Songs of Syx

Songs of Syx

Arsenal Expanded
61 Comments
Kirtash  [author] 18 Aug @ 1:37am 
Thank you, have fun! ^-^
Eyeless Deceiver 17 Aug @ 1:19pm 
Thank you for keeping this updated. Every once in a while I come back to the game to see the progress, and for several of your mods are a fixture.
Kirtash  [author] 30 Jun @ 8:54am 
At the workshop added by the mod, called armory, you need to research it first on the tech tree
TTV-i5Yuu 30 Jun @ 8:07am 
where i can make the woooden club and spear??
Kirtash  [author] 28 Jun @ 7:11am 
Updated to V69! Added two new ealy tier weapons, wooden club and spear, weak but cheap to make, the sprites for these 2 weapons were made by Bast, thank you!
Kirtash  [author] 26 Feb @ 1:12am 
Thanks for the offer, if you really want to help, i wont deny your kind offer. About pointers, its been a while since i made art stuff for this game, if i remember right, there is no need to make animations, only 2D sprites, like the icon of the weapon you see on the inventory screen and the sprites when its on the floor/cargo, which vary depending on the amount of that item. Its not hard to do to be honest... I am really slow making art, at least thats how it went when i made this mod back then, and its something i dont really enjoy doing which is why i took long to update this mod, kept leaving it for later and later...
bast 25 Feb @ 3:35pm 
If you provide me with some pointers I can whip it up in aseprite on my free time. Just an offer I'm not a professional artist but I do have some experience in it. If it's also the animation and in-game sprite I can ask my 2d artist to try it out.

Thanks for taking the time to update the mod.
Kirtash  [author] 25 Feb @ 3:05am 
Updated for V68.
Sadly, I didnt add new weaponry as suggested like a club or wood spear, i lack the motivation to do the artistic side of it, since i am really slow making art and dont really enjoy doing it.
Kirtash  [author] 20 Jan @ 1:02am 
Got exams for a few weeks so the update will take a bit, but it will happen, dont worry
The Grapist 19 Jan @ 7:22pm 
love the mod cant wait to see it on 68 loving some of the new changes for the game so far interested to see how this mod evolves
Kirtash  [author] 26 Dec, 2024 @ 8:57am 
Not a bad idea!
A wooden spear comes to mind too, i will keep it in mind for next update (updating mods tends to break saves, so i rather do it on a clean version update)
Zastaver 25 Dec, 2024 @ 11:02pm 
so, had a idea for sometbing to add, a club, a simple, carpentry tier weapon to have a early one handed option
Kirtash  [author] 3 Nov, 2024 @ 8:57am 
Oh well, sorry you have to start a new save, if it happens again, i hope we can figure it out ^-^
Gorantu 3 Nov, 2024 @ 7:52am 
Appreciate your time. The crash happens before the save gets done loading. With the new save I started everything is working just fine. I also noticed that all my blueprints for some reason are gone. So i'm starting to think something else happened to that last save entirely.
Kirtash  [author] 3 Nov, 2024 @ 1:10am 
Did a few more tests and sadly, i am still unable to reproduce the crash, i created a small town and built crossbow ranges and an armory, the rooms added by this mod, aswell as some other buildings needed to maintain a town, i saved and exit the game, then launch and load the game, but without any crash.
I am unsure why its happening to you, it could be an incompability between this mod and another mod you are using, but it shouldnt be since this mod doesnt touch vanilla files if i remember right.
When you get the crash, are you playing normally and suddenly it crashes, or it crashes when leaving the game or trying to load the save?
Gorantu 2 Nov, 2024 @ 9:21am 
Can you provide more details? what beta version? V67 or V67 old nurseries?

Originally received the crash on v67. I have tried both versions and receive the crash with both versions. New games are fine seems to only affect saves.

I do have other mods loaded. The only other mod I have loaded that was updated between one play session and the crash was the extra Info mod. I tried disabling the extra info mod and received the same crash

Crash does not mention any room specifically, just mentions the amount of rooms does not match the current configuration.

