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intgame.txt
primary_title.tier >= tier_empire
has_graphical_mediterranean_region_trigger = yes
OR = {
location.culture ?= { has_building_gfx = steppe_building_gfx }
location.culture ?= { has_building_gfx = turkish_building_gfx }
}
also the
reference = "event_scenes/turkish_medi_empire.dds" line
should be
reference = "character_view/turkish_medi_empire.dds"
I'm experiencing a visual bug where many of the Iberian and Eastern Roman castle holdings are using the Frankish Castle graphic art. Anybody experienced that before?
That's the opposite of what you're looking for though. The Anglo-Saxons used Borough & Motte & Bailey systems. They built unique looking hillforts effectively.
The Norse had extremely similar architecture to the Anglo-Saxons to begin with. The Anglo-Saxons were not particularly more sophisticated than the Norse (infact the Anglo-Saxons were the first wave of "Vikings" to hit Britain). The boat at Sutton Hoo (probably used by King Raedwald of East Anglia) before the Viking era looked a lot like a Viking longship, notably with a timber roof instead of a sail.
The Anglo-Saxons would also reuse Roman castrums.
The Norse did have castles after the 11th century. The Anglo-Saxons likely would've too if not for the Normans.
If anything, we need a mod that makes the West Germanic cultures look less generically Western European & with more crossover with the Norse. Or at least a mod that addresses why early medieval Western Europeans wear skintight pants from the later middle ages.
I'm assuming there's no way to divide backgrounds between tech eras
P.S. Your mod is incredibly pleasant
TFE surprises me with what it does work with sometimes.
I'm testing so many mods that I still don't know if it works or not. I'll say if there's anything wrong.
@DatWeebComingInHot I suspect an incompatibility with another mod. Check your mods. If one of them modify the culture files in the \common\culture\cultures folder too, that is probably the culprit.
https://ibb.co/wN1Zw9qh
afther i came back the picture is normal agine
Mods used: MHG, EPE, CFP, COW3, RICE, CE and their compatches ofc
@AlexanderDCCC What you're looking for is the gfx\interface\illustrations\scripted_illustration\ingame.txt file. And search for the line: # THRONE ROOMS. After that you will find the codes that set the throne rooms :)
And something new: I made my first addon for More Holding Graphics. The addon works exclusively with the main mod and replaces the nomadic graphics with Sami related ones. Among other things, you'll get a brand new tundra nomad camp, with buildings and names associated with the Sami. If you are interested, please take a look. I hope you'll like it :)
More Holding Graphics: Nomadic Sami Addon
I don't have a modlist unfortunately. The truth is, I don't even know when I last played the game properly. I usually just mod :)
@Gikov I'm glad your problem is solved! Have a good game :)
@BigbyWolf720 Thank you, I'll ;)
@AlphaUK Check again, it's updated now.
@Slippery Peasant Thank you :) I'm glad you like my British graphics. I don't plan on changing the Iberian graphics for now. My priority is something else right now.
@Raf Unfortunately, there is no documentation. I had to figure things out on my own, so I suggest you do the same. Look at the file \gfx\interface\illustrations\scripted_illustrations\ingame.txt. This defines the character backgrounds. The backgrounds themselves are usually in the \gfx\interface\illustrations\character_view or \gfx\interface\illustrations\event_scenes folder. If you search for the names of the specific images in the ingame.txt file, you will find the line of code that defines them. And you have to play with these to figure out how it works.