Crusader Kings III

Crusader Kings III

Cultural Armies for EK2
281 条留言
Hyperion 10 月 22 日 上午 8:03 
Great mod! but i found you still have blackwood culture in innovations, so it's spammed to error.log
Kroobzh 10 月 21 日 下午 7:07 
Дружикще, спасибо большое, что поддерживаешь свою чертовски классную работу! Я дарю тебе подарок:steamthumbsup:
Ultima Ratio Ecate II 10 月 19 日 下午 12:48 
@Jimmywhite
thanks for the answer
your mod is fantastic it truly gave life to the various armies and cultures and it is a must have in my opinion for the base EK 2 mod

keep up the good work and take your time
i am already grateful that the mod exist

no rush needed
i was only unsure if my problem was something related to me/my pc or it was something related to automatic update of EK 2/ck3
Jimmywhite  [作者] 10 月 19 日 上午 7:48 
@Ultima Ratio Ecate II EK2 has been recently updated. I need time to update my mods
Ultima Ratio Ecate II 10 月 19 日 上午 6:29 
@Jimmywhite
hi
i love your mod i don't know if you saw my previous comment so i repost it

it worked fine until recently
now i have nedic knight image in the military tabs on the levies/knights icons

and all cultures now have nedic and orc men at arms innovation in the I tecnology era
like oricalcum armour to unlock orc marauders

i do not know why since i changed nothing in my mod list and until last week it worked fine
Jimmywhite  [作者] 10 月 18 日 上午 10:01 
@russianant ah shit here we go again... update in progress..
russianant 10 月 18 日 上午 9:39 
все дружно ждём обновления
Enmerkar 10 月 18 日 上午 7:39 
Seems like the Nedic tribes in Black Marsh are bugged with this mod? In the section for cultural pillars it shows "_name heritage" and "_name language". Just loaded in as a Hornwalli guy, and most of the men at arms were missing too.
Ultima Ratio Ecate II 10 月 17 日 下午 5:53 
it worked fine until recently
now i have nedic knight image in the military tabs on the levies/knights icons

and all cultures now have nedic and orc men at arms innovation in the I tecnology era
like oricalcum armour to unlock orc marauders

i do not know why since i changed nothing in my mod list and until last week it worked fine
Jimmywhite  [作者] 10 月 8 日 下午 2:32 
@ACD Hi! Thanks, will add them to gui.
ACD 10 月 8 日 下午 12:33 
@Jimmywhite Hi, love your work. I found some missing unit icons when you look at units:
- Equestrian brigades (colovian culture)
- Imperial Battlemages
- Saxhleel Mota-Ka, Saxhleel Reel-Ka, Argonian Battlemages
- Battering Ram (all Khajiti cultures)
- Chimer Battlemages
尼爾瓦修ZERO 10 月 3 日 上午 2:44 
@Jimmywhite
It seems like a GUI problem.
Changing my resolution from 1080p to 1050p, or the GUI scale from 100% to 90%, fixed it, though I don’t know why.
Anyway, I can finally open the Last Era tab. Thanks for your help!
Jimmywhite  [作者] 10 月 2 日 下午 11:50 
@尼爾瓦修ZERO I don't have such bug, seems you hava a corrupted file. Try to re-subscribe to this mod and main EK2 mod
尼爾瓦修ZERO 10 月 2 日 下午 3:35 
I love your mod, but my game has an error when using it.
I can’t switch or open the last era tab.
The other era tabs work fine, but the last one doesn’t open.

My load order:

EK2
This mod

I tested it with only these two mods enabled,
so I’m sure this mod is causing the problem.
Jimmywhite  [作者] 9 月 19 日 下午 3:05 
@Ser Longus Hm thanks, will fix that! For now you may copy them from other race and place in "men_at_arms_big" folder with names "goblin_onager.dds" and "goblin_trebuchet.dds"
Ser Longus 9 月 19 日 下午 1:58 
Love the mod. Perfect for my goblin run.
One thing I noticed tho is that there's no art for battering ram. Could be for other siege weapons as well but I haven't unlocked them yet
Jimmywhite  [作者] 9 月 19 日 上午 11:47 
@skywalker no, my mods are okay, just mention which of rhem are in your playlist
skywalker 9 月 19 日 上午 11:44 
No other mods?
Holding arts also should be excluded?
Jimmywhite  [作者] 9 月 19 日 上午 11:09 
@skywalker can you provide me a save with no other mods, right before hybridization?
skywalker 9 月 19 日 上午 10:47 
Guys About the problem of duplicating innovations when hybridizing

Is it possible to fix that problem with cheats?
I know there is cheat which removes innovation but is there any where we can for example add additional requirements for specific innovation to block it forever?

