RimWorld

RimWorld

Proper Polearms
144 Comments
turkler  [author] 11 Jul @ 10:50pm 
I will update tomorrow idk
Geneva 11 Jul @ 10:37pm 
lesgooooo
turkler  [author] 11 Jul @ 3:14pm 
ok
pee ness 11 Jul @ 3:09pm 
update to 1.6 chud
Mycoscopic 25 Jun @ 10:04am 
lol...what's up with the PackageID being lovelydoveymating.withmysuccubuswife? It made it so hard to find when I needed to restore my modlist from scratch with RimSort, since it isn't in the RimSort database
turkler  [author] 27 May @ 3:27pm 
@Axon no
Axon 27 May @ 3:27pm 
Yeah i checked after commenting that. I wasnt aware of what the other mod was about i thougth it was just some tweaks for generic ammo and not the ammount of content that i has, my bad. Any chance you can make that little change an addition to this mod?
turkler  [author] 27 May @ 3:24pm 
@Axon no
Axon 27 May @ 3:10pm 
ok cool can that mod be used without having to use generic ammo in CE? i use CE but with default ammo options, 1-handed spears as a feature feels out of place there lmao anyways i love your work man have a nice day
turkler  [author] 27 May @ 12:23pm 
@Axon that change is from my buffs and nerfs for the generic ammo experience mod
Axon 27 May @ 11:35am 
Does this mod allow for 1-handed spear or that was just for the image?
turkler  [author] 27 May @ 9:16am 
updated with patches for the new tasty armory mods
vin 24 May @ 12:05pm 
bad ass
turkler  [author] 23 May @ 11:10am 
@神说万岁 yeah I'll patch them sometime
神说万岁 23 May @ 7:21am 
Tasty Armory has been completely refurbished, would you make patches for them?
turkler  [author] 23 May @ 6:26am 
@SoakieCat yeah, the same system oskar added for vfe medieval 2 and their polearms. I'm just adding the relevant stats to more weapons, the hard work behind the scenes is done by the ve framework
SoakieCat 23 May @ 2:32am 
Oh I see, it uses the vanilla expanded stuff huh
turkler  [author] 21 May @ 3:03pm 
@SoakieCat report that issue to the vanilla expanded team
SoakieCat 21 May @ 3:01pm 
All my pawns seem to break after using this mod, they try to sleep 2 tiles from their beds, use work stations 2 tiles away, eat at tables but are 2 tiles away
Head 20 May @ 1:54pm 
Excellent mod!
turkler  [author] 18 May @ 6:22am 
@skycrossercat I'll patch them sometime
skycrossercat 18 May @ 5:59am 
Serina stop updating old versions and post new Tasty Armory mods, hope they can be compatible as well!
turkler  [author] 17 May @ 2:09pm 
@Mr. Guy yeah
Mr. Guy 17 May @ 2:01pm 
Does this work with the Progression series posted by Ferny?
Devourer of chicken 13 May @ 10:49am 
Tasty Armory High Medieval compat?
turkler  [author] 11 May @ 9:20pm 
@TACTICAL D-0GGY I'll take a look
SOGGY DOGGY 11 May @ 2:26pm 
For the compatibility on the mad catter weapon packs, the prestige stellic polearm and prestige stellic cane are missing the extra range - or at least on their info cards, it is not present.
UltraEmailMan 17 Apr @ 6:30pm 
That is a wild package id. Love it.
Reidlos 4 Apr @ 12:59pm 
got a mod suggestion if your up for it, RimForge, has a long spear and such, Im going ot manual patch it so its very minor in the grandscheme of things but tossing it out there.
turkler  [author] 1 Apr @ 2:22pm 
@Mustard no they're considered melee weapons. no, other checks like line of sight still happen
머스타드 1 Apr @ 11:17am 
so, If spears have range is it counted as ranged weapon? also, Is it able to hit from behind the wall?
turkler  [author] 31 Mar @ 4:53pm 
@Annabellee thanks for letting me know, I'll update the patches accordingly
Annabellee 31 Mar @ 2:42pm 
just FYI it looks like the Mono Weapons Pack and Plasma Weapons Pack just got a patch for attack range.
晓山alreShan 25 Mar @ 1:30pm 
OK, I will do so.
turkler  [author] 25 Mar @ 9:07am 
@晓山alreShan report that to the vanilla expanded team
晓山alreShan 24 Mar @ 10:29pm 
There's AI issue with CAI5000 :waxquail:
link to GIF
turkler  [author] 23 Mar @ 10:35am 
@Elmano medieval overhaul devs patch their own stuff so this mod doesn't touch that
Elmano 23 Mar @ 9:30am 
currently using medieval overhaul, it seems like a few of the polearms arent working as intended
turkler  [author] 19 Mar @ 7:24am 
@Reidlos yes, weapons with extended range have a stat card displaying their range
Reidlos 19 Mar @ 6:46am 
ohh ok, cool, was wondering if I was miss informed on ther state of Med2s functions :)

is there a stat in the items info that describes its distance? 1,2 or 3?
turkler  [author] 19 Mar @ 6:40am 
@Reidlos yes but this mod has different balance. long weapons like spears get one extra tile of range while really long weapons like pikes get two extra tiles of range.
Reidlos 19 Mar @ 6:32am 
I thought Medieval 2 (and its base CE patch) already supported a extra range?
Luneyl 11 Mar @ 3:44pm 
I see
turkler  [author] 11 Mar @ 1:52pm 
@Luneyl zweihanders are pretty long, yes, but they're not long as polearms. a british ash pike would be around 430-490 cm while the average zweihanders were around 130-150 cm long. most pikes and spears were significantly longer than a zweihander.
Luneyl 11 Mar @ 1:19pm 
I think Zweihander from Combat Extended Melee should also have more reach. That thing is long.
turkler  [author] 10 Mar @ 2:27pm 
@Plati unsubscribe then rescrubscribe to the mod to force steam to update the mod, then let me know if the issue persists
Plati 10 Mar @ 8:52am 
it isnt working with guns galore medieval tasty ;/ those pikes and billhoks etc. dont have extra range to act like a long polearm, or I am missing something :C
turkler  [author] 9 Mar @ 8:34pm 
@camien99 thanks for the report, I just updated the mod with the fix
camien99 9 Mar @ 8:29pm 
Reporting an error with the TA: Pike and Shot mod patch.

The patch for the lance has the wrong defname in the xpath and is causing the patch to fail.
Did a local fix and changing "TC_Melee_Lance" to "TC_Lance" fixed the error.
Taz 6 Mar @ 8:51am 
Yes I do.
That is strange then, here is my full list, nothing comes to mind that would block this, maybe you have an idea?
https://pastebin.com/uUQNCRsa