CREDITS
- Pike, for the main mod "Vanilla Kingdoms"
- Gigantus, for Geomod tool Pike has used
- CA, for the game and expansion
- z3n, for his Skynet AI
- Fynn, for his Divide and Conquer AI
- Mesut aka GrandViZ, for his Ultimate AI
- TornNight, for his name verifier tool
- rawghi, for his Heraldry 2.1 mod
- Agart, for his Cities&Castles models
- me, for excerpt from my SSHIP work (music, AI, fonts)
All in one package, paste & play (or click Read more).
Did you know microwaving grapes makes plasma?
Did you know New Zealand is part of Zealandia continent, of which 93% is submerged?
This is probably my favorite mod that keeps the game in the Medieval setting, I absolutely love what you've done with it! Recently I noticed that while playing as the Teutonic Order, My relations with every faction just started to deteriorate for what seems to be no reason at all and I'm not sure if that was a bug or if it was because I'm a catholic faction that allied with an orthodox faction. I think I remember this happening when I tried playing as them a while back too.
Also, have you considered changing the Teutonic knights that the HRE can recruit from chapterhouses into Ritterbruder? Or at least changing their skin to look like them? I believe the Stainless Steel mod does that and I remember thinking that was a really nice touch.
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Hey!
The 2nd discord-link (to "this mod's channel") doesn't work :)
Thank you a ton for this!
Here is a working version of the video: Youtube.com
The English are OP late game compared to the other countries
Found a Frenchman
I've found out that after some time, the guild building offers start to not popping at all (it's actually vanilla problem, but got bigger because of 0.5 year turn), and 1340 event triggers WAY earlier since i have grand bombard, hand gunners, and gun ships in mid 13th century
Edit: I also found out that the majority of mongol and timurids unit died when spawning in the map (1200 start). This causes the sudden announcement of the Mongol's and Timur's Khan death anouncement at that exact time
I haven't changed guilds scripts for 0.5 ypt option, so it might be off, yeah. I will look into it.
Gunpowder events are working as intended per this sheet: Moddb.com
Mongol destroyed announcement is also normal, as they continue to invade anyway (as explained in the first turn info popup).
I'm not sure whether it is 0.5 year turn or 1200.
but both arquebus & musket suddenly available (wherever possible) without Matchlock event (around 1420-1440) after Timurids invasion event around 1350
Black death appeared only half of the duration of it's intended with 0.5 year mod,
so is the time limit for everything (quest, jihad/crusade registration, and the time it take to reach now world (although it would be frustrating to half the movement per turn when doing that))
in conclusion, some stuff remains because of the half year turn