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[1.4] Vanilla Factions Expanded - Medieval
Medieval sieges using mortars
Hi. I sorted my load order as stated on the mod page, security is loaded after this mod. However, medieval sieges keep using mortars on all of my raids. Are there more advanced load order tricks to try and see if I can fix this? It's not that bad because the enemy has no shells to hit me with, but it does make the sieges easier than they should be because I can launch rocks at them and they can't. Thanks in advance.
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Showing 1-14 of 14 comments
Excel.exe 28 Jul, 2021 @ 4:16am 
i have this same problem except they actually do have ammo, they also use artillery from one of the other ve mods
Ur the Devourer 29 Jul, 2021 @ 12:26pm 
Ditto, Still getting sieges spawning with mortars.
Legion_LXIXI 11 Aug, 2021 @ 12:30pm 
Was this ever resolved? Getting the same problem
Last edited by Legion_LXIXI; 11 Aug, 2021 @ 12:30pm
colocota 12 Aug, 2021 @ 12:02am 
To fix the artillery issue, make sure you have VE - Security after medieval in the load order

As for the mortar issue, Ive run into this in the past but im not sure if this is the case, what storyteller are you using?
I may be wrong but I think Sieges go medieval only when using Maynard
Renzocooken 26 Aug, 2021 @ 7:18pm 
I'm getting this problem as well. Maynard is my storyteller. VE - Security is after Medieval in the load order.
Seven Fates 28 Aug, 2021 @ 6:41pm 
I'm in the same boat as all of you, and can confirm Renzocooken's statement. VE Security is after medieval, got the artillery.
Gooby King 1 Sep, 2021 @ 7:25am 
A way to get around this is to use the "Remove X Stuff" mods. Like remove industrial stuff and remove spacer stuff mods. They will remove them 100 %, although im unsure if seiges spawn at all with those mods, dont see why not though.
I'm fairly sure this is an issue with the mod itself and not a mod conflict, done a clean wipe of my Rimworld files and ran the medieval mod by itself with the security mod loaded after it and they still will only use Artillery or mortars, never catapults
Coolchilion 31 Oct, 2021 @ 1:33pm 
At this point, I would like someone to point me to a mod that disables sieges only for the medieval faction
I don't think there is one and the mod author doesn't seem interested in giving us the option for some reason, even though I'm pretty sure it should be relatively simple to disable them.
Ashlyn 3 Nov, 2021 @ 1:05am 
Mod order is correct; disabling every faction except medieval ones still has medieval mortar sieges. Gone through a lot of pages of comments, and these posts, and haven't found a fix any where. Or, even really a talk about a fix. Just a comment from Oskar to someone that it's obv a bug and not intentional.
Shavius 21 Feb, 2022 @ 7:16pm 
Here is the solution:

In 1.3\Patches\Self\FactionDefs\Factions_Misc.xml
Change
<li Class="PatchOperationAdd"><xpath>/Defs/FactionDef[@Name="VFEM_MedievalFactionBase"]/modExtensions/li[@Class="VFECore.FactionDefExtension"]</xpath>
<value>
<siegeParameterSet>VFEM_Medieval</siegeParameterSet>
</value>
</li>

to

<li Class="PatchOperationAdd"> <xpath>/Defs/FactionDef[@Name="VFEM_MedievalFactionBase"]/modExtensions</xpath>
<value>
<li Class="VFECore.FactionDefExtension">
<siegeParameterSet>VFEM_Medieval</siegeParameterSet>
</li>
</value>
</li>

I have already suggested it in the comment, you may modify the file yourself before Oskar come up with a new fix.
mountainofcheezo 12 Jul, 2022 @ 9:55pm 
That did not fix it for me.
Wolfette 20 Jul, 2022 @ 4:55pm 
I was able to get the Medieval Factions to spawn with Catapults, with only VE Framework, VFE: Medieval and VE: Security and no other mods. The issue for me is they huck two stones and assault, making the siege rather pointless.

EDIT: Issue with the second siege I used Dev Mode to spawn ran into an issue of dropping down an every increasing number of chunks (the ammo for the catapult) as the pawns who came could not move them away from the catapult blueprint to build it, which I assume is the trigger for the chunks to stop pawning.
Last edited by Wolfette; 20 Jul, 2022 @ 5:01pm
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