J'ai pas CK2 , mais je sais que ce sera un tres bon mod , vous pouvez rajoutez aussi La Grande Guerre comme scenario. Et un scenario "fictif" avec chacune des regions ( Skyrim , Morrowind, Cyrodiil ) indepandante , chacun chez soi.
rafy800
"Et un scenario "fictif" avec chacune des régions ( Skyrim , Morrowind, Cyrodiil ) indepandante , chacun chez soi."
C'est un peu l’Interrègne.
peut-on le télécharger maintenant ?
Nel
Je ne sais pas, il doit être encore en développement, ils vont mettre les events religieux, les Loups Garous, les portraits des races, les vampires etc... ça doit mettre plus de temps que le mod AGOT.
Il sera prêt quand
Cyrodiil sera une jungle ?
Elsweyr :3
J'ai vu que le mod était disponible sur le formum Paradox, mais je n'ai pas le droit d'accéder à la page du mod.
Peut-on m'aider ?
Il est pas encore dispo le mod "very early, unfinished, unpolished... unplayable" en gros voilà les adjectifs qu'ils utilisent pour qualifier le mod pour l'instant.
Sur le site y a juste un "Future Download Space", mais pas encore de download.
Est-ce que le mod est sorti ?
Oui regarde la page avant il y a tout les liens de téléchargements Mod et patch ;)
Nouvelle version sortie 0.1.1: http://www.mediafire.com/m/download.php?cp081u24siar73a
Changelog:
[Added] Mod is now available as an installer.
[Added] Russian portraits for Reachmen (if you have Russian portraits DLC).
[Added] More religion decisions for other religions (courtesy of DarkReborn).
[Added] New traits (Virile, Rebellious, Disloyal, Lead from the Fore, Lead from the Rear)
[Added] Female Mer portraits.
[Added] 2 New events to Rally Rebels Marshal job action (the modifier currently has no effect, so there are now random events to give revolt risk).
[Added] 2 New events to Survey Steward job action; Bandit Camp Discovered and Buried Treasure Discovered, both have a chance of giving money, while the Buried Treasure one also has a chance of giving a random artefact.
[Added] New Retinue for the Khajiit (Anequinan and Pellitinian Cultures now get their own seperate Retinue).
[Added] New CBs (Liberate Countrymen, "Honour War" for lack of a better name)
[Added] New spells to the Spellbook (Heal, Grand Healing, Beautify, Harmony).
[Added] Basic Dunmer House traits system (very quick sketchy work to ensure most Dunmer get their House Trait, let me know if it's causing issues).
[Added] Arumba's GUI Tweak and Shortcuts mod.
[Added] Several lore names to the lists.
[Added] Reachman trait.
[Added] Minor title Auto Assignment Decision.
[Added] A "System" to try and make Mer realms a little less stable. Their long lifespans (and thus long reign durations) caused them to stack up +100 opinion, leading to far too much stability and steamrolling of other non-mer realms by the AI. AI Vassals of long reigning Mer will now get events reducing their opinion a little the longer the Mer reigns, hopefully reducing the long reign, but not eliminating it outright.
[Tweak] Raht trait brought in line with Strong trait, and added to event weights.
[Tweak] Decreased requirement for Marshal Councillor job from 15 Martial to 12 Martial (for non-Martial Educations; Martial educations can still always be Marshal).
[Tweak] Changed Lead Troops into Battle Ambition to only be selectable by those able to lead an Army.
[Tweak] Slightly reduced child mortality
[Tweak] Independent Rulers can be appointed as Army Leaders even if they don't meet the "Marshal" conditions (you can therefore always appoint your own ruler as the leader of an army).
[Tweak] Removed some of the Dunmer House artefacts held at game start, no single Dunmer now holds more than one artefact.
[Tweak] A character can only create 1 Knightly Order in their life time.
[Tweak] Merged Martial triggered mods into Martial stat.
[Tweak] Merged AI and player minor title triggered mods.
[Tweak]Cultural combat tactics so that at least all the Tamriel races have one unique combat tactic
[Tweak]Agile now affects chance of death, chance of wounding, and chance of serious head injury
[Tweak]If you have too many lifestyles (only doable with ruler designer) than you will lose all your lifestyles
[Tweak] Reduced Swordmaster martial buff to +1 martial.
