vitovt13

Warhammer: Geheimnisnacht

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vitovt13
 
Warhammer: Geheimnisnacht
 
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Geheimnisnacht – Известна в Империи как ночь таинств. В эту ночь темная луна Моррслиб бросает свой безобразный свет на мир. Весь год её орбита, а следовательно, и фазы непредсказуемы, и лишь в одну эту ночь она приближается к миру, усиливая колдовские ветра и преображая их в бури, а тёмная магия собирается в незримые скопления и течения. Именно эти потоки пробуждают мертвецов, уродуют младенцев в материнских утробах и заставляют скот пожирать друг друга. На Гехаймниснахт ослабляются преграды между реальностью и Владениями Хаоса, в эту ночь узкие пути становятся большими, а большие – огромными, что позволяет тысячам демонов до самого рассвета сеять гибель и разрушение в мире смертных.

 

Начиная с 2010 года IC вы можете играть за практически любую фракцию, доступную в Warhammer Fantasy.

Карта от холодного Наггарота и жаркой Люстрии на западе до непроходимых гор скорби на востоке. От смертельных пустошей севера к засушливым пустыням Арабии и Неехары на юге. Будете ли вы бороться с силами хаоса, или подвергнетесь их искушению? Выбор за вами.

 

Особенности:

  • Совершенно новая карта со всеми важными местами Warhammer Fantasy.
  • Множество различных рас на выбор, каждая со своими особенностями.
  • Станьте магом и контролируйте ветра магии.
  • Станьте вампиром и даруйте другим тёмный поцелуй смерти.
  • Станьте вечноизбранным чемпионом Хаоса и поведите орды на южные земли.
  • Станьте культистом разрушительных сил или прогоните их из вашей державы. Будьте осторожны, вы никогда не знаете кто именно является рабом тёмных богов!

И многое другое…

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i

Мод англоязычный, русификатора к нему пока ещё нет. Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

 

i

DLC Ruler Designer не совместим с модом. Не создавайте своих персонажей.

 

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Спойлер

 

