RimWorld

RimWorld

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Rimhammer - The End Times - Magic
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Mod, 1.3, 1.4, 1.5, 1.6
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89.642 MB
12. bře. 2020 v 10.34
23. srp. v 9.50
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Rimhammer - The End Times - Magic

V 3 kolekcích od uživatele SickBoyWi
Rimhammer: The End Times - Medieval - Required
13 položek
Rimhammer - Medieval - Dawi / Empire
48 položek
Rimhammer - The End Times - Beastmen - Medieval
38 položek
Popis
If you use this mod without the Rimhammer - The End Times mod series, then make sure you also load my Any One Can Magic mod after it. That will make this mod's magic available to all pawns as a backstory.

If you're using this mod with the Rimhammer mod series: then be sure to load this mod after the base Rimhammer - The End Times mod, and before any Rimhammer race/faction mods.

This is generally intended for a medieval era game, but works fine and adds much fun for any tech level. Is compatible with the RimWorld of Magic mod.

Current Rimhammer factions that use this mod: Beastmen, Empire, Skaven (in development, but close), and Ogres (in development).

Adds a series of magic items, armor, helms, weapons, and more.

Detailed information on all the magic / spells added by this mod can be found here: https://nerdtournament.com/mods/rimworld/Rimhammer-TheEndTimes-Magic/Rimhammer_SpellsItems.ods

Adds 18 unique lores of magic, themed to Warhammer magic, with 5 improvable spells per lore. There are also add on non lore spells that magic user pawns can learn by reading magic scrolls added by this mod. The Rimhammer factions that use magic can craft the scrolls, and other magic items, at the magic user's workbench.

Adds 3 unique faith lores for faith powers. These can be learned by faithful pawns of the appropriate god by praying upon the appropriate faith artifact that this mod adds. The Rimhammer Empire faction can craft the faith artifacts at the appropriate idol for the faithful pawn's god.

Cast to your heart's content, but be wary of miscasts! They will wreck your magic user! There is a mod setting to turn off miscasts, if you're not playing a Warhammer themed game.

To refill your magic or faith pool, you must make a meditation spot, from the Misc designation category button, and pawns will automatically meditate to regain their need when they're low. You can force them to do so as well.

This mod is also a framework. Any one can add Warhammer themed magic to their own mods using this mod. You simply need to add some backstories that leverage the traits defined here in, and your pawns will have Warhammer themed magic abilities.

Other lores will come as the Rimhammer races/factions get added.

If you'd like to speed up the process of release, please consider supporting me on Patreon. The more support I get, the more motivated I will be to create more races/factions. https://www.patreon.com/SickBoyWI

Buy me a coffee: https://ko-fi.com/sickboywi

Join the Discord channel: https://discord.gg/UCmQbCT
Počet komentářů: 264
SickBoyWi  [autor] 24. lis. v 11.32 
@BronzeWizzard - It's probably something I could figure out. I'd need the whole stack trace though. That message is telling me almost nothing about the issue. Could you generate a HugsLib log, and post it on the bugs section of my Discord?
BronzeWizzard 22. lis. v 11.19 
Hey, this mod is really awesome and thank you very much for continuing!

In my current Game this mod is not compatible with the RoM Vampire mod, the error says

Exception in SetupToils for pawn Setanta driver=JobDriver_CastAbilityVerb (toilIndex=-1) driver.job=(CastAbilityVerb (Job_8679121) A = Thing_Elephant1048015 Giver = ThinkNode_QueuedJob [workGiverDef: null])


Any ideo how to fix that, or what i could do? :))
SickBoyWi  [autor] 11. lis. v 19.08 
@EnD - There's a magic bar on the Needs tab. When it gets low, they'll automatically go meditate, if you've made a meditation spot.
EnD 9. lis. v 4.40 
Is there a way to check how much magic is left in particular pawn's tank? I feel like this type of info would be crucial in a system based upon pool but i cant find it anywhere. Might be blind tho
SickBoyWi  [autor] 15. zář. v 10.11 
Update: 1.6 tweaks.
Terran 10. srp. v 21.23 
Bless you! That's wildly cool, thanks so much :). Me and my friend love your mods.
SickBoyWi  [autor] 10. srp. v 15.27 
@Terran - There is a setting for drop pod raids that you can use to turn that off if you want.
SickBoyWi  [autor] 10. srp. v 15.27 
Update: Ready for 1.6. The factions are up next, so sit tight.
BiriCristão 9. srp. v 15.47 
Such a nice mod, alongside Beastmen and all others. These creatures, well, they actually are "historical", though we wont find this "info" on our history books.. greek mythology is not ancient fairy tale (the Gor looks like Minotaur description right?). The fallen angels created those beasts, Nephilim, centaurs, cyclops, titans and giants alike.. One of the reasons the Lord sent the great deluge, to "purge" the genetic abominations and other devil's offspring.
Sorry for going too far from the topic, Jesus bless you man
Terran 31. čvc. v 14.22 
Oh cool! Thanks. That'd be pretty neat. I just was using this with the Winston Waves mod, on a Medieval only run, so having magical drop pods make it a little hard to survive! Hahaha.