[Tweak] Fertility in some races (primarily Mer)
[Tweak] Becoming Craven battle event has been reduced in frequency, now your Martial and education directly affect it (higher martial and higher education are more unlikely to get it, but only the Martial orientated educations).
[Tweak] Maimed/Wounded/Death battle event weights have been tweaked to reduce frequency based on martial skill and various traits.
[Tweak] Altered Interracial marriage maintenance event to be low MTTH rather than an on_action yearly event.
[Tweak] Hid some traits from ruler designer.
[Tweak] Added checks to minor titles candidate decision so children will no longer appear in the list.
[Tweak] Buffed Tend Wounded job action.
[Tweak] Reduced Argonian fertility buff (due to decreased child mortality with the removal of VIET childbirth death events).
[Tweak] Restored vanilla movement speed (it was 1/3 slower than vanilla, now it's the same).
[Tweak] Readded the "attribute = learning" line to the Court Wizard. For some reason defying logic, this actually causes the Cout Wizard to rename itself to High Priest, it's an issue in base CK2, not something I can fix (so let me know if you'd rather have the number displayed and x2 learning bonus, of if you'd rather have the Court Wizard called Court Wizard).
[Tweak] CBs have been scaled back to vanilla settings and rewritten.
[Tweak] Increased Mercenary unit sizes.
[Tweak] Reduced "Improve X" ambitions back down to 10.
[Tweak] Changed some minor titles so they can be accessed at a lower rank (which was always the intention).
[Tweak] Changed the Imperial Commune's mercenary vassal from Legion Cyrodiil to the Imperial Knights.
[Tweak] "Blind" (congenital blindness trait) now has a small health malus.
[Tweak] Thu'um decision temporarily disabled until the event chain is completed.
[Fix] Prevented being able to select a start date earlier than 3370 (this was never intended).
[Fix] Restored Magicka Potions to their original position in the Spellbook (they're no longer nested under Fortify Spells).
[Fix] Immortals and Briarhearts getting Incapable and Infirm traits from normal health events based on age. They can still gain Incapable or Infirm via assassination attempts, battles and other "unnatural" events.
[Fix] Immortals and related trait-Characters should no longer recieve the Old Age and similar modifiers.
[Fix] Hundreds of localisation fixes.
[Fix] Become Great General Ambition.
[Fix] Broken Necromancer events.
[Fix] Several duplicate ID errors.
[Fix] Error in Portraits.gfx causing CTD.
[Fix] Readded a missing event from the Spymaster's Build Spy Network.
[Fix] Religious heads giving you jip for heretics when you're not even part of their faith.
[Fix] Dead children getting pet cats (although, cats *were* the guardians of the souls of the dead
[Fix] Several duplicate Baronies removed.
[Fix] When a character is able to choose another child's education path other than their own, the decision wasn't flagged as "important", and thus no one knew it was there.
[Fix] Numerous education system bugs.
[Fix] Duplicate trait (Pilgrim) removed.
[Fix] Pregnancy events should no longer allow inter-racially incompatibles or infertiles to breed.
[Fix] Some unit positions have been fixed.
[Fix] Battle event for veteran trait not functioning properly.
[Fix] Granting Assassin titles and demoting shouldn't be possible at the same time.
[Fix] Wrong terrain types (if you spot anymore you think are wrong let us know).
[Fix] Dozens of other minor bug fixes.
[Removed] VIET Childbirth death events.
[Removed] Telvanni Relation System due to severe lag issues.
[Removed] (actually disabled) new crown laws, unfortunately their modifiers don't work (support for custom laws and other mechanics is incredibly low in CK2 *rant rant*).
Selon moi ce mod n'est encore qu'en phase de béta mais on peut dire que les développeurs sont pas mal ambitieux,je suis sûr que la version finale sera dantesque
Actuellement je trouve que le plus gros problème, c'est le manque de châteaux/villages/églises dans les provinces.
Ça fait des armées ridiculement petites.
jerem:
Je peux avoir un fichier zip pour le download, vu que le lien n'est pas compatible avec mon Pc
Merci
Samuel_Prescott
Posté via mobile le 14 avril 2013 à 21:41:32
Actuellement je trouve que le plus gros problème, c'est le manque de châteaux/villages/églises dans les provinces.
Ça fait des armées ridiculement petites.
En même temps quand on regarde la bataille finale d'Oblivion
C'est pas sympa mais tellement vrai
alors ca donne quoi ce mod ?