v1.1

  • Toned down the frequency of Greenskin vassal-liege duels
  • The Greenskin kingdom/empire breakout on it's ruler death will only happen now if the ruler was independent
  • Re-arranged the Arabyan city buildings so that they make slightly more sense
  • Fixed an issue with Centralization law showing up for Greenskin realms
  • Basic implementation of Khaardun, the Everchosen during the start date
  • Lore of Heavens Non Combat, Lore of Heavens Proc events, added hooks for other lores in dueling engine
  • Localisation changes, added passive learning generation to magic power event cycle
  • Settle Grudge CB now takes a part of the defeated party's treasure if they're Greenskins, Skaven or Chaos Dwarfs, instead of killing them
  • Added a bunch of defines modifiers that didn't get moved to the override files from the old defines replace ( MAX_LONG_REIGN_BONUS, MALE_ATTRACTION_CUTOFF and FEMALE_ATTRACTION_CUTOFF )
  • The Seduction focus "age risk" event should now trigger or not trigger properly for certain long lived races or immortal characters
  • The Beastman and Lizardman job action events' chance to trigger should now show properly when highlighting the respective job actions
  • Moved a bunch of on_action yearly pulse events back to less performance heavy MTTH with proper pre-triggers in place ( more to come )
  • Removed Dwarf Tunneling decision ( Obsolete and hardly working )
  • Doom Counter notifier is now actually a notification ( ie. will appear in the top right corner with the rest of notifications )
  • Minor Bug fixes to Magic System, update to magic cooldowns, update to dueling to cover Slann
  • Universities should now work properly for both male and female sons and parents ( except in the Arabyan case, of course )
  • Added Erengrad event chain for Kislev, added the fearfrost trait and event for Tzarina of Kislev to acquire it
  • Fixed the Fingerpori coat of arms to display, was displaying as gray
  • Added fearfrost trait to starting Tzarina, as well as her female predecessors
  • Emperor now gets claims on the King titles of elector counts who refuse his rule during unification
  • General fixes to unification to make it less messy
  • Imperial dynasty flags updated
  • Significantly nerfed Nehekharan castle buildings, mainly the tomb structure
  • Added ships for Lizardman cities and castles, praise the old ones!
  • Black Orc portraits should no longer have helmets clipping through their helmets
  • WAAAGH event troops no longer suffer from attrition ( subject to change )
  • Boosted the number of ships spawned by WAAAGHs
  • Gave tanistry to every owned title in de jure Albion
  • spell resist mechanics added
  • Fixes for Spawning pools
  • Basic Localisation for lore of beasts testing
  • Temporary fix to obscenely unoptimized event
  • Nehekharans, Vampires and Daemons should now regenerate lost eyes, limbs, and other Reaper's Due stuff
  • Buffed temple piety income
  • Item inheritance should work correctly now ( I.E. it should go to the dynastic heir whenever possible )
  • Imperial State Troops are no longer held by adventurers ( hopefully this will stop random game overs and nomad inheritances all over the Empire )
  • Empire will now be elective upon peaceful reunification
  • Successful Grudge Wars against permanently grudged races ( Greenskins, Skaven and Chaos Dwarfs ) will now have a 5 year cool-down period against the executed target's heirs
  • The Underground Invasion CB ( Available for Goblins, Dwarfs and Chaos Dwarfs against Underempire counties ) should now work correctly
  • Switched around dwarf garrison modifiers for walls
  • Buffed all new greenskin buildings
  • Changed Black Orc HI numbers
  • magic balance changes for spell cycles
  • Fixed reference to inexistent government
  • Disease immune races should no longer get Lover's Pox through seduction/tumbling events
  • Added the anti-death IF to some death commands missing it
  • Removed many minor special buildings for performance reasons, these include:
    • Empire: Averheim, Wurtbad, Hergig, and Wolfenburg
    • Bretonnia: Artois, Lyonesse, Gisoreux, and Montfort
    • Border Princes: Akendorf
  • Added new special buildings, these include:
    • Norsca: Olricstaad, Ufsland, and Kraka Drak
    • Araby: Al-Haikk
    • Tilea: Remas and Miragliano
    • Estalia: Magritta and Bilbali
    • Kislev: Erengrad and Praag
    • Bretonnia: Mousillon
  • Minor buffs to existing special buildings for Dwarfs and Tlanqua
  • Greenskins get Mount Gunbad and Azril-Ungol as special buildings
  • Western Dwarf holds of Karak Hirn, Karak Norn, and Karak Izor removed
  • Iron Peak was changed to represent a restored Karak Eight-Peaks
  • Night Gobbos can no longer build both goblin camps and night goblin camps in the same holding.
  • Added descriptions to the Estalian unique buildings
  • Bilbali is now a city and the main holding of the province with the same name
  • Fixed characters studying at universities, returning as hedonists and not getting the Academic trait
  • Dorfs can now get an arty retinue
  • Minor rebalances for Dwarven gunpowder barracks
  • Added localisation to the Al-Haikk special building ( tried to be as accurate to both canon and Silf's fluff as possible )
  • Tweaked some of Araby's title localisations so it makes a bit more sense
  • Only Ormazdics and Kitabids have access to the vanilla Muslim conquest CB now
  • Forest Goblins can no longer colonize a province twice
  • The Warboss leading Black Crag is now a Black Orc
  • Nerfed Black Orc duel stats a little bit
  • Added descriptions for the Tilean unique buildings
  • Localization for Kraka Drak, Praag, Erengrad, Olricstaad, and Ulfsland
  • Heresy icons for the three Imperial faiths were fixed
  • Added missing decision file preventing trade posts from being abandoned
  • Added settlement decision to purge Skaven from surface provinces
  • Settlements decisions to purge Beastmen, Greenskins and Skaven now show up in the "important settlement decisions" pop-up for better clarity
  • Added localization to the Karak Eight Peaks unique building
  • Spreading Skaven or Lizardman cultures through normal means ( the random culture conversion event and the tribal settle tribe job action ) will now also spread the respective race's religion
  • Can no longer spread culture to Skaven provinces through the usual means
  • Miscast rebalance, nerfed high magic non combat
  • The Conclave "spouse offers to sign non-aggression pact" event should now target more sensible characters ( e.g. order races will target order races, and greenskins, skaven, beastmen and ogres are not options anymore )
  • Removed missing buildings from province history
  • Added magical power to Chaos Dwarf Sorcerer-Prophets missing it in character history
  • Bumped the starting age of several Norse Dwarf rulers
  • Ogres can no longer settle as merchant republics
  • Only Zealous AI characters will mend the Imperial religious schism now
  • Prettied up the Duel Engine a bit, localization-wise
  • Fixed an issue where, if your opponent fled a duel you wouldn't be correctly notified or you would get an event saying that you fled from battle
  • Added family to the Erengrad patricians so that the starting houses don't die out so quickly
  • Fixed broken Tobol river
  • Old Magic Engine removed, Lore of Ice (Unlocalized) Lore of Orcs (Half Localized) Lore of Tzeentch, Lore of Slaanesh ( Tomb Kings use light lore, Chaos Dwarves use Fire Lore)
  • Implemented resistance to 9 lores of magic, more rebalances for miscasting items, caster levels, more creature traits for spell casting.
  • Custom CoAs for Bretonnians and Dwarfs, additional CoAs added for others.
  • Cleaned up the muddled yellow trident Bordeleaux flag
  • Added new flag for Red Duke, old one is retained as a .bak file.
  • Added Halfling Pie Week and localisations for it
  • Minor fix for Couronne flag
  • Added CoA for Azalaïs
  • Cleaned up Montfort flag
  • Added Ulrican religion as an alternate trigger to Norscan culture group for becoming a berserker
  • New CoA for Cadai elves
  • Renamed "Blood Pact" to "Midnight Aristocracy"
  • More Nurgle daemon names
  • Fixed some parser syntax errors
  • Fixed a namespace number that went over 99999 ( could cause some event collision errors )
  • Fixed "has_landed_title" being used instead of "title" in a title scope ( has_landed_title only works in character scope )
  • Renamed El Cadavo to the ( only known ) canon Estalian colony, Santa Magritta
  • Added some cultural title renaming to the Cathayan-occupied parts of Lustria
  • Most of the Cathayan lands in Lustria are now feudal
  • Surface Skaven Clan Volkn moved to Fire Mountain ( their actual lore accurate base ), the Dwarfs of Clan Angrund now moved to Volkn's former home province ( Karak Azgal )
  • The holder of Clan Angrund has a strong claim on Karak Eight Peaks now
  • Can now only replace a Conclave dynamic merc band's captain with a character of your same religion group ( ie. no more Nehekharans replacing Tilean commanders in Tilean merc bands, hopefully )
  • Fixed some case sensitive stuff that could cause crashes in Linux OS
  • Fixed a local issue with Urban Militia
  • Also fixed Marcheur lords not getting new title local for BP.
  • Added a check to the independent witch hunter succession ensuring it only triggers for congregation governments ( this will probably end the game over/instant congregation switch bug epidemic )
  • Tweaked some of the ormazdic/muslim traits so that the opinions apply to those of the same religion
  • Moved the independent witch hunter election gov trigger check to an IF limit to avoid certain situations where it should trigger and wouldn't
  • Gave the Marsh terrain a province image pic
  • Imperial retinues(except for the knights) are now all 80 men each.
  • Retinues can be used by any Imperial, regardless of title or rank.(They are still culture locked, and the emperor has access to all, so long as the proper Elector-count is vassalized.)
  • Added back the event that removes RIP depopulation province modifiers
  • Fixed some minor local issues with imperial buildings
  • Buffed free company levy numbers a bit
  • Significantly nerfed Ungol and Roppsman military buildings; On the flip side, buffed Kislevite and Gospodar buildings
  • Kislevites get gunpowder units in exchange for losing their war beasts, and the Kislevite stable has been given extra knights to compensate
  • Changed numbers for Kislevite retinues, also added new retinue shared among the Gospodars and Kislevites
  • Added some new buildings for non-chaos Dwarf merchant republics
  • Dwarf barons can no longer use retinues
  • Modified/Added MTTH modifiers to the Reaper's Due disease removing events that take into account the lifespan of long-lived races
  • Added CD mansion buildings
  • Added Hobgoblin retinue for CD, made the CD retinues similar to their non-corrupted counterparts, and added a Hobgoblin debuff to the Dwarven culture modifier
  • Fixed some Dwarf tech requirements, also made mines buildable on wasteland provinces, and the first three on hill provs
  • Added a more Dwarf renamings to the Darklands
  • Non combat magic menu added
  • Finished Bretonnian building chains
  • Allowed Dwarf mines to be build in the underempire
  • Warpstone mines can only be built by Skaven characters
  • Fixed some technology problems with vampire/grail knights
  • Bugfix to Araby Universities
  • Globadiers and Jezzail dens are no longer auto-built at the start of the game
  • Changed unit numbers for a large amount of small unit retinues, they should withstand combat a bit better now
  • Fixed a bug with Erengrad not appearing in it's holding.
  • Fixed an issue with lizardman city buildings
  • Also fixed an issue with Hochland's retinue
  • Filled out holdings for all provinces
  • Added some triggers to stop certain races ( greenskins, lizardmen, skaven... ) from receiving "female" lovers through some event chains
  • Certain focuses ( seduction, intrigue ) will no longer be taken by the AI if certain game rules are enabled
  • Fixed shrewd and dull not having the proper opposing traits
  • Tentative fix to the duplicate Beastmen clans on inheritance
  • Can now send slaves into provinces through a settlement decision (The AI will still use the old slavery menu method, for compatibility reasons)
  • Tweaked the Beastman liege-vassal duel events to avoid certain weird bugs
  • Chaos Undivided characters now also have access to the Chaos Offering decision that was already available to the other Dark Pantheon religions (They can choose which Chaos God to sacrifice to, but can only offer lesser sacrifices and the reward/risks are much lesser than for dedicated worshipers)
  • Chaos Undivided characters might now ascend to Champion-tier ( but not Chosen or Daemon Prince ) once with a random Chaos God, which Champion trait you gain depends on various factors, such as traits, stats, and favour with each Chaos God
  • Alternatively, balancing favour with each of the Ruinous Powers will instead increase your chances of getting the "Undivided Champion" trait, which doesn't grant as much stat bonuses as the god-specific champion traits but doesn't bring any malus either
  • Chaos Undivided characters with a Chaos God-specific trait might now switch to that god's religion through newly added decisions (Switching religions this way will grant you a large quantity of favour with the religion's god, but will remove that same quantity of favour of the other gods)
  • Mind Influence Spells for Shadow Lore Non Combat
  • New Host of Chaos flag
  • Added mechanics for an AI Everchosen to spawn; if theres no living Everchosen, a new one will be set to spawn ( with a mean time to happen of around 90 years ) in the Chaos Wastes with considerable event troop spawns, he will proceed to blob in the Chaos Wastes and making his way down to the Old World
  • The Everchosen may use the unique "Everchosen Invasion" CB which, on victory, takes all the counties in the kingdom where the CB was declared to, and ones occupied during the war as well (Characters of Chaos or Norscan religions might submit and surrender to the Everchosen through an event when this war is declared against them)
  • The Everchosen now has a unique gfx culture
  • Using the "send slaves" settlement decision will now actually subtract slaves
  • AI Everchosen no spawns with extra money
  • The Everchosen now gets a built-up nomad holding on his first victory
  • The Everchosen now gets the Nurglite disease bonus modifiers
  • The Grand Generaless' demesne should now be feudal
  • Fixed issue with Chaos Spawn retinue not having a proper special troop assigned
  • Ensured all name files are in ANSI encoding
  • More helpful hints and tips
  • Compatch to 2.7 and Monks & Mystics
  • Added 5 secret Chaos Cult societies and removed old Chaos Cult system.
  • Replaced the Geheimnisnatch suspicion system with vanilla's visibility system
  • Added the Order of the Bleeding Heart ( Shallya )
  • Members or rank 3 or higher ( Magus or High Magus ) of any Chaos Cults can attempt to infiltrate secret cultist cells to provinces within their realm
  • The High Magus of a Chaos Cult can start an uprising in their realm, all the provinces with secret cultist cells will flip to the respective chaos religion, you will declare an independence war against your top liege if not independent, and all fellow cultists inside your realm will get a chance to join you in the uprising (Using this decision will cut all your ties with the secret Chaos cult, though)
  • Moved most items from traits to proper artifacts
  • Added specific religious opinion modifiers to some traits ( ie. Grail Knights now get an opinion bonus towards Grail religion characters )
  • Chaos Champion and Chosen of any culture may now also get their respective Chaos armour represented in their portrait
  • Members of Ulrican and Sigmarite holy orders now get Wolf-Priest and Warrior-Priest clothing, respectively
  • Fitted map border model (after being missing for years)
  • Tzeentch recruitment event loc should show properly
  • Added anti-death checks to some of the MnM stuff
  • As a Chaos Cultist, sacrificing someone of an opposing God's cult ( Slaanesh for Khorne, Tzeentch for Nurgle, Nurgle for Tzeentch and Khorne for Slaanesh ) might now yield extra society power
  • Added scripted triggers to a bunch of events in health_events
  • Added some pre-triggers to the most problematic even triggers
  • Removed the standard "ill" trait from all starting characters in character history ( doesn't make much sense )
  • Added triggers to check if a character is a demon and if they can get sick
  • A bunch more optimization pre-triggers
  • performance increase to nurgle's blessings
  • The AI can only use the Elf Courting targeted decision if it's a count-tier ruler or above ( performance improvement )
  • Elven barons and landless courtiers will now court through a bi-yearly on_action pulse random event ( performance improvement )
  • Added clothing specific to members of the Hashisin secret society
  • Moved pig and toad portrait effects from portrait properties to their own conditional overlay
  • Fixed H name search bug
  • Added lore based creation dates to runefangs
  • Fixed spawning of ostermark runefang
  • Added (unknown) creation dates to regalia of chaos created for the AI Everchosen
  • Implemented the Cult of Pleasure as a fully working secret society, available to both Druchii and Asur
  • Pleasure Cultists gain the ability to twist fellow Elves into the Cult of Pleasure at rank 1, and the ability to Quirk people at rank 2
  • Most of the mechanics related to the Cult of Pleasure are the same for the secret society (Being openly exposed as a pleasure cultist means that you leave the society and become an open worshiper of Atharti, independently of being Asur or Druchii)
  • Added some items from the WHFB common lists into the game as artifacts.Pending balance.
  • A random batch of common items will be distributed amongst all landed rulers at the game's start
  • Now only humans, elves, dwarfs, halflings and ogres can become the captains of dynamic Tilean/Estalian feudal mercenary companies
  • Bretonnians now properly get the "true knight" modifier ( ie. vanilla re-localized True Christian Knight )
  • The options in the recruitment ritual for the Chaos Cults no longer care if the ruler is married or not ( unless he's being recruited into the cult of slaanesh )
  • Entering any Chaos Cult or the Cult of Pleasure now actually switches your secret religion to the one related to that cult
  • Set the Chaos Cults and the Cult of Pleasure as the "secret cult" of their respective religions
  • Added more unique CoAs to take advantage of those that are already made but not utilized
  • Added some dynasty CoAs so that various Ormazdic rulers have unique arms that match their realm CoA
  • Added Lizardmen 3d models
  • Fixed some issues with first Khemri royal tomb building
  • Fixed an issue with Druchii being able to build two wall types
  • Added Tomb Kings 3d Models
  • Fixed the wainriders insane attack stat
  • All Chaos Dwarf slave buildings decrease garrison size, numbers aren't final so they'll likely need tweaking
  • Changed all files related to the unit models to use lower case characters to fix CTD for Linux users
  • 85 minute of new music added, composed specifically for the Geheimnisnacht Mod
  • Typographical edits and grammatical tweaks
  • added orc models
  • Dark Elf Models added
  • Made it less likely for elfs to spontaneously join the cult of pleasure
  • Made joining the cult of pleasure even further less likely
  • Bug fix for Nurgle's Blessings
  • Reduced mutation chances for Purple Hand
  • Made nurgle's blessing for leprosy remove entire fertility malus
  • Removed vanilla MnM event that have geheimnisnacht equivalents
  • Society bug fixes for corrupting a priest/prisoner induction
  • Added checks to make sure you can't quirk/twist daemons
  • Fixed issue with gaining cruel from quirking while already cruel
  • High magic effects should no longer automatically trigger
  • Reduction in chance of doom counter by 25 times.
  • Fixed Nurgle's Touch bug

