Crusader Kings III

Crusader Kings III

(Support Ending) Cultural Armies Redux with New Art for Cultural Armies
479 Comments
crazyscot2012 Sep 12 @ 12:29pm 
@AlexFodor, use the Cultures Expanded mod and that fixes it. Not sure how but it does.
AlexFodor Aug 27 @ 2:42pm 
Does anyone know how or if, it is possible to have the bombards and crossbowmen removed?
I have them in my army and/or discovered and can recruit them, even though i am not in the appropriate era to discover them and have them in my army.

I've checked and came to the conclusion that it is because of this mod.
Cyclopshark Aug 22 @ 10:02pm 
it's... ai slop?
happy9s Aug 14 @ 6:59am 
@Sir Ugu of Uugg If it doesnt really bother you u can simply remove roman legacy via console
Sir Ugu of Uugg Jul 27 @ 2:19pm 
also how would I remove the innovation that also gives them yet MORE men at arms cap and regiments?
Sir Ugu of Uugg Jul 20 @ 12:09pm 
@cuomo860 if I wanted to delete the greek culture from having the "eastern roman legacy" tradition what file would I need to do that with as for some reason this mod wich was updated for roads to power gives the greeks BOTH Imperial tagmata and Eastern roman legacy, I looked through the cultures file and could not find Greek culture to edit so they dont get this reform. I found other ones like pontic that had it but not greek itself.
Sir Ugu of Uugg Jul 20 @ 10:51am 
ok so it works on latest patch however it will give the byzantines both eastern roman legacy and their imperial tagmata cultural tradition wich means they will be having like armies of 2000 archers in practice and be fairly unkillable by the AI meaning that they snowball very hard
Sir Ugu of Uugg Jul 4 @ 2:02pm 
guys i loaded up the mod today, its working as intended, im using it alongside cultures expanded so perhaps thats whats fixing it will have to do more testing but the mod is not giving the bombards or crossbowmen early anymore
Hiroguy Jul 3 @ 4:09am 
There is Cultural Armies Remastered, which is AI art. And Cultural Armies Pack, another alternative.
Timithias Jun 21 @ 9:05am 
RIP Cultural Armies. This made the armies feel so much more... alive. Hopefully someone wiuth some skill at modding can take up the mantle
Coach Jun 21 @ 3:29am 
Saddest news for CK3.. this is by far the best mod in CK3.. Im so sad the mod is dying
ck3user7748 Jun 18 @ 6:49am 
I think it is mostly about aligning to any changes in the culture families and culture names since all the cultural army availability keys off of that, and reviewing the troops for fit with the nomad government/dlc
Sir Ugu of Uugg Jun 10 @ 5:47pm 
how would would one go about updating this for the latest patch if they wanted to do it themselves?
happy9s Jun 10 @ 8:19am 
How do I get Komnenos army innovation? It says that its unlocked via descision, but I cannot find one
crazyscot2012 Jun 5 @ 1:18pm 
Please save this mod it is one I always have because I like having a bit of more unique men at arms.
vaxter May 25 @ 8:49am 
please save this mod
ziomalisz May 25 @ 7:47am 
Save this mod PLEASE
crazyscot2012 May 23 @ 8:02pm 
Please, someone. This is by far my favorite mod for the game. Save it.
buzina May 23 @ 1:51am 
This mod doesn't work on the latest versions of the game?
Vice May 18 @ 2:36pm 
Same, I've used this mod so long I don't know that I can go back to the base MAA, haven't touched the game since Khans came out.
Sir Ugu of Uugg May 18 @ 10:54am 
this mod really is the one I build all my playsets around lol I dont know if I can go back to using vanilla MAA, and I have no modding experiance
Sir Ugu of Uugg May 18 @ 10:44am 
*puts on bad action heist movie voice* one last job, then retirement drinking pina coladas at the beach, just after one last job
cuomo860  [author] May 18 @ 10:38am 
There havent been too many changes to MAA however, there are changes to how certain ones are unllocked and provisions and other balance stuff that has been added to vanilla. So while it may appear fine, the under the hood stuff would need to be updated.
Sir Ugu of Uugg May 18 @ 10:29am 
interesting note, the OG version by Konni does not cause the issue with bombards and crossbowmen being availible, I wonder if its being caused by the Profs art intergration of this mod?
Sir Ugu of Uugg May 15 @ 6:04pm 
this mod is way better than the other one you mentioned, all that one does is add AI art for each culture, its a million times worse
redmasqu May 11 @ 10:04am 
How is the transfer going on this mod?