Appreciate your time apologies if I am wasting it.
Kirtash  [author] 2 Nov, 2024 @ 2:09am 
Can you provide more details? what beta version? V67 or V67 old nurseries? Only this modd added or with other mods? does the crash logs mention any room from this mod in specific?
I did a short test on V67 launching it without steam, since the jar via steam doesnt work currently, with only this mod, and i had no crash, but could be that i didnt test exactly what generated your crash
About reverting, you could play on V66 which has the previous version of the mod, as the update for V67 only touched the files for V67, so V66 folders are the same as before.
Still, i rather fix the crash rather than reverting if possible
Gorantu 1 Nov, 2024 @ 8:49pm 
I am getting a crash with one of my save games that says the amount of rooms does not match the current configuration. I was playing with 1.2 on v67. Great mod btw. would the most recent update potentially cause this, and is there a way for me to revert the mod back to 1.2? appreciate your time.
Kirtash  [author] 28 Oct, 2024 @ 11:51am 
Updated for V67, if you find issues, crashes or errors, please do tell me :)
Kirtash  [author] 16 Aug, 2024 @ 1:52am 
Spear could be a nice addition, maybe a short one handed spear, meant to be used with shields? Would need to think about it, problem is updating a mod in this game by adding resources tends to corrupt the save, so i would have to do it on a new version, such as V67 when it comes
Baylesian 16 Aug, 2024 @ 1:32am 
Great work, really was missing to have that pike and crossbows added, perhaps we could get a spear added as well, and some chainmail or such?
Talonus_Reford 29 Jul, 2024 @ 10:08am 
No this was the only mod I had installed at the time.
Kirtash  [author] 29 Jul, 2024 @ 12:49am 
@Talonus, i did a quick test and i had no trouble having my soldiers shoot their crossbow, however, it took them a while to shoot. However, this mod's crossbow is simply a bow with changed stats, there is no script or similar
Untrained crossbowmen require 90 seconds to reload, while fully trained ones require 12 seconds, maybe they are getting interrupted while trying to shoot? Do you have any mod that could conflict in some way?
Talonus_Reford 28 Jul, 2024 @ 2:26pm 
Crossbows are bugged, won't shoot under any circumstance.
bast 16 Jun, 2024 @ 8:21am 
been awhile for me as well, it might have been added. But I did know that the range needed xbow to build and this mod along with the other warfare mod both added crossbow so he might be using the wrong one to build. It worked fine for me in v66 beta.
Kirtash  [author] 11 Jun, 2024 @ 6:58am 
I dont think vanilla has crossbows? vanilla has bows, at least last time i checked, could be wrong, been a little while
LordZile 10 Jun, 2024 @ 3:43pm 
also i am not going to say how i did a end around but i did change a few things in the coding and just removed the crossbow range requirement for the techtree till you get a fix
LordZile 10 Jun, 2024 @ 3:40pm 
LOL its a real chicken or Egg thing
LordZile 10 Jun, 2024 @ 3:40pm 
so trying to unlock the crossbow crafting cant be done. for some reason your cross bow is the same as the vanila crossbow and your crossbow range requires your crossbow to make and in turn to unlock to craft. the vanila crossbow isnt getting used to create the range. also when i tried to manule spawn your crossbow, or find your crossbow in admin resorces spawn, to triger the construction there is only one crossbow and thats the vanila one so you cant even manule triger the construction of the range needed to trigger the unlocking of the crafting.
~Sam 15 May, 2024 @ 11:28am 
Oh, sorry. They do. It's just that most of my battles have been over before they could fire twice and they don't seem to be auto firing for some reason. (Unit tool-tip says they are "standing" instead of firing)
Kirtash  [author] 14 May, 2024 @ 6:52am 
Can you be a bit more specific? If you mean the animation, they use the same as the vanilla bow, and that one is also a bit hard to see, as the soldiers just stand there :D
~Sam 14 May, 2024 @ 6:48am 
I dont think crossbows are firing?
Kirtash  [author] 7 May, 2024 @ 12:05am 
No idea to be honest, does it happen with any other weapon? If you tell me how to replicate it I can give it a go and see if it works for me, but in theory, this mod doesnt changes the mechanics of mustering and supply depot so.. i dont know :D
bast 6 May, 2024 @ 6:34pm 
I'm having the issue where I have an army supply depot that supply the crossbow, and I also have enough sitting in warehouse but when I send the division to the overworld army, they dont muster with their crossbow, and won't get resupplied neither. Any idea for fixes?
Nemerra 27 Apr, 2024 @ 11:52pm 
Thank you for the mod and update!
Kirtash  [author] 23 Apr, 2024 @ 8:15am 
Updated for V66 ^-^
If you find any issue, do tell :)