 

v1.0.2

  • Minor local changes to norscan collapse events.
  • Fixed an issue related to pirate walls
  • Added Arabyan chains for cities, temples, and castles
  • Fixed up Arabyan culture modifier, and gave it to the Nehekkas as well
  • Change unit numbers for Myrmidens
  • Changed some local for Khypris and Akendorf
  • Long lived characters like Elves, Dwarfs, Grail Knights and miscellaneous immortals (elixir of youth, vanilla immortals) much less likely to get ill until certain age limits (Grail Knight: 100, Dwarf/Chaos Dwarf: 150, Elves: 500 misc Immortals: 2000)
  • Added some new retinues for the Arabyans (Three for Each culture+Nehekkas)
  • fixed magic menu duplication bug
  • Only Humans, Dwarfs, Elves, Halflings and Ogres might now get the Lunacy Self-Worship event (Undead characters [Vampires, Nehekharans] and Chaos worshipers are excluded even if members of those races)
  • Compatched some events to 2.6.3
  • Toned down the number of (old) magic engine magic special troops the Nehekharans get when casting
  • Hopefully fixed a strange bug where levies disappearing when fighting against mages who use the old magic engine
  • Added back item inheritance
  • Most vanilla minor titles revised so that they fit better with Warhammer (Dwarfs can no longer name masters of the horse or keepers of the swans, etc...)
  • Added a few new flavor minor titles for Old World Humans and Dwarfs (more to come for other races and factions)
  • Added a Forest Goblin count in Albusdorf, in the Border Princes
  • Added a Savage Orc ruler in Chayük (Badlands)

 

v1.0.1

  • Commented out missing events at the on_actions files
  • Fixed the syntax at some check_variable commands
  • Fixed wandering genius physician being of random culture
  • Character history fixes
  • Reverted to old Chaos Dwarf title localizations
  • Character family links fixed
  • New Reaper's Due illnesses now actually give attributes bonuses for Nurglites
  • Potion of Cure Disease now cures Cancer
  • Additional Reaper's Due disease/symptoms system integration into Warhammer events
  • Added additional triggers to stop disease-immune races from catching diseases
  • Replaced unused illness traits with the renamed vanilla ones actually in use
  • Removed fort level penalty from some modifiers to avoid negative fort level numbers bug
  • Fixed Old Kiallakr's and Valka's era select character description
  • Fixed the bug where the Proselytize job action wouldn't show up for some court priests in the council tab
  • New Nehekka dynasties
  • In a situation where a Dwarf would issue a Grudge against a member of his same Clan, it is now the offending party and their children who will be expelled from the Clan
  • Made all Kislev's Tzarina's holdings True Cognatic
  • Nurglite cultist province plot now spreads a random disease outbreak (Nurgle's Rot excluded for now)
  • Having a Plaguebearer daemon at court might also start a disease outbreak in your capital
  • Fixed the WAAAGH warning against target event localization
  • Daemon names expanded
  • Texture mod removed for maintenance
  • Amazon, Lizardman dynasties expanded on
  • Fixed provinces growing back while using a removal submod
  • Removed female patricians
  • Fixed stray pixels
  • Removed DLC map monuments
  • Added Black Orc, Savage Orc, Forest Goblin and Night Goblin portraits/gfx cultures
  • Greenskin provinces will now flip to a Greenskin's ruler culture and religion (in a MTTH of 10 days) if the ruler is in the same Greenskin culture group as the province (For example, Goblin rulers will flip the culture of Forest Goblin and Night Goblin province to their own instantly, but can't flip a province of any Orc group culture, they must still do it through the "Settle X with Greenskins" province decision as usual)
  • Greenskin buildings are now set using the new cultures, rather than terrain as before
  • Black Orc characters might now show up in the court of too strong or too weak Greenskin realms (Realms that are either ruled by a Weak Warboss or with a realm size of 20 or more) and challenge its ruler to a duel for the control of the tribe **Be warned, they're brutal opponents**
  • Changed province and character culture of some Orc and Goblin realms to the new Greenskin sub-cultures to better reflect the fluff of some areas (Savage Orcs in the southern Badlands, Night Goblins in the mountains, Forest Goblins in the Southlands...)
  • Greenskin revolts now use the new Greenskin cultures (Savage Orcs pop up in the Southlands, Night Goblins in the mountains and Forest Goblins in the forests)
  • Added a couple of new buildings for the Savage Orcs and the Forest Goblins
  • "nomadgfx" graphical culture renamed to "nehekagfx" to avoid conflict with vanilla's gfx culture
  • Beastmen now have the same duel stats as Humans and Skaven
  • Set some unused or aesthetic cultures to hidden in the ruler designer
  • Receiving the Nurglite disease blessings now removed bedridden and mild illness modifiers
  • Fixed tradeposts not having buildings in some situations
  • Added a Game Rule controlling the frequency of Battlefield Duels
  • Greenskin dynasty improvement
  • Added New Nurgle magic Lore, and fixed magic casting issues

 

