RimWorld

RimWorld

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Ancient Rim Mod Series (Continued) (TSP)
   
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Mod, 1.5, 1.6
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41.295 MB
24 Jun @ 12:07pm
13 Nov @ 8:42am
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Ancient Rim Mod Series (Continued) (TSP)

Description
TurtleShroom Productions Proudly Presents: Ancient Rim Mod Series (Continued)!


Thank you for downloading the Koni Ancient Rim Mod series! This is a continuation of the Ancient Rim Mod, by Mlie, and previously by an user named Koni.

It has been done with Mlie's explicit permission, and will be constituted as its official, combined replacement. Rather than continuing each of the Mods individually, which is a pain to update and control, I will instead be merging them all at once.

This Mod replaces the ENTIRE Ancient Rim Mod series AND the Legionary Equipment Mod AND the Ancient Rims Scenario Mod AND the Jerry Mod.




What does this Mod do?

Experience the exciting world of classical antiquity and Bronze Age might with the Ancient Rim Mod Series! This Mod adds two Greek city-states, Sparta, Ancient Egypt, Ancient Rome, and a Macedonian Diadochus for your interactive pleasure.

Mine iron and copper (unfortunately no tin, that's for other Mods) to make Bronze and experience an intermediary technological tier between Neolithic and Medieval! Craft polearms, early crossbows, suits of armor, and (presumably, somewhat) historically accurate helmets, gear, and clothing for your Pawns!

Grow your own grapes to make wine (compatible with VFE Medieval II), farm pomegranates for their fruits, and make olive oil!

This Mod comes with multiple scenarios to start your own classical antiquity society, and with the VFE Classical Mod, even more options are available!

This Mod is heavily integrated with other Mods and contains built-in, full support for the Vanilla Factions Expanded Classical Mod, the Greek Statues Mod, the Dubs Bad Hygine Mod, and the Vanilla Factions Expanded Art Mod, the Alpha Crafts Mod, the Medieval Overhaul Mod AND SO MUCH MORE!!

Do you like cutesy, smug cats with resting female dog faces? You don't? Too bad, Egypt has Ankhas, if you dare!


With the Ancient Rims, the world of the Mediterranean is your oyster!


NON-ENGLISH TRANSLATIONS:



(C) 2007-2025 AD TURTLESHROOM PRODUCTIONS
ORIGINAL MOD BY KONI AND MLIE
JESUS LOVES YOU AND DIED FOR YOU
RANDY RANDOM DID NOTHING WRONG



-TURTLESHROOM
90 Comments
TurtleShroom  [author] 13 Nov @ 4:13pm 
@Spookbuster

That's correct, I didn't add the stuff for those blueprints. I do need to ask, BTW: how much Iron did each one of those need? I can write a bulk Patch for all of them, but I'm doing so blindly.
Spookbuster 13 Nov @ 11:39am 
I checked the patches folder and could not find anything.
TurtleShroom  [author] 6 Nov @ 9:17am 
@Chinese

Thank you! Give a link to your translation and I will place a link here.
恰似宛然一笑生花 5 Nov @ 4:29pm 
Hello TurtleShroom, that's an interesting mod. So I created a mod "Ancient Rim_zh" that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!:dslike:

And there's a bug report:

Config error in AR_Aqueduct: holds roof but is not an edifice.
Spookbuster 22 Oct @ 7:31pm 
The various vehicle blueprints listed are Thing Defs with recipes(Balloon_Buildable, Chariot_Buildable, CoveredCarriage_Buildable, Hwacha_Buildable, OxCart_Buildable, Palanquin_Buildable, Rickshaw_Buildable, WarChariot_Buildable, Wheelbarrow_Buildable, PirateCaravel_Buildable, Frigate_Buildable). Turrets are not built independently.
TurtleShroom  [author] 25 Sep @ 6:48pm 
@Spookbuster

Rodger that.

Now, is "AV_BALLOON_BLUEPRINT" and the others a Thing Def or a Recipe? If they are Thing Defs, do they have Recipe Makers in the files? Are the turrets separate Thing Defs you build independently? I don't know how that Mod works, so I could use some help. In the files, tell me where you would see the Medieval Overhaul Mod's Iron. That should be in the Mods' Patches folder somewhere.
Spookbuster 25 Sep @ 6:29pm 
It seems its not something from other mods, but a side effect of medieval overhaul being patched to use this mod's iron. When I try to build say, a wheelbarrow, the resource requirements specify a need for "Medieval Overhaul Iron(ERROR)".
1- sarg.alphavehiclesageofsail and sarg.alphavehiclesneolithic
2- No new materials need to be added.
3- AV_Balloon_Blueprint, AV_Chariot_Blueprint, AV_CoveredCarriage_Blueprint, AV_Hwacha_Blueprint, AV_OxCart_Blueprint, AV_Palanquin_Blueprint, AV_Rickshaw_Blueprint, AV_WarChariot_Blueprint, AV_Wheelbarrow_Blueprint, AV_PirateCaravel_Blueprint, AV_PirateCaravel_MainTurret, AV_PirateCaravel_SecondTurret, AV_Frigate_Blueprint, AV_Frigate_MainTurret,
TurtleShroom  [author] 25 Sep @ 12:36pm 
I do not use the Vehicles Mods. I never understood the appeal when pack animals existed. Like, legitimately, it's just pack animals and a few gimmicks that can be done by bringing mortars with you (or the Rimatomics Mod).

However, if you want to help me include the iron from other Mods, you can in fact do that by giving me the following information:

1. The Package ID of the Mods you want me to incporate
2. The Thing Def's Def Name of the iron you want to replace
3. The Recipe Def's Def Name of anything that adds or needs iron
4. If the iron has a natural deposit that spawns, give me that as well, please

Do this, and I will push an update for you to test!
Spookbuster 23 Sep @ 8:16pm 
Would it be possible for this mod to be patched to account for iron requirements in Alpha Vehicles: Neolithic and Alpha Vehicles: Age Of Sail?
TurtleShroom  [author] 6 Sep @ 9:48pm 
I'm glad to help!