Crusader Kings III

Crusader Kings III

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Medieval Arts
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117.409 MB
2021 年 4 月 10 日 上午 6:01
12 月 13 日 上午 3:02
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Medieval Arts

描述


A mod focusing on the arts and cultures of the world during the Middle Ages, adding numerous new monuments and 3D art to the game.

You'd like to see a particular monument represented 3D in the game? Want to commission for a mod of your own? Comment below or text me directly on Discord :)[discord.gg]

  • Dozens of unique 3D models of historical monuments
  • Hand-made city sprawl graphics
  • Immersive descriptions and 2D art
  • Frequent regional updates

  • Come join us on Discord[discord.gg] : )
  • Here's the last Dev Diary[forum.paradoxplaza.com]. You can check out the list here[forum.paradoxplaza.com]
  • To better enjoy the 3D Models, use along with Increased Zoom is advised
  • Here's the link to the Old Version[github.com] of this mod on Github. It includes the Ruins and Art School mechanics and all connected flavor.
  • Have you got any suggestion? Comment here
  • Did you notice any bug? Comment here


  • Medieval Arts is now officialy translated in all of CK3's supported languages! This includes English, French, German, Japanese, Polish, Russian, Korean, Simplified Chinese and Spanish. The translations are mostly machine-made but were all checked by native speakers. Any additional community produced translations I am aware of are linked below:
  • Spanish Localization by @Kyber Shan (DR22)
  • Japanese Localization by @takuro
  • Portuguese Localization by @Alin
  • Chinese Localization by @牛奶大魔王
  • Turkish Localization by @Kubrick



[discord.gg]

I hope you all have fun, and if you have any suggestions or doubts feel free to ask!
热门讨论 查看全部(3)
46
9 月 30 日 下午 6:45
置顶: Suggestions
PiGu
28
12 月 4 日 上午 6:07
置顶: Errors
PiGu
2
9 月 6 日 上午 4:36
What happend to be able to take decisions regarding the monuments?
macintosh1257
1,494 条留言
PiGu  [作者] 1 小时以前 
Thanks for the comment!
I have plans to eventually cover every region of the map, no worries : )
c✓z 1 小时以前 
Are there plans to create new Hangzhou (or Luoyang), a mod version of Constantinople, or a mod version of Jerusalem? The Persian region, in a narrower sense, seems to lack some well-designed city models, such as Isfahan. The Caucasus region also lacks a visually appealing city for players to use as their capital. It would be great if each geographical unit had a similar city model for players to choose from. The model updates to the original game in this mod are fantastic.
PiGu  [作者] 11 小时以前 
Hello @everyone
I just released the 3.4.4 "Afghan" patch!
It adds a new unique city model of Ghazni, as well as three other monuments in or surrounding the region of Afghanistan. It is the last patch of the 3.4 season, so the next update is going to focus primarily on another area, and be quite large. Join the Discord if you'd be interested in finding out more : )

As always the update is save-game compatible, though you will need to add two of the new monuments through the console.

Have fun!
PiGu  [作者] 12 小时以前 
Probably the quickest way to find them is to compare the special buildings locators of the base game and Medieval Arts. That way you will immediately see which provinces have been changed, and know what to change. It's not 100% fullproof, some monuments have been retired and others are map objects with their own locators (the cities primarily) but it should work for 95% of them.
月見里タカユキ 12 月 12 日 下午 1:48 
Thank you very much for the explanation! What I am mainly concerned about are the provinces that received new 3D models, since I need to reposition those models from your mod in my own mod according to the modified map in order to avoid some strange clipping issues. If there is at least a list of those provinces, it would be very helpful, but if not, that is completely fine as well. I will take a look myself and see how I can identify them.
PiGu  [作者] 12 月 12 日 下午 12:43 
Hi @月見里タカユキ
I'm afraid there's not a proper list of all the special buildings, the best place I'd look at is the MA_scripted_effects file to see which baronies are modified.
Regarding the special_building_locators.txt file, unfortunately due to limitations in the game engine there can only ever be one of those files, meaning that every mod shares that same specific list of locators and they all overwrite the base game's and each others'. In this mod's case, it is identical to the base game one except for each of the provinces that have received a new 3D model.
I'm not sure how to help in this case, what I'd suggest is to quickly compare the locators file in the base game or in your mod to Medieval Arts' in order to rapidly find the differences, and then move them from there. There are also a few monuments as well as all of the unique cities that instead use their own locators, they are independent map objects. They should be much easier to compatch.
月見里タカユキ 12 月 12 日 下午 12:29 
As a small follow-up, I am aware that some special buildings are defined under \gfx\map\map_object_data.
What I mainly wanted to clarify is whether your mod also includes any special buildings that make use of the generic special building locators, that is, those that rely on the coordinates defined in the vanilla special_building_locators.txt.
月見里タカユキ 12 月 12 日 下午 12:21 
Hello, I am the creator of the New Miller Cylindrical Projection.
Recently, I have received a lot of feedback from users asking whether I could release a version compatible with your mod.
May I kindly ask if there is any place where I can find information on which locations your mod adds special buildings to? This would greatly help me in creating a compatibility patch.
Carl 12 月 12 日 上午 10:52 
Can you make several models of special buildings for China, such as the Forbidden City in Beijing@PiGu:steamhappy:
PiGu  [作者] 12 月 12 日 上午 3:34 
Thanks for the commet @Anubis, means a lot!
There is no dynamic sprawl mechanic in Medieval Arts, but I hand-design unique models for a few cities, and intend to make more : )