v1.0

  • Added Albion
  • Albion is completely isolated (If your capital is outside the Albion region, you won't be able to declare any kind of war to any title whose capital is in Albion; The inhabitants of Albion can declare war amongst themselves as usual)
  • Ships with embarked troops traveling through the Mists of Aalbion sea province or any of the coastal Albion sea provinces, whose owner is not of Albion culture and Old Faith religion, will find that the embarked troops have suddenly vanished, forever lost to the mist (The inhabitants of Albion cannot cross through the Mists, but they can sail around the coast)
  • The Mists of Albion will eventually disappear in 2302 or whenever the influence of Chaos is strong enough, allowing for wars to be declared against Albion and for characters to marry Albionite characters
  • Added Dark Elf mercenaries around the world
  • Changed a number of mecenary/holy orders to female leadership
  • Added proper Albion portrait set (woad facepaints and all)
  • Disabled on_character_convert_religion event to keep certain races locked in certain religions due to it being a possible crash cause
  • Changes to retinue subunits
  • Fixed issue with khemri building requiring regular walls
  • Begun the effort to make some of the new nicknames appear randomly on rulers
  • Added buildings for non-chaos Dwarf temple and city chains
  • Added a new event that fractures NON-NOMADIC Norscan and Kurgan/Hung group nations if the heir does not some requirements (These requirements are different based on religion)
  • Added a new random list to the minor clan uprising for the Chaos Wastelanders, so old cultures can return from the dead
  • Added localizations and tweaked the new Dwarf city and temple buildings
  • Added building chains for the Asrai
  • Made most of the Kislevite realms north of River Lynsk into Tribals
  • Added Asur and Dwarf map building models, based on re-skinned vanilla Indian buildings
  • Added Halfling buildings
  • Fixed some Dwarf city buildings requiring castle tech
  • Fixed issue with vampire knights, undead horde and daemonic horde special troops not showing properly in the holding levy display
  • Fixed blank event when selecting the Grand Tournament options for the Bretonnian Tournament decision
  • Fixed Goromadny province holders
  • Added Official Submods:
  • Old World: removes Lustria, Naggaroth, Ulthuan and the far Chaos Wastes
  • Ratcatcher: removes the Under-Empire
  • Albion Gone: allows for Brexit
  • Standardised character files and traits
  • Updated credits
  • Moved the Bretonnian Virtue tiered modifier system from triggered modifiers to a single 1-day mtth event for better performance
  • Fixed Chaos Dwarf merchant republics getting spammed with the "slave building not at capital" event
  • Adapted the bookmark characters to the new ID ranges
  • Armaments and artillery can now be both sold by and purchased from Chaos Dwarf patricians and merchant republics
  • Added Valkia the Bloody and the Bringers of Glory, equivalent to Dechala and the Tormentors
  • Bunch of fixes to buildings
  • Removed references to missing/non-existent traits in portrait properties
  • Fixed an issue with a female Estalian/Tilean/Strigany/Sartosan portrait hair frame clipping
  • Fixed an issue with a couple of male Halfling hats being slightly out of frame
  • Reaper's Due and 2.6 Compatibility added
  • Trade Routes now use the proper province modifier icon
  • Renamed all the vanilla localisation overrides from zz_ to 00_ again so that they work properly in 2.6
  • Added the Eyepatch and Mask overlays to all the Human portraits
  • The Pirate Prince of Sartosa now has the full Pirate pack
  • The Todbringer I. Claimant displays the proud Todbringer family tradition of one-eyeness
  • Northern Gods, Old Faith and Akghan religions behave like vanilla defensive pagans now (have home troop bonus, can raise defensive troops, can use the ancestor worship decision)
  • Vanilla diseases renamed to appropriate Warhammer equivalents (Characters immune to disease shouldn't get any symptoms ever)
  • Added the new vanilla diseases to the Nurgle's Blessing mechanics for Nurglites
  • Adapted most of the possible Court Physicians to Warhammer
  • Added pre-triggers to a bunch of our decisions for optimization
  • Races that can't get ill can't recruit or grant the minor title to court physicians
  • Added terrain images for our new terrain types
  • Relocalised the epidemic blame events to the Warhammer setting
  • Merged our disfigured trait with the new Reaper's Due one
  • Some important dynasties ( Unberogen, Leoncoeur... ) should no longer show up as random dynasties
  • Dwarfs may now summon a throng of warriors ( cost 80 piety ) when they're under attack by a religious enemy
  • Nurglites and Nurgle Daemons can no longer appoint or search for court physicians
  • Tribals and Nomads no longer get the witch hunter arrives at court events, nor can they call the witch hunters for aid
  • Added masks and eyepatchs to the Elf portraits ( should line up perfectly )
  • Removed some unnecessary game rules
  • Added eyepatches and masks to Dwarf portraits
  • Added proper Lunatic triggers/calls to the Reaper's Due events
  • Dwarf Oathbreaker war CB should now work properly
  • Cleansing Greenskin presence in the Badlands region is now much more difficult, the chance for failure and revolt is x4 as likely in that region
  • No longer able to establish WoL Business focus trade routes with Greenskins, Beastmen and Chaos Daemons
  • Norscan Blots should work properly again
  • unlocked new duel engine battlefield event for the AI
  • Added Druchii Buildings
  • Added slightly different clothes for norscan dwarves
  • Added a historically-inaccurate-horned Viking helmet as Norse Dwarfs marshal headgear
  • Added hair and tattoos for Slayers
  • Slayers now change to their proper appearance on taking the Slayer Vow
  • Added block to prevent Slayers from getting other "Dwarf class" traits through maintenance event
  • Ogres are no longer allowed to settle down as tribals
  • Considerably boosted the number of spawned troops for the Greenskin WAAAGH!
  • Added new Ogre coats of arms
  • Added new colours for Ogre and Skaven coats of arms
  • Resized Chaos Dwarf coats of arms to fit frames
  • Elves, Dwarfs and Grail Knights no longer get higher chances of getting cancer depending on age, and are much less likely to get cancer altogether
  • Changed some Orc-controlled provinces in Bretonnia to Orc culture and religion
  • A successful Beastman Uprising now destroys all non-Nomad holdings in the conquered province and properly changes the Beastman's government to Warherd government
  • The WAAAGH CB now takes the holdings directly on victory, rather than the titles themselves, to avoid certain crashes and issues (It should still work mostly the same)
  • Water provinces update - moved lakes to their own special sea zone, may or may not help prevent crashes
  • Changed requirements for militia armory, so Sudenburgers should be able to build past the first building now
  • Added some new pirate retinues
  • Dwarfs, Northern Gods and Nehekharan Gods characters may now pick a minor deity as vanilla's defensive pagan religions
  • Added some (albeit bad) local for duchy and kingdom level titles in the Border princes
  • Added some more ways to get Grudges: on plot discovery and on divorce if a tithe has not been paid to the spouse
  • Added new Dwarf mechanics
  • Slayers might now cross over to Greenskin/Skaven/Beastman/Vampire/Chaos realms if they reach a border with them and challenge the ruler to a duel
  • Slayers might now progress through the Slayer ranks ( Troll Slayer, Giant Slayer, Dragon Slayer, Daemon Slayer ) on duel victories
  • Having unfulfilled Grudges progressively apply a "Unfulfilled Grudges" modifier penalty which will subtract piety from the character (There are up to 5 levels of the penalty, and it will stay at the 5th one if you go beyond 5 unfulfilled Grudges)
  • Dwarfs might now ask for a compensation of titles when using the "Demand Compensation" targeted decision, but only against Dwarfs whose demesne is greater than 1 title
  • Merged our immortal_trait with vanilla's Immortal trait
  • Removed impose Greenskin law change decision
  • Immortals should no longer die on some Conclave event-related accidents
  • Races who are naturally immortal should no longer trigger the Reaper's Due immortal suspicion event for their vassals
  • Dwarf lowborns no longer can issue Grudges
  • Added a game rule to control the Canon/Non-Canon Interracial Marriage and Conversion options (Removed the startup event)
  • Added a game rule to decrease the frequency or completely disable the random Chaos Mutations ( Mutations by events and others will still happen as usual )
  • Random Greenskin and Beastmen uprisings will no longer happen if the provincial revolts game rule is set to "none"
  • BETTER TREES
  • Added Game Rule to slow or disable the Ulthuan depopulation mechanics
  • Added Game Rule to slow or hasten the Lustrian Jungle growth
  • Lustrian disease events properly updated to Reaper's Due
  • Landless Stromfels Pirates and Atruhayid Corsairs might now also become adventurers or raider adventurers
  • Characters of Atruhayid religion with a port province as their capital will get Corsair title localizations instead
  • Grudge Wars may now also be declared against a liege whose vassals a Dwarf has Grudges against
  • Added on_death Grudge against a Dwarf's assassin (Grudge will be issued by the Dwarf's closest living relative)
  • Added AI-only timer for the "Demand Grudge Compensation" decision so that the AI doesn't spam it
  • Prosperity now grows half as slower in Dwarf, Elf and Lizardmen provinces, much slower in Greenskin, Beastmen and Ogre provinces and slowest in Nehekharan provinces
  • Elfs, Dwarfs, and Warhammer immortals may no longer get the Reaper's Due immortality quest events
  • Properly integrated the "Physician-Missionary" event to Warhammer stuff
  • Updated New Duel Engine with the Dwarf Slayer stuff
  • Fixed possible bug that stopped Bretonnian Knight-Errants from becoming full Knights on a situation where they inherited a title after their father died
  • Added new Duel Engine

 

v0.13.4

  • Added female landed characters to Estalia
  • Renamed Albionite culture/group to Albion
  • Renamed Sanguine group to Strigany
  • Standardised/tidied dynasty entries
  • Tidying culture files
  • Remove mountain_pass terrain
  • Fixed beastmen uprising event causing CTDs
  • Fixed supercourtier bug.
  • Lahmians can only bring to court non-Chaotic Human lovers now, to avoid a certain crash
  • Added new buildings to Nehekhara
  • Greenskins, Skaven, Vampires, Ogre and Chaos Dwarf children can no longer be converted away from their religion or culture by using the Faith or Heritage childhood focuses
  • Chaos Dwarfs might no longer convert away from the Hashut religion
  • Fix in Z_1_magic_system_power.txt
  • Made the Marienburg-Norsca trade route better looking
  • Added the black pyramid of Nagash to Khemri, and added potentials to both it and Arkhan's tower so that only Nagashis can use the buildings
  • Added female characters to Chaos Wastes
  • Cleaned up Hung and Kurgan names
  • Made chaos wastes dynasties more chaosy
  • Added eligible bachelorettes for all chaos wastes cultures and religions
  • Added and localized a new Chaos Nomad building chain
  • Added new Chaos Nomad retinues for Kurgan while hung use a mix of old and new
  • Character adjustments
  • Made Ungol names actually gender neutral
  • Made Mousillonians actually Mousillonian
  • Added Watch Tower buildings to missing provinces
  • Fixed a typo with the tribal version of the warrior cult, and halved it's bonus numbers
  • New building chains for chaos dwarf cities and castles
  • Added Dwarf localization to the Dragon Isles
  • Further adjusted Chaos Wastes dynasties to be less obviously real-life names.
  • Removed continental/Latin/Semitic names from Albion culture
  • Region and Mercenary localisations added
  • Many mercenary bands altered in composition and location
  • Dechala the Denied One has brought the Tormentors to the Isle of Gaman and is looking for work
  • Revised troop numbers from norscan buildings
  • Added chariot values into the static modifiers where they fit
  • Chaos Dwarf Sorcerer petrification event mean time to happen lowered from 1000 years to 200
  • Added icons for the Chaos Dwarf Petrification traits
  • Ulthuan Asur buildings in provinces should no longer disappear when another high elf of a different culture takes the province
  • Added AI weights to the first new keep buildings, so the AI should absolutely prioritize building them over anything else first
  • New flags for mercenaries and other titles that were blank or low quality

 

 

i

Установка:

Из основного архива помещаем папку мода и mod-файл в соответствующую папку для модов по адресу C:\Users\Username\Documents\Paradox Interactive\Crusader Kings II\mod\

Не устанавливайте по адресу "[папка с игрой CK II]\mod\" , иначе мод подгружается неправильно и работает с ошибками.