Also made a small change, check changelog if interested
Mr. Exter 5 Mar, 2024 @ 4:17am 
Oh ok. No worries. Maybe in the neat future it will be possible
Kirtash  [author] 4 Mar, 2024 @ 5:11am 
Sadly, even unarmed soldiers carry swords in terms of looks, its not something I can modify, as far as I am aware
Mr. Exter 4 Mar, 2024 @ 3:52am 
I do have one question regarding the direct look of the mod. Can Soldiers that carry heavy shields or pikes make it look like they have it? A division of pikemen look like they carry swords. (I mean, it is understandeable if it is not doable as of now)
Kirtash  [author] 13 Feb, 2024 @ 12:50am 
Thank you ^-^ Enjoy!
Dere 12 Feb, 2024 @ 9:44pm 
Gotcha, good to know! I was confused as to why they weren't shooting, didn't realize there was a factor like that at play.

This game still boggles my mind at a base level, lol. Thanks for the clarification! Definitely dig all the weapon additions from this mod!
Kirtash  [author] 12 Feb, 2024 @ 12:50am 
Nop, bows and crossbows use ammunition that magically respawns after x hours, specified by their files. The way stone and metal arrows work, is that they simply boost the bow & crossbow skill by a bit, they dont get consumed when shooting or anything.
Dere 11 Feb, 2024 @ 8:39pm 
Do bows now require one of the arrow types when using this mod?

I was trying to use my bowmen but they weren't shooting/didn't have any arrows, due to not being able to make them until I sink three-research levels into the armory tree to get 'improved arrows'.

Feels odd, especially since one of the arrow types is 'stone arrow', and comes part and parcel alongside the 'metal arrow' in the same research.
Dasuke 19 Jan, 2024 @ 4:53am 
my city guard soldiers, when i muster them to fight, they just don't pick up eny equipment. no matter how much i have in storage or military wherehouse. My mele divisions have lether armor and spears but they just not equiping them when musterd, same with my ranged crossbows.
its getting imposible to play since i get attackt almost every ig year now :(
Kirtash  [author] 19 Jan, 2024 @ 12:49am 
Thing is this mod only adds items, doesnt touch code or such, so equipping weapons and using them should be same way as vanilla D:
I dunno why it doesnt work, can you provide more details?
Dasuke 18 Jan, 2024 @ 2:21pm 
i have no idea what's wrong but my soldiers are just not picking up the equipment when i muster them to fight against bandits.
they have the armor and weapons but they just refuze to use it. Need help since i'm using this mods weapons, meaby thers something i'm missing or dont get?
Abom1331 16 Jan, 2024 @ 12:57am 
Very impressive work, i will play the next city with this mod, thanks
CCV 8 Jan, 2024 @ 3:48pm 
Can I just I love how you write your mod descriptions. The first few sentences synthesise the whole gist of the mod in seconds of read time :)
Mr. Exter 8 Jan, 2024 @ 7:30am 
Oh that is ok. Perhaps in the future it will be possible. Nevertheless, I really like this mod. More weapons makes the game more versatile
Kirtash  [author] 8 Jan, 2024 @ 4:11am 
No problem :)