Crusader Kings III

Crusader Kings III

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More Regional Men-at-Arms
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68.197 MB
9 月 14 日 上午 2:54
11 月 12 日 下午 6:46
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More Regional Men-at-Arms

描述
OVERVIEW
This mod introduces unique men-at-arms for specific regions. To recruit them, you must either be personally present in the required region or having the said innovation (configurable by game rules). The innovations can be seen in the Tribal Era Cultural and Regional section. They are already discovered since the game start so they don't need to be fascinated first. The innovations name can be clicked to show you the native region of the said MaAs. Local rulers will always tend to recruit them. Complete list of added MaAs can be seen in the pinned discussion.

All of the men-at-arms feature unique, AI-generated illustrations based on the vanilla art style. I'm currently planning to add at least two men-at-arms per region: one available from the start and another from the 12th century, but of course it will take time. The stats for all units are balanced against their vanilla counterparts, but if you find a unit to be underpowered or overpowered, please leave a comment.

Regions done so far:
- Europe (early and later)
- Africa (early and later)
- Middle East (early and later)
- Caucasia (early and later)
- Most parts of Asia (early and later)

Available localizations:
- English
- 中文
- 한국어
- 日本語
- Español (realizado parcialmente por @Karanir)
- Русский (частично выполнено @Shizuko)

If you think the arts are awful, try this out.

COMPATIBILITY
This mod overwrites no files, so this mod should be compatible with everything, even with mods that overwrite vanilla MaAs, such as Cultural Armies II.

Also compatible with RICE and Culture Expanded. Cultures added by those mods are already integrated in the setup.

If you have any suggestions, bug reports, or other, please let me know in the comment too.
热门讨论 查看全部(2)
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10 月 20 日 上午 6:38
Chinese describe
牛奶大魔王
161 条留言
Halfdan  [作者] 11 月 16 日 上午 4:40 
I dont think so because I want this mod to overwrite little to no vanilla files, so it can very likely avoid any compatibility issues with other mods
archon_silverius 11 月 16 日 上午 1:31 
@halfdan as a side question would you have any interest in expanding to have new images for unique units like cataphracts ?
archon_silverius 11 月 16 日 上午 1:05 
@halfdan Thank you, I downloaded paint and was able to view them! If you downloaded a program before it to view the files you may have to uninstall it first to work right.
Halfdan  [作者] 11 月 15 日 下午 7:51 
well, I have that hassle too, because those files are .dds not .png or .jpg. I am not sure if there is any workaround but you can try to use Paint.NET
archon_silverius 11 月 15 日 上午 2:57 
Hi, would you be able to tell me how I can view the images in the folder? I want to view them like any other images in their folder without having to open each image individually in an editor. Other mods don't seem to have this problem but for some reason this one is being a pain. I would really like to see all the new artwork you provided so any assistance would be appreciated, thank you.
ck3user7748 11 月 12 日 下午 9:03 
got it and makes sense, it is hardly a big deal
Halfdan  [作者] 11 月 12 日 下午 8:05 
I am aware of this actually, but afaik, CK3 has no trigger for checking the certain active mods, unlike EU4. So, as long as it doesnt crash your game, just consider it's not a problem
ck3user7748 11 月 12 日 下午 7:48 
There are a bunch of cultures throwing errors
Oghuz - in the vanilla game this is turkish culture and Oghuz is a localization placed on top.
for the others I think they are mostly from other mods (RICE, primarily), and probably doesn't matter, but you could have a check as to whether RICE is active or whether the culture exists before triggering the on_actions, etc.
like the mod btw, that's why I'm taking the time to share some observations
Halfdan  [作者] 11 月 12 日 下午 6:46 
thanks
ck3user7748 11 月 11 日 下午 10:08 
sorry I meant that the laegaer innovation should be used, not the MAA name