 

Спойлер
 

 

  1. Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. / Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.
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  5. Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

 

 
 
Если надо отредактировать шапку, зовите @had
Изменено пользователем had
зеркало для скачки

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Закреплённое сообщение
serezhakor

Дорогие форумчане, выложит ли кто-нибудь сабмоды на вархаммер? Один товарищ хотел сделать мод на Кислев, да заглох он, вроде как. Думаю, что многие со мной выразят благодарность тем, кто выложит парочку.

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Neekesh

Медиафаир сдох (по крайней мере у меня), а на этот мод текут слюни, кто-нибудь видел другие способы скачать мод?

Вариант скачать у парадоксов отпадает, т.к играю на пиратке.

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Pacific Coast Highway
Медиафаир сдох (по крайней мере у меня), а на этот мод текут слюни, кто-нибудь видел другие способы скачать мод?

Вариант скачать у парадоксов отпадает, т.к играю на пиратке.

С mediafire всё хорошо.

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

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Neekesh
С mediafire всё хорошо.

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

Видимо я счастливчик, у меня сайт отказывается грузится ни в каком из браузеров.

Буду искать решение , но если вдруг Ваха окажется на других загрузчиках - дайте мне об этом знать.

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had

Сабмод на альбион:

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

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  •  · Достижения

  • Достижения

  • Yandere-chan
    Сабмод на альбион

    Нажмите здесь!
     ImPZCiv.jpg

    v9WVghZ.jpg

    SgIboCl.jpg

    CP5Aov2.jpg

    4cBM6kO.png

    [Cкрыть]

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    serezhakor
    Сабмод на альбион:

    Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

    Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

    Огромное спасибо! Интересно будет попробовать, так как это чуть изменит игру за Норски и позволит поиграть за альбионцев.

    А есть ещё какие-нибудь моды от парадоксов? Хотелось бы попробовать ещё чего-нибудь.

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    had
    Огромное спасибо! Интересно будет попробовать, так как это чуть изменит игру за Норски и позволит поиграть за альбионцев.

    А есть ещё какие-нибудь моды от парадоксов? Хотелось бы попробовать ещё чего-нибудь.

    Есть, но они заброшены вроде бы.

    Там еще юзер создал тему про мод переделку дуэльной системы, но пока только концепт обсуждает. Изменения по-идеи небольшие, скоро мб выложит.

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  •  · Достижения

  • Достижения

  • Cain
    Есть, но они заброшены вроде бы.

    Там еще юзер создал тему про мод переделку дуэльной системы, но пока только концепт обсуждает. Изменения по-идеи небольшие, скоро мб выложит.

    Интересно, доведут ли они до ума прокачку дуэльного скилла, как было в GoT-е, или оно так и останется рудиментом...

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    Dartemaron

    Может кто подсказать всевозможные интересные саб-моды к ФБ подходящие под последнюю версию?

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    vitovt13

    <noindex>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. </noindex>

    Mod is compatible with version 2.5.2 of CK2.

    Horse Lords DLC strongly recommended

    changelogНажмите здесь!
     

    Fixed Cathayan retinues not being available to Celestial Jade

    Fixed broken Stop Studying Magic decision

    Fixed bug in the Mahtmasi turning events

    Removed papal succession for Shadowrealm due to unsolvable bug

    Arabyan-cultured women can now pick Scholarship and Theology foci as long as they are not Ormazdians or Kitabid

    Fixed Vampiric Skinks investigating alignments

    Fixed Skink Priest opinion malus

    Fixed Straighten Up decision not being available for Ormazdian rulers

    Further slight nerfing on the Califate Uprising

    Minor tweaking on dwarf portraits

    Changed Dynasty Tree texture size

    Nagashi experiment raid made available to humans

    Sudenburg is now part of dejure Araby

    Fixed Dark Crystal Ambition being disabled by going questing

    Minor fixes on Sudenburg title nesting

    Fixed cultist lovers corrupting incorruptible characters

    Fixed vampire adoption issue with illegitimate children

    Added Hung graphical culture

    Added timer on handle concubine decision

    Fixed bug for slavery event

    Asrai avatars are now fully immortal

    Removed cannot_marry = yes from creature_skink, creature_orc and creature_goblin, added max_wives = 0 to their respective religions and deactivated the targetted character/title decisions to assign titles to those races

    Hung should now use the Mongol unit pack, and the Kurgan the Turkish one

    Added Ogre graphical_culture, religion and title localisation

    Sauri do not become infirm/incapable because of old age

    Re-did great maw religion icon

    Fixed employment decisions crash

    Fixed Cathayan retinue building requiring castle walls rather than city walls

    Fixed Spawning Pools not appearing for Southlands Lizardmen

    Fixed daemon banishing event not removing the "friend" summoner if he is the one attempting to murder/banish the creature

    Nerfed Greenskin colonization event troops

    Summoned K'daai now show up with the proper culture

    Ogre Kingdoms added

    Map detail & texture overhaul

    Buffed most retinue's numbers, they should be around 300-500, depending on unit type and how strong they are

    Nerfed Sanguine buildings, buffed Grail knights and GK retinues (Grail knight building cost a huge amount for little gain, and the GK retinue was less expensive when compared to KotR)

    Added Sanguine building chains, for both feudal and tribal

    Greenskins can no longer get the usual nicknames, instead they can get one of 7 (To be expanded later on) nicknames more appropriate of them

    The Oriental cultural and religion groups no longer share the same ID in code

    Removed the old shoddy tournaments and replaced them with an adapted version of the AGOT tournament system

    Aged up some Chaos Dwarf characters and made a few of them into Sorcerer-Prophets

    Updated Akghan and Ormazdian religion descriptions to be more accurate towards the new fluff

    Added DLC check to state troops

    Nerfed border princedom buildings, most will be below imperial buildings now

    Buffed most imperial city buildings, no longer will Altdorf be below the new world colonies, but they're still weaker than most non-human buildings

    Fixed an issue with Bretonnian city buildings requiring castle buildings and buffed Peasant levy slightly

    Added some Nomad Ogre buildings, they replace the regular nomad buildings that wouldn't make sense for Ogres to have

    Also added 8 horde retinues for the Ogres, from Ironguts to Stonetusks

    Added Great Maw holy sites

    Small tweaks to various religion's god names

    Cultural councilor titles should now show up correctly for Nomads as well

    Most of the nomads in the crater of Zanbaijin are now tributaries to Jozan the Immortal

    Fixed an issue with Bretonnian Merchant guards having the same build time and cost as Grail knights

    Becoming a Grail Knight properly removes the questing trait

    Added Asur castle buildings, they are all different based upon the realm they are in, so Yvress will have a different set of buildings from Chrace

    Made some tweaks to Akendorf, Myrmidens, and Khypris, to make them more appealing for the player to move their capitol to these places

    Added Norscan tribal buildings, they will now convert to their proper buildings upon feudalizing or turning into a republic

    Chaos Dwarfs sacrifices now give a opinion penalty with the sacrifice's dynasty members

    Slave Raids now trigger properly on the raided province, instead of the raider's capital

    Sea provinces edited or removed, positioning data updated

    A bunch of titular titles edited or removed for clarity

    Tweaked Dwarf buildings

    Added Kislevite portraits

    Added Ropsmann clothing and hair for savage kislevites

    Variations on Kislevite faces employed for Eastern Imperials, to entirely remove westerngfx

    Repositioned the eastern Imperial set beards ( and the marshal headgear ) to better fit the new faces

    Fixed error with some Ogre buildings not having the correct prerequisites

    Living Sylvanian no longer use westerngfx

    Added sympathy trait for Oriental Gods group religions

    Chaos Worshipers no longer convert to local religions when leading ( or being part of ) a dynamic Nomad merc band

    Fixed huge inconsistency with the Necrarch trait, the trait itself was incorrectly spelled ("Necrach") and then referenced elsewhere as if it was spelled correctly

    Added geographical regions for new provinces and zones

    Ogres can now eat prisoners by decision

    Tweaked cultural modifier to make Ogres tougher

    Tagged several traits to no longer be customizer selectable

    Greenskins may now build tribes in empty nomad provinces of their culture and religion, at the expense of 100 prestige

    Greenskin temples are now theocracies again (Odd Tribes)

    A vampire with more than one vampire lover will eventually be forced to pick only one eternal soulmate now

    The rulers of the Imperial Grand Provnices and the Avelorn will now show up with their correct, fluff titles (Grand Prince/Duke/Baron/Count, Chancellor and Everqueen)

    Tweaked empty nomad Ogre holding picture for better grayed out visibility

    Added Ancestral religion unit modifiers to the Norse Ancestors religion as well

    Added tileangfx, estaliangfx & mykengfx

    Added holding icons for the mediterranean cultures

    Tweaked a few character dnas so that they look closer to their referenced

    Added title holder localisations for some cultures missing them (Indish, Nipponese, some new for Myken)