Sorry for being annoying with that problem. It's just I so much used to hybridizing in my games.
Jimmywhite  [作者] 9 月 18 日 下午 10:52 
@Quickstraw No problem, I have only added it after your comment, completely forgot to mention that!
Quickstraw 9 月 18 日 下午 5:40 
Thanks! I just noticed that in the description... Sorry to bother you :)
Jimmywhite  [作者] 9 月 18 日 下午 3:49 
@Quickstraw
Armored Legionaries are available when holding Imperial City
Colovian Legionaries are available when holding any colovian capital
Potentate Legionaries are available when holding Imperial City for akaviri (with New MAA mod)
Quickstraw 9 月 18 日 下午 3:35 
This mod is awesome! I think I found an issue. Armored Legionaries from the Imperial Legacy tradition are not available. The only active mods are Elder Kings 2 and this mod.
Jimmywhite  [作者] 9 月 17 日 上午 7:41 
@skywalker That is the main difficulty - I am still looking for a solution, maybe heavy scripting is required here. For now I recommend to not force hybridization..
skywalker 9 月 17 日 上午 4:36 
Is it possible to remove other cultures MaA when hybridizing?

For example when I try to hybridize Nord and Reach I get access to both Nord and Reach MAA.
It also duplicates MAA innovations. For example If Nords have access to mages but Reachmen don't new hybrid culture discovers nordic war mage innovation but also creates undiscovered Reachmen war mage innovation.
Jimmywhite  [作者] 9 月 16 日 上午 10:20 
@Dragonkiller135 Sorry, I really can't afford myself to make more compability patches for now..
@Sir. Stein Verify game files, resubscribe main EK2 mod (!), check your current game version. Everything is working fine!
Dragonkiller135 9 月 16 日 上午 6:35 
I love this mod, its practically a must have for any EK2 game for me at this point but i do wanna make a suggestion even though you may be busy with this as is. I also use "Jam's New Cultures and Map Edits for EK2" and would like to suggest maybe making a submod to go with that mod so that the Minotaurs, Giants and Ogres added by that mod get their own unique Men at Arms as well. Not sure how modding works or if thats even possible but thought id ask anyways.
Toadstein 9 月 16 日 上午 3:42 
It crashes on trying to open the map to make a custom ruler. Playing without this mod makes it not crash
In'ei 9 月 15 日 上午 5:34 
@SirStein, if it's crashing on initial load, I'd suggested trying to check consistency of base game. It happens sometimes.
Toadstein 9 月 15 日 上午 5:31 
The load order is the same as the one in the description of this mod. I disabled every other mod 1 by 1 until this one, this is the mod causing the crashes. Unsubbing and resubbing doesn't fix it.
Jimmywhite  [作者] 9 月 15 日 上午 4:52 
@Sir. Stein Check your load order on this page, resubscribe mods, disable other submods
Toadstein 9 月 15 日 上午 4:29 
Mod keeps crashing
In'ei 9 月 14 日 上午 9:54 
Actually, it can be related to the fact that I was updating it while game was still running. Perhaps it updated the mod only after I closed it. Even though I redownloaded it over again by resuscribing.
In'ei 9 月 14 日 上午 9:52 
@Jimmywhite, seems to be some steam issues. It says it was updated only just now, even though I specifically checked this before posting previous message. Even my notepad++ said that those files were updated only 10 minutes ago... Feels really odd, sorry about that.
Jimmywhite  [作者] 9 月 14 日 上午 9:41 
@In'ei Hm, are you sure? I changed those files on 13 September. Try to resubscribe maybe?

