day. If you want I can remove my comments as well. Just say the word.
Flophats and tuques are tagged as gear pawns can pick to handle weather. Perhaps it can be overriden, but this mod is probably not the right place.
What I think would make the most sense is for talk to an artist and have them make a "Medieval Style" that just restyles Torques & Flophats to something more Medieval-looking. Might already be a stylepack like that somewhere.
If this mod gets popular enough and people request it enough I could try making a style-pack for the Jotun and Dvergr factions myself, but I generally lean more towards the programming side of things. :)
But yeah, unrelated to your mod, sorry, just had to vent.
That is vanilla RimWorld behaviour. Because it was cold on the map where the screenshot was taken the pawns spawned with winter-wear so they wouldn't get frostbite.
If the images was taken of a fight in less cold weather they would have shown up mostly wearing helmets instead.
The best solution would perhaps be to add more medieval-looking winter-wear, and perhaps most importantly mode medieval military winter-wear, but that is a bit beyond the scope of this particular mod. :)