    Cathayan females now use the correct marshal armour

    Tileans now have unique marshal gear

    Fixed Court Priest appointing conditions to vanilla standards

    Blood Dragon-cultured humans created at court generation should no longer start the game automatically as vampires

    Added event for targets of vlad's conquest to submit immediately upon war declaration

    Arabyans wanting to study in universities now properly go to the university of Martek instead of the inexistent university of Kufra

    Knights generated if there are not enough participants in a Bretonnian tournament should now be Grail-worshipers themselves

    Updated some of the low quality "cast lore" event pictures

    Old Imperial portraits now use a mix of Westerlander and Norscan features

    Added Wasaili castle culture building and retinue

    Added Halfling holding pictures

    Removed Christian crosses from the Religion tab background image

    very basic 2.5 compatch

    Myken cultural building provides gunpowder instead of horse archers, to match bp buildings

    Sea provinces removed

    Fixed small-huge issue with birth notifications potentially crashing the game

    Fixed some technology issues with the southern darklands and k_strygos

    Adapted the Vampire Wars bookmark to the new Era format and made it the default custom game bookmark

    Dwarfs and Norse Dwarfs can now use their mountain reconquest CB again

    Norscam Gods, Northern Gods and Kukaili religion characters may now use vanilla's pagan subjugation under the same conditions (only against other norscan, northern and kukaili rulers)

    Can no longer use the Nomad Liberation CB against nomads in the Chaos Wastes or Beastmen

    Con no longer use the Ormazdic (Vanilla Muslim, actually) county conquest against Greenskins

    Arabyans should now use the Muslim councilor map models

    Fixed some issues with Dwarf title history in Zhufbarak and Karak Kadrin

    Adapted the Realms of Chaos and the Blood of the Ancients bookmarks to the new format

    Removed Morathi and Finubar from the Blood of the Ancients bookmark and replaced them with High King Alrik and High Priest Astragoth, representing the Dwarfs and Chaos Dwarfs respectively

    Legacy of Nagash era bookmark added

    Gospodars, Kislevites and Ungols now use the Russian unit pack

    Rospmenn use the Finnish unit pack

    Nehekharans now use the Zoroastrian Immortal holy order unit model (experimental)

    Set permanent portrait DNA for the Imperial claimants

    Malekith now is properly crispy in the era screen, and Neferata got her hairdress back

    Bretonnians use holy order units for an extra chivalric appearence

    Added piety requirement back to the holy war cb

    Added separate government flavor names for a lot of situations (High Elf colony, Necrarch, Lahmian and Jade vampiric realms, Chaos Dwarf realms not under Sorcerer-Prophet rule, Orc and Goblin Greenskin warbands, Slann ruled Lizardmen, Ogre kingdom/clan, Pirate realm, Amazon realm and Chaos nomad/tribal)

    Reworked the Chaos Wastes' realm layout for better nomad playability and more randomness

    Moved councilor title requirements to scripted_triggers

    Tweaked the new Conclave laws a little to reflect Warhammer stuff

    Fixed the elusive trade route crash FINALLY

    Added first path of the Spice Road trade route; from the Mountains of Mourn to Barak Varr, passing through Barak Drazh/Black Crag

    Replaced silk bolt in Trade Road icon with a cart wagon

    Added the ivory road, arabyan trail, spice route, old dwarf road, great north road and great reik road trade routes, they aren't set on stone, so subject to change

    Arabyan Trail renamed to Golden Route, and is much more complex now, branching to Western Araby, Estalia and Tilea

    Added Silver Road, Skull Road, Pass to the East, Old Forest Road, Altdorf-Middenheim Road, Grimway and North Road trade routes

    Adapted Silk Road events to the Warhammer trade routes

    Added Norscan and Ostermark-Kislev trade routes

    Pigbarter made into an independent merchant republic composed of human traders of various cultures

    Made some rulers and patricians in the Empire into Manannites (esp. those ruling Manannite provinces)

    Added new magic system

    Added new magic XP system

    Tweaked levy maintenance cost back to pre-2.5 values

    Added Perilous Beasts bookmark

    Karak Raziak and Khazid Irkulaz made Dwarf/Ancestral

    Warboss Aggro of Karak-Eight-Peaks now a King tier ruler

    Empress Ottilia III now has her runesword

    Azalais' title should now be capitalized again

    Greenskins should in theory no longer become theocracies unless they're barons holding temples

    Xen-Huong now is given a dynamic temporary title on startup to avoid most kinds of diplo-interaction

    Yabbas al-Hawt is now Ormazdic

    Cost of holy war cb raised to 75 piety

    Greenskin Extermination CB now costs 20 gold to represent the cost of an extermination expedition

    Tweaked starting Nomad Horde composition and manpower so that their starting troops are much bigger and they don't get wiped out 2 years into the game

    Tweaked Beastman horde retinues so that they start with much larger hordes than the rest of nomads

    Added government flavour names for the Imperial Grand Provinces ( plus Sylvania, the Mootland and Westerland ), Miyan and Mootlander halflings

    Replaced trait = strong with is_strong_trigger where applicable

    Added our tiered congenital traits to is_strong_trigger, is_weak_trigger, is_smart_trigger and is_dumb_trigger

    Races that can't use the Seduction focus should no longer be able to get the mater seducer/seductress traits by any means

    Added safety for monster and animal traits to not let them hold titles

    Asur (and, to lesser extent, Asrai, Dwarves and Vampires) now are locked into sharing their power with their councillors no matter what

    Updated the Shallyan religion icon to a clearer version

    Revamped religious clothing

    Slann rulers (any kind of ruler) will now always have Mage-Priest as their title

    Bretonnian Knight traits (Errant Knight, Knight and Grail Knight) will disappear if the character converts away from the Grail religion

    Adepted the "Elective Leagues" mod by Jessie Ruderman for the Border Princes ( Available only to Humans whose capital is inside the Border Princes region ) ADAPTED FROM "Elective Leagues" BY JESSIE RUDERMAN <noindex>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. </noindex> ALL CREDITS TO HIM

    Added new druchiigfx and nagarythiangfx

    Made fake cultures not appear in the lists ingame

    Added Caledoriangfx for western Asur

    Covered Ulthuan, Naggaroth, Asur colonies, & Lustria with playable characters

    Religions that can have female temple holders now have a chance of getting a female priest with the "employ holy man" decision

    Added missing Elf gfx cultures to the employment decision race trait assignment

    Asur who owe a favour to other Asur can be forced to switch political stance by targetted decision

    Blackguard set up as Druchii holy order vassalized to Naggaroth

    It dissolves on Malekith's death alongside the Empire

    As long as it exists, all young elves (triggered on_adulthood are requested for a draft that lasts 100 years (after which they can decide whether to remain in the army forever or return to their previous liege), lieges can avoid the draft through bribes

    Young Druchii women can become Witch Elves by decision. The training can be fatal and lasts ten years

    Witch Elves cannot get married, but are not excluded from inheritance

    On_birth, there's a chance for druchii boys to get stolen by Witch Elves and grown as Assassins; The training lasts 20 years and can be fatal

    Assassins cannot hold land nor get married.

    Filled character-empty provinces all across the map

    Gave Cain Avon away to a vassal to avoid the stupid Phoenix King AI setting it as Ulthuan's capital

    Added Private Meeting targetted decision for Isolationist Asur: through this mechanic two rulers can interact to deal on one or two issues selected by the rulers themselves and combined depending on their traits

    Through this action, a ruler can attempt to ask the other one for money, for a favor (or to cancel a prehexisting owed favor), he can persuade him to divorce or to marry him or he can attempt to slander him (which triggers a debate-like chain whose loser incurs in a prestige hit)

    After hearing the request, the second ruler gets to pick his side of the deal (or give away what the other needs for free or not at all).

    Tweaks on council positions for Asur

    Hunt Down should not be cluttering normal characters' interface anymore

    Having necromantic power makes it progressively more likely to be hunted down by plot

    Everqueen and Everprincess are automatically fit to be Court Chaplains for Asur rulers

    Added cannot_marry scripted triggers containing all traits with cannot_marry = yes for quick use in events

    Feudal mercenary bands can only be created by Tileans, Estalians, Border Princes and Ogres

    Added provinces_setup (Terrain entries commented out, that way the game should load the actual map terrain when loading a save instead of picking it from province_setup)

    Fixed wrongly made condition in succession laws

    Several minor titles have been set so that if they are assigned by the Phoenix King, they create a supercourtier (custom Duke-tier title for the holder)

    Added Elven Scion and Elven Maiden traits for young elves to prevent the rampant lowborn marriages

    Added targetted decision for Isolationist to ask a Favor to another Isolationist by spending prestige rather than gold

    Added targetted decision for elven ruler to send son or close relative to the court of the Phoenix King, thus making him a supercourtier

    Druchii Witch Elves can no longer accidentally become Sorceress and viceversa

    Fixed invincible characters managing to survive the End Times

    Added events to make divorce as Asur considerably more complicate: the offended party can now be requested a lot of money or roughly half of his demesne by the divorced spouse

    Added decision for childless Asur spouses to agree on marital inheritance of their titles (causes gameover for players)

    Updated Dwarf icons

    Added flavor events to differentiate the marriage ceremony depending on the elven race