And I meant those troubles when you wrote "some minor underdeveloped cultures (like orcs and goblins) seems to be having huge problems with wieldinig MAAs..."
In'ei 9 月 14 日 上午 9:30 
@Jimmywhite You mean with dunmers? WIll going to check that. Though, one thing I can see for now, that, unless it was done for purpose - you've forgotten to update latest cultural changes from latest patch (1.17). Specifically in ek_akaviri.txt, ek_cyrodiilic.txt and ek_man_core_traditions.txt files. I am not sure why they removed ability to teach magic for nibenese characters in latest patch, though (unless it they just forgot to add this into their new combined heartlander-nibenese "battlemage aristocracy" tradition for some reason) - cause lore and logicwise it doesn't make much sense how you have whole regiments of battlemages marching around and can't teach few cantrips to you children at the same time...
Jimmywhite  [作者] 9 月 14 日 上午 3:22 
@In'ei Is that issue with maa for adventurer camp still there? Not sure why it happens
OfficerTroy9 9 月 13 日 下午 8:38 
@In'ei Am using Steam, your suggestion to go into "Documents\Paradox Interactive\Crusader Kings III\mod" an delete that worked, the mod no longer says it has a missing descriptor in the launcher after the re-download. Thanks for the assistance
In'ei 9 月 13 日 下午 7:07 
Actually, just try deleting ugc_3059124362.mod in Documents\Paradox Interactive\Crusader Kings III\mod - that's description file for steam version of mod.
In'ei 9 月 13 日 下午 5:14 
@OfficerTroy9, wait, you are installing mods from steam, or do it manually (like from nexus) via mod folder in Documents\Paradox Interactive\Crusader Kings III\mod ?
If through Steam - delete that folder mentioned above (Steam\steamapps\workshop\content\1158310\3059124362).
In second case - delete both folder and *.mod file with same name from Documents\Paradox Interactive\Crusader Kings III\mod folder.
Or you can just try using some more convinient tools instead of Paradox launcher, actually - like Irony Mod Manager - which is applicable for most Paradox most popular games.
OfficerTroy9 9 月 13 日 下午 4:09 
I can see the descriptor in the mods folder but for whatever reason the launcher won't acknowledge it and allow me to activate the mod.
OfficerTroy9 9 月 13 日 下午 4:00 
Tried it, still says there's a missing mod descriptor
In'ei 9 月 12 日 下午 9:19 
@OfficerTroy9, you can try manually deleting it from the path above (Steam\steamapps\workshop\content\1158310\3059124362).
OfficerTroy9 9 月 12 日 下午 5:09 
Launcher says its missing a descriptor file & can't be activated. Tried un/resubscribing & clearing the mod cache to no avail.
In'ei 9 月 12 日 上午 3:21 
Actually, while updating this mod to latest EK version I figured out that it was other mod issue I was working with and forgot to delete some files there that was overwriting modifiers related to magic. Sorry for inconvinience. Thought, there still seems to be another problem with balance, as some minor underdeveloped cultures (like orcs and goblins) seems to be having huge problems with wieldinig MAAs (some of those go into negative MAA size even) while playing adventure camp. While others can have at most 0 regiment sizes (though they can still request MAAs from patrons which tend to become 1/0 sizes) until you heavily invest in upgrading your camp.
Jimmywhite  [作者] 9 月 7 日 上午 12:57 
@In'ei Yep, will edit the description, sorry for inconvenience. And thanks for report, will change the name as nibenese skirmishers
In'ei 9 月 6 日 下午 10:42 
Oh, and nibenese "swordsmen" are using spears on a pic, and having similar kind of icon to them.
In'ei 9 月 6 日 下午 10:32 
I think it should be added to description that to recruit Legionaires now you need both tradition and fully control imperial city as one of the surrounding cultures. Cause I was at a loss why noone can recrtuit them despite having the tradition. Btw, they are almost always given to you if you are playing as landless camp owner and request units from cyrodiilic patrons. That is unless they give you mages or cavalry sometimes.
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 9 月 6 日 上午 10:25 
well it DOES work though. ive had zero issues playing with those two mods together, i just have cult army below it.