RimWorld

RimWorld

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Proper Polearms
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Mod, 1.5, 1.6
File Size
Posted
Updated
862.205 KB
19 Feb @ 1:00pm
21 Jul @ 4:59am
14 Change Notes ( view )

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Proper Polearms

In 1 collection by turkler
The Generic Ammo Experience
12 items
Description
[discord.gg]

This is a simple mod that gives some extra range to long polearm-style weapons like halberds, spears, etc. This allows you to do stuff like form actual phalanx formations, with a backline of spearmen striking from behind your shielded units.



Yes, that was a thing many armies did in real life. Phalangites, which made the core of the Macedonian phalanx, had pikes that could reach multiple meters in length. This allowed them to strike over multiple ranks of soldiers. With regular spears and such, the ones we have in Rimworld, you could still reliably thrust over a rank of shieldsmen.

I also tweaked the descriptions of the patched weapons to mention their new long reach.

A list of mods patched by Proper Polearms

- Vanilla Weapons Expanded

- Vanilla Factions Expanded - Medieval 2

- Mono Weapons Pack
- Plasma Weapons Pack
- Tox Weapons Pack
- Zeus Weapons Pack

- Combat Extended
- Combat Extended Melee
- Combat Extended Armory

- Weapons+

- Medieval Overhaul

- Arms Galore - (Tasty) Medieval

- Tastier Armory - Pike and Shot
- Tastier Armory - Steppe Warriors

- Tasty Armory - Core
- Tasty Armory - Fire and Steel
- Tasty Armory - Steppe Warriors

- ↁ Elves (Continued)

- Medieval Madness: Tools of the Trade

Q&A
Can this mod be safely added to an ongoing save?
Yes!

Can AI fighters use this extra range?
Yes! They can use spears from a distance, just like how the player can.

Does this mod work with Combat Extended?
Yes! Make sure you load this mod *after* Combat Extended.

Does this mod *require* Combat Extended?
Nope! It works perfectly fine with vanilla combat, or with mods like Yayo's Combat as well.
163 Comments
Phoenix-D 11 hours ago 
Range issue is fixed on VE's end.
Frenzlin 30 Aug @ 4:57am 
I did go ahead and report it to the VE team so hopefully they can fix it
turkler  [author] 30 Aug @ 12:35am 
@lucky_one 🍀 all this mod does is implement the melee weapon range system front the ve framework
lucky_one 🍀 29 Aug @ 3:42pm 
Ah so it's their error? I was coming just to say the same lol
turkler  [author] 29 Aug @ 8:51am 
@Frenzlin report that to the ve team
Frenzlin 29 Aug @ 5:31am 
This isn't the whole error; I wasn't sure how to post it all with the character limit. But it's most of it
Frenzlin 29 Aug @ 5:26am 
Exception in JobDriver tick for pawn Tsoi driver=JobDriver_AttackMelee (toilIndex=2) driver.job=(AttackMelee (Job_2763) A = Thing_BotchJob_UndeadColossus52127 Giver = ThinkNode_QueuedJob [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3740B6A7] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob
Frenzlin 29 Aug @ 5:26am 
Hi! I wanted to say that since the base game update yesterday, it seems like something is busted with trying to get pawns to attack with melee weapons that have increased range (any weapon, doesn't seem specific to a mod or vanilla weapons). If I command them to attack a target, I get the error log below and the pawn just stands there. However, AI pawns seem to be able to attack just fine, and I tested it with Drafted AI, which actually lets my pawns attack as well. But if they are player controlled, they won't attack even if an enemy comes into range. It could be some weird mod interaction, but it started happening right after last night's update. Let me know if more info is needed.
turkler  [author] 16 Aug @ 3:26pm 
@Inglix huh, I'll take a look
Inglix 16 Aug @ 12:39pm 
So I know you've previously stated that this mod no longer touches Medieval Overhaul, but I'm looking right at a file in your 1.6\Patches folder named medieval_overhaul.xml. It's throwing an error on startup because it's still trying to use the old meleeRangeOverride field that VEF removed back in February. I'm guessing that file was meant to be removed a while back.