    Fixed some wrong brackets at combat tactics

    Fixed Everprincess not losing Supercourtier Status when succeeding her mother

    Fixed Tablet search being called against the unreachable Dragon Isles

    Fixed type of marriages for elven Courtship chain not being assigned properly

    Fixed Skinks going to war in the Dragon Isles

    Fixed Skinks not getting assigned random dynasty on startup

    Added cleanup decision for youngster elven traits

    Fixed viceroyalty laws being wrongly available to Asur

    Removed state troop dummy cultures and updated respective state troop files

    Added event to avoid Greenskins converting away from Gork&Mork/Spider God

    Greenskins and Ogres can no longer convert away from Gork&Mork/Spider God, and Great Maw

    Non-Jade, Non-Mathmasi Vampires can no longer convert away from Vampiric and Nagashi; Jade Vampires can no longer convert away from Vampiric, Nagashi or Celestial; Mathmasi vampires can no longer convert away from Vampiric, Nagashi and Shadowmen; Chaos Worshippers can no longer convert away from Chaos Undivided, Tzeentchian, Nurglite, Slaaneshi, Khornate and Hashut; however, they can all convert between the specified religions (for example, Vampires can convert from Vampiric to Nagashi and vice-versa)

    Fixed Naggaroth not being destroyed on peaceful usurpation

    Added 5 Ogre Merc bands

    Ogre portrait background changed from Greenskin to Norscans (They usually live around snowy mountain peaks)

    Added 2 Southlander merc companies

    Opened Arabyan merc companies to all the Southern Pantheon religious group

    Fixed a possible CTD-causing event

    Added a new unique marshal headgear to Ogres

    New Southlands CoAs

    Added a couple more retinues to Norscans, also added a bunch of Chaos retinue types, only recruitable by Champions

    Added Dragon Ogres and Dragon Ogre Shaggoths as retinues, DOs are only recruitable by chosen+ and Shaggoths only by Daemon Princes

    Cleaned up feudalization decision

    Fixed an issue with Norscans being unable to upgrade their holdings from tribal

    Added Fjarmann localization for ALL Lustrian titles(minus baronies)

    Added a couple MANLY MAN dynasties

    More new Chaos CoA

    Greenskin buildings now mostly have military tech as requirement ( To have them slightly more built up on game start )

    Imperial Gunnery School building now requires for the ruler to be Imperial, instead of the province

    Added some missing duchies to tech history

    Fixed the 2 racial divorce decisions being named the same

    New lizzardman buildings

    Naggaroth's warbeast buildings has been nerfed

    Tribal Mabuya should convert to Castle Mabuya now

    Added some additional checks to keep witch hunters from uniting the empire

    Added pre-flower Asriel to the royal family

    Moved holy sites from barony level to county level, also deleted them from 01_landed_titles and moved them to the zz_holy_sites file

    Shuffled and added some temples to some provinces so that the holy sites make more sense

    The Dragon-Emperor of Cathay now directly holds all off-map Celestial holy sites

    The Great Maw off-map holy site is now a duchy level landless, revolt title so that it can't be targeted by most diploactions

    Fixed Unkzadrin having more settlements declared than it should in province_setup, causing it to spawn a "---" null holding continuously

    Specialised colours for CoAs

    Added Charioteer special unit and sprinkled it on several appropriate buildings and retinues

    Stromfels Coat of Arms rework

    Added cultural troop modifier for the Halflings

    Cleaned up Borderland tech a bit

    Added pikes to initial Bretonnian keep building

    New Ulthuan flags

    Added High Elf buildings for their colonies and made the proper buildings only buildable on Ulthuan

    Fixed wrong scoping in Beastmen events causing corrupt table entries

    Nerfed watchtowers troop numbers

    Fixed event that was freezing the game

    Fixed beastman duel title grant event, again

    Massively nerfed Skeggi and El Cadavo special buildings

    Nomad minor clan revolts now trigger correctly for Beastmen

    Added missing defines parameters

    Added dummy provinces to fill the empty ranges at definitions

    Fixes and tweakings on elven courting

    Fixed titular Clans defaulting to open elective

    Fixed Sudenburg starting as open_elective

    Reactivated the Samur Chapter

    Halved druchii draft period

    Regiment dynasties reassigned

    Title history fixes

    Duel typo fix

    Removed the reworked magic Lores out of the old Magic Engine, left the ones yet to be reworked in

    Tiny rivers fix

    Minor last minute changes to Vlad's conquests

    [Cкрыть]

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    Yandere-chan


     i 

    В шапке.
    - из основного архива помещаем 3 zip-архива и 3 mod-файла в соответствующую папку для модов по адресу C:\Users\Username\Documents\Paradox Interactive\Crusader Kings II\mod\
    Папка с модами (место, куда их нужно устанавливать) находится по адресу: C:\Users\...\Documents\Paradox Interactive\Crusader Kings II\mod\

    Удалил второе.

    Автор признал что стим ломает мод, так что убрал его из ссылок.

    Немного изменил описание установки.

    Сделал редактирование проще, а оформление красивее, на пример шапки ck+
     

    Теперь по моду:

    Огры!

    Скавены!

    Портреты для людей!

    Портреты для эльфов! Что характерно, идёт смесь старых и новых. Лесные не изменились.

    Новые букмарки. Не знаю для кого. Я ими ещё ни разу не воспользовался.

    Торговые пути!

    СкриныНажмите здесь!
     

    7FcFD7M.jpg

    Dq4FgKH.jpg

    0NkLp31.jpg

    LSx5FJX.jpg

    FXksNj3.jpg

    O37j35h.jpg

    [Cкрыть]
    Изменено пользователем Alex_

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    vitovt13

    <noindex>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. </noindex>

    changelogНажмите здесь!
     

    Defensive pacts will no longer join across religious groups

    Cosmetic skaven tunnels map fix

    Refixed sex appeal cutoff

    The "convert to local religion" event for Horse Lords/Conclave dynamic merc bands should now only happen to non-Chaotic Humans, and only if the local religion is of the old world, southern pantheon or oriental cults religions

    Cosmetic map adjustments

    Fixed a crash happening when not having the Horse Lords DLC activated

    [Cкрыть]

    <noindex>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. </noindex>

    - для обладателей слабого "железа";

    - активируется вместе с основным модом

    Изменено пользователем vitovt13

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    EugeneL

    А 0.13.1 ставится поверх 0.13.0 или надо старый мод удалить?

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  •  · Достижения

  • Достижения

  • vitovt13
    А 0.13.1 ставится поверх 0.13.0 или надо старый мод удалить?

    Удалить

    Dev Diary - SkavenНажмите здесь!
     

    "Greetings from the Lords of Decay, pathetic manthings!.. It is I, the Most Exalted and Sublime Warlock-Engineer Morskittar, holder of Skavenblight, Most Magnificent Leader of Clan Skryre and the greatest Skaven to ever live-live!"

    "It has been brought to my most exquisite attention that some of you are pitifully attempting to adopt the superior Skaven lifestyle, rightfully well failing. As you should-should! Silly manthings are not smart like Skaven, of course they cannot pretend to be Skaven!"

    20160517105147_1.jpg

    "Oh, what's this? No marry-mate button!?! How I'm supposed to spawn spawnlings with no marriage?! Silly manthings! All breeders are for mating, that's what they're born for! Could you see a breeder doing something else-else than breeding? Then it wouldn't be a breeder! Tsk tsk."

    20160517105513_1.jpg

    "I've got-got plenty of breeders of course-course! A Skaven as important as myself has swats of them! Here, let me show one... I'll get-pick one from my Breeding Pits, in my great and most wondrous fortress-city of Bellholm, yes-yes! Breeders are lazy-fat things, so you need to have Breeding Pits to put them in-in, that's why they're called Breeding Pits. That is obvious, but I have to spell it out-out, since you're stupid manthings that don't even know-know how to breed-breed! That's why there are much more Skaven than manthings around, didn't you know that?

    Of course you didn't!

    Silly manthing.

    Since I have breeders in my court, I will breed with all of them as I please-want. I don't need to make-gift a ring on their paw-paws, they're too twisted-fat anyways!

    Having many breeders is always good-better, so you can have many more Skaven, yes-yes! Skaven are not like other stupid-slow things, no-no: when a ratling is born, it gets eaten or ready to fight-kill in just a year-year, do you see-see?"

    20160517114050_1.jpg

    "Sometimes ratlings are born-made with black fur, those grow strongest, you can make-grow them into Stormvermin or, if you're one of those silly-sneaky pitiful Eshins, you can make-grow them into Assassins. Some rare times, the ratling comes out with horns and white fur-fur: that is a sign of much great blessing from the Horned Rat! All those ratlings grow up to be most powerful and holy Grey Seers, yes-yes! This stupid breeder just made me a pitiful brown-furred ratling, but no matter! While the breeder is stupid and most incompetent, through the brilliant and most wondrous tecno-wizardry of the most excellent CLAN SKRYRE, of which I am the greatest inventor EVER, I can make it grow as a better-useful Warlock-Engineer like myself-self!"

    20160517110805_1.jpg

    "Pathetic weaklings, contesting my most rightful claim as ruler of ALL the Skavendom! They shall learn their place, yes-yes! I could just teach them a lesson, make them pay much tribute to the most excellent CLAN SKRYRE with a daring Subjugation, but that is not what I need-want! I want their land-lands, yes, for a cunning masterful plan to start my great conquest of the Surface World!"

