Crusader Kings II
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Patrum Scuta
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23 март 2017 в 15:50
12 ян. 2020 в 5:18
29 бележки за промени ( преглед )

Абониране, за да се свали
Patrum Scuta

Описание




Current version 3.09 for Crusader Kings II versions 3.2.1 up to 3.3.4 SOHY

Checksum with CK2 v. 3.3.3 or 3.3.4 is NJQI
Checksum with CK2 v. 3.3.2 is XPBE
Checksum with CK2 from v. 3.2.1 up to v. 3.3.0 is IUFL




• A more consistent and historically coherent heraldry for western Europe.
Designs and colours are adapted from real historical frequencies at the end of the timeframe (in the 13th century).

• Thousands of dynasties have been coded into the mod to appear ingame with their historical arms
Hundred of additionnal historical dynasties have been added to provide more immersion to randomly generated characters and their dynasties.

• All the new designs, whether they are templates or overlays, have been created to work within the ruler designer and provide a vast number of possibilities when creating your own dynasties.

• Many religions (other than Christianity) were given separate shield frames and new templates featuring their own traditionnal designs : Islam, Tengriism, Germanic, Slavic, Baltic & Finnic pagans, Zoroastrianism, West African paganism, Judaism, Hellenic paganism and even Aztecs.

• No DLC needed




Original idea and concept by Keanon
Graphics and Implementation by Solo
Additionnal graphics by Birger
Visit Wappenwiki[wappenwiki.org] for more on heraldry & roll of arms


Special thanks :
Measter for his Coat of Arms Builder tool




The main compatibility issue that could arise with other mods has to do with religions. As emblems in CK2 are coded by religion, any mod that changes or overhaul religion structure will indirectly impact the same structure for emblem coding. If there's no change to the structure (groups, names, etc) then both mods should be able to cohabit without too much interference.

Otherwise the mod should work with anything that doesn't change the flag folder, emblem coding (coat_of_arms.txt, coat_of_arms.gfx, general_stuff.gfx), shield frames (and crowns) or dynasties. The severity of the incompatibility depends on which of those categories is shared. A conflicting emblem or dynasties code, for example, would be much more severe than changes in the flag folder.

Mods reported as incompatible : Jewish Kings



An Ironman specific version, with limited features, is also available. Since some core aspects of the mod work from the common folder, any of those modifications have been removed to allow the mod to function without altering the checksum. This means a closer-to-vanilla behaviour with for ex pagans using christian heraldry for their titles or the absence of any additionnal historical arms for dynasties.

Patrum Scuta Ironman



Known issues & limitations :

• Steam Workshop will often glitch when updating the mod. I always give the new checksum to verify beforehand and the best way to avoid running the mod half updated is to compare your checksum to the new one. In case you can't get the correct string you can try resuscribing and/or deleting the mod folder to force a complete download. That said the safest, easiest and quickest way to fix all workshop problems is to switch to the manual installation for which I provide direct download links in the discussions.

• Muslim and pagan shields are displaced vertically (lower) in the dynastic tree and gameover windows. This is due to having higher resolutions frames and templates (128px instead of 84px), combined with the hardcoded behaviour of the interface when it comes to swapping emblems type (basically there's one placeholder file that determines where and which size, and that's it). Small price to pay in my opinion for not having christians be the only full resolution religion.

• By essence, heraldry in CK is an anachronistic concept, with a timeframe that begins centuries before its historical apparition in the 12th century (in a rather limited area first). It's also a system that evolved drastically between the 12th and the 15th centuries (evolution of designs, impaling/dimidiating then quartering, addition of crests, evolution of shield shapes, etc) so primitive and late medieval heraldry don't really look or work the same. None of this can be changed or even improved really. With that in mind, I've tried to give the mod a primitive heraldry look with an overhaul consistent look (that's specially true for early medieval dynasties).

• The game's colour coding can't follow heraldic rules which makes tricolour random emblems impossible.






• Because the comments section turned antisemitic, it has been turned off