    20160517110915_1.jpg

    "Unlike the most holiest Grey Seers, which receive their mighty power-magic from the Horned Rat himself-self, I, as a brilliant and most ingenious Warlock-Engineer, can find my own power, by consuming shards of the most-precious warpstone, yes-yes, to power up my greatests invention-machines! The more warpstone I use, the most powerful is my spell, but for such a pitiful-weak enemy, only one will be needed-spent.

    My mighty armies far outnumber the weakling forces of my enemy: all of my pathetic, treacherous underlings answered to my commands and joined forces under me! Of course they did-come, for I am such a generous and great, most magnificent leader, that they feel compelled to serve and grovel at me-me ALL the TIMES, as I rightfully deserve so-so.

    Our armies are most numerous than any army of the things in the surface, our cities are filled with Clanrats ready to fight-die for me, their house-training buildings built much fastest than any weird-brittle house of surface things thanks to the pathetic work of the slave-slaves."

    "But, o Mighty and Most Intelligent Leader, you'd say, surely now that you've conquered your enemies, you'll stupidly let them treacherously dress with the dress-coats of their beaten Clan, to keep their laws and customs, like us stupid manthings do above! WRONG!!!"

    20160517112457_1.jpg

    "Clan Skryre rules these lands now, every smart Skaven within them-them is loyal to Clan Skryre or he's DEAD! Isn't it so, you pathetic, cowardly useless minions?! Of course they say yes-yes.

    Because they are smart.

    ...

    That is, smarter than manthings, not smarter than me. I'm the smartest Skaven to ever live-be!

    ...Oh, you think so? You'll see. You'll all see! I'll swarm you all-all!! I'll bring down the moon and squish you with it!!! WHO'S LAUGHING NOW MANTHINGS?!?! YOU'RE ALL SQUASHED WHILE I'M KING OF THE UNIVERSE!! ME!!!"

    20160517114554_1.jpg

    "Oh, you think-hope I can't reach you, so far and cozy-dry under your pitiful stupid sun? Look as I start my most GLORIOUS conquest of your pathetic surface!"

    20160517114634_1.jpg

    "You stupid-dumb manthing, the Underempire stretches-goes through ALL of the Surface, yes-yes! I only need to use the glorious Warpway to send my mightiest armies through the tunnels, all the way to your precious sun-ridden homelands!"

    20160517114727_1.jpg

    "Who's laughing now, stupid manthing? Who's laughing NOW?!"

    20160517115815_1.jpg

    "In the meantime, my first ratling has succeeded into become-grow a most skilled Warlock-Engineer, which will help-serve me best in further, most glorious conquests, yes-yes!"

    20160517115444_1.jpg

    "Many more ratlings like him are coming, all smart and cunning, yes, stupidly plot-squabbling amongst each other. If I went left-gone, they'd probably tear the entire Clan apart. Silly ratlings.

    Oh, you'd say, shouldn't you make a contingency plan-plan in case you die, o Great and Magnificent Leader? Like us manthings writing weird primogin law-rules and such-such?

    Silly manthings, I don't need a contingency, because I'm not going to die-die! I'm the greatest Skaven to ever live! All those others pitiful Warlocks before me failed and were killed or blown up-splat, but not ME! I'm the chosen one of the Horned Rat, destined to conquer the world! Those other failures thought that too, but they were wrong, because I am, not them! I am, I will, you'll see-see!"

    [Cкрыть]

    Изменено пользователем vitovt13

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    vitovt13

    Changelog v0.13.2Нажмите здесь!
     

    Fix crash caused by scope error in miscasting results

    Skaven courtiers and vassals will constantly bother their lieges for titles when they're over demesne (which always is, having more than 2 duchies or more than 3 counties); refusing to give away some of your demesne will incur in opinion penalty and province malus on your capital

    Fixed Skaven tech levels to the proper settings.

    Fixed broken events

    Tweakings on Skaven cb

    Important Skaven hats should not change when in command anymore

    Removed the study magic decision

    Cleansing decision for barony Khemri/Skaven courts

    The Ulthuan population modifiers are now applied on startup and scope to the Ulthuan map region instead to the provinces (Except Lothern)

    New Defines folder set up

    Fixes to upgrade process for lizardmen ruins

    Expanded some of the starting asuryan dynasties

    Fixed missing Anath Raema CoA

    Tweaking on courting AI behavior

    Fixed Grey Councilors becoming infirm and incapable because of old age

    Fixed double marriage bug when courting while being proposed normally

    Grey Seers can now always be Court Chaplain of a Skaven ruler

    Fixed living_jade culture spawning still random courtiers

    Fixed Asuryan colonies wrongly starting with agnatic succession

    Event Rename for resource management

    Only non-Chaotic Human dynamic merc companies should get the "sympathy for local religion" events now

    Tweaked the skaven and lore of shadows magic events so that they show the correct event pictures

    Updated the Lore of Life event picture so that it looks slightly better

    Fixed characters with the lore of death using spells from the lore of fire

    Breeders like their lieges, making it less likely for players to just invite them to their court

    Breeding pits more accessible on start in Skavenblight

    Added localizations to all the Chaos Cultist plots (Convert to Cult and Spread X to Province)

    Succession laws (NOT the Gender succession laws) updated to use Conclave's crown laws if Conclave is activated

    The Imperial versions of the pre-Conclave Crown Laws will no longer show up if Conclave is enabled

    Updated Status of Women law tiers to take into account the cultural differences of human Warhammer cultures

    [Cкрыть]

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    Yandere-chan

    Протестировал 1.13.2

    Теперь я сижу на четвёртой скорости o_O

    Алсо, всё как всегда:

    Малекит угодил в сексуальное рабство своей маме, Влад обучает кислевитов, дочери соблазняют своих отцов. Что вы ещё ожидали от CK?

    Нажмите здесь!
     1PJh9pH.jpg

    ODXghxq.jpg

    GsohrhZ.jpg

    [Cкрыть]

    Алсо, обновите шапку.

    На всякий случай кину сюда частичный апдейт текста:

    Скачать:

    Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

    Старые версииНажмите здесь!
     

    <noindex>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. </noindex>

    <noindex>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. </noindex>

    <noindex>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. </noindex>

    <noindex>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. </noindex>

    <noindex>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. </noindex>

    <noindex>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. </noindex>

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    [Cкрыть]

    Дневники разработчиков мода:

    Система магииНажмите здесь!
     

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    ПерсонажиНажмите здесь!
     

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    [Cкрыть]

    ---

    p.s:

    "Изменения в патчах" почему-то ломают спойлеры. Не знаю что с этим делать.

    Изменено пользователем Alex_

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    ramazan
    Огромная просьба, если появится сабмод для последней версии, вырезающий западный материк (а так же скавенов, которые лично мне нафиг не уперлись, хотя этот пункт не обязателен) - закрепите пожалуйста его в шапку темы.

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    Sigrael

    Благодарю. Вроде работает.

    Еще вот непонятно... Без Конклава - нет вылетов. А как только его подключил - сразу вылеты начались через какое-то время :с

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    EugeneL

    Встречайте ]]>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]]>

    Изменения. Буллеты копировать не умею, каждая фича с новой строкиНажмите здесь!
     

    Added female landed characters to Estalia

    Renamed Albionite culture/group to Albion

    Renamed Sanguine group to Strigany

    Standardised/tidied dynasty entries

    Tidying culture files

    Remove mountain_pass terrain

    Fixed beastmen uprising event causing CTDs

    Fixed supercourtier bug.

    Lahmians can only bring to court non-Chaotic Human lovers now, to avoid a certain crash

    Added new buildings to Nehekhara

    Greenskins, Skaven, Vampires, Ogre and Chaos Dwarf children can no longer be converted away from their religion or culture by using the Faith or Heritage childhood focuses

    Chaos Dwarfs might no longer convert away from the Hashut religion

    Fix in Z_1_magic_system_power.txt

    Made the Marienburg-Norsca trade route better looking

    Added the black pyramid of Nagash to Khemri, and added potentials to both it and Arkhan's tower so that only Nagashis can use the buildings

    Added female characters to Chaos Wastes

    Cleaned up Hung and Kurgan names

    Made chaos wastes dynasties more chaosy

    Added eligible bachelorettes for all chaos wastes cultures and religions

    Added and localized a new Chaos Nomad building chain

    Added new Chaos Nomad retinues for Kurgan while hung use a mix of old and new

    Character adjustments

    Made Ungol names actually gender neutral

    Made Mousillonians actually Mousillonian

    Added Watch Tower buildings to missing provinces

    Fixed a typo with the tribal version of the warrior cult, and halved it's bonus numbers

    New building chains for chaos dwarf cities and castles

    Added Dwarf localization to the Dragon Isles

    Further adjusted Chaos Wastes dynasties to be less obviously real-life names.

    Removed continental/Latin/Semitic names from Albion culture

    Region and Mercenary localisations added

    Many mercenary bands altered in composition and location

    Dechala the Denied One has brought the Tormentors to the Isle of Gaman and is looking for work

    Revised troop numbers from norscan buildings

    Added chariot values into the static modifiers where they fit

    Chaos Dwarf Sorcerer petrification event mean time to happen lowered from 1000 years to 200

    Added icons for the Chaos Dwarf Petrification traits

    Ulthuan Asur buildings in provinces should no longer disappear when another high elf of a different culture takes the province

    Added AI weights to the first new keep buildings, so the AI should absolutely prioritize building them over anything else first

    New flags for mercenaries and other titles that were blank or low quality

    [Cкрыть]
    Изменено пользователем EugeneL

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