crazyscot2012 May 11 @ 5:31am 
Please update. This mod is one of my favorites.
ziomalisz Apr 30 @ 10:04am 
please don't abandon this mod it's the best of all
crazyscot2012 Apr 30 @ 2:12am 
Ya, the unique lads you can get here for cultures like the Gaels made it so much better then the normal vanilla experience.
NVA Apr 29 @ 9:29pm 
same problem with crazyscot2012. It's sad that one of my favorite mod is over.
crazyscot2012 Apr 29 @ 9:37am 
Any chance someone will be updating it? With the new update I found a bug that caused late game siege engines to be available at 867. It is one of my favorite mods so I really hope someone can take over.
Vice Apr 16 @ 11:45pm 
I'm wondering this as well. Last time I played a couple weeks ago the mod still worked. However, with the upcoming Steppe expansion I would assume this, along with most all mods will break.
redmasqu Apr 16 @ 12:47pm 
Are we on track with this transfer or are we still in limbo?
Mr Boulder Feb 16 @ 6:49am 
Has anyone started a game, me specifically as Tordielbach of Ireland, and not had their men at arms but everyone else does?
Coach Feb 15 @ 6:15am 
Please dont delete this mod. It's great as it is at the moment. I love using this, cultural expanded mod and other mods that add Men at arms. Even if they add sometimes similar units, i see them as different levels. i.e. some are recruits, experienced, highly experienced, elites..etc plus with the various pictures, it truly gives the player the feeling of commanding an army.
redmasqu Feb 14 @ 11:09am 
How is the transfer going with this mod? Are we on the path of a smooth transition yet?
Doc Mac Jan 15 @ 7:14pm 
@ckuser7748 you're a saint and a scholar. I just missed it because it didn't have a unique tag before the rule so I just never noticed when skimming through.
Vice Jan 13 @ 7:47pm 
Just wanted to update my last comment. Turns out it's not this mod, as I found others online with this issue who didn't even use this mod. So it's either a core game issue or another conflicting mod. Regardless if this happens to you, you need to upgrade your siege unit to 2+ for them to regenerate. For example if you just buy one they will be stuck at 5/10 forever, but if you buy a second they will go up 20/20, 30/30, and so on.
ck3user7748 Jan 13 @ 2:28pm 
there's a game rule for vanilla units available vs not
Doc Mac Jan 10 @ 3:44pm 
Another obligatory "I know it isn't being updated" question; Are the basic MAA units still available for everyone else in addition to the cultural ones?
[FT] Step Marine Jan 3 @ 10:04am 
Hi, does anyone know how to get the komnenoi army decision to unlock the innovation? I had formed roman empire from byz keeping main culture greek way before than the high medieval era begun and yet the decision doesnt appear and the innovation is blocked. I'd be insanely grateful if one knows what triggers the decision
Vice Dec 29, 2024 @ 5:17pm 
I know this mod isn't being updated, but has anyone else noticed Siege Weapon units won't fully regenerate? Leaving them in a constant state of full maintenance costs? I'm assuming its this mod causing it as to my knowledge no other mods I use alter units, but since I don't see anyone else talking about it I'm unsure.
吐墨水的墨鱼 Dec 29, 2024 @ 2:53am 
Started to flash back, I don't know exactly, the log is full of this mod
FerroLux Nov 29, 2024 @ 6:12am 
@GrimoireODS this mod is not getting updates anymore. Apparently user Comrade is going to take over
GrimoireODS Nov 29, 2024 @ 4:23am 
Update when
ck3user7748 Nov 24, 2024 @ 4:32pm 
@Comrade, As you will be taking this over I will highlight to you. I think the logic in 00_CRA_army_maa.txt could be improved by changing the following (wrt to french cultural army):
AND = {
culture = { this = culture:norman }
current_year >= 970
to include any_parent_culture_or_above of norman / frankish (unsure exact syntax) as I believe the intent was to have normans AND derivatives of Norman culture staying with Frankish roots to have access to the french army units. Unless I'm mistaken, with the current structure, if one hybridizes and retains frankish, the culture loses access to the french army units which I don't think is intended behaviour (which I believe is to have the norman armies use norman style troops before 970 and the french cultural troops after 970)
I'm new to understanding this stuff, so please disregard if I'm mistaken.
大耳朵睦睦 Nov 24, 2024 @ 2:39am 
This mod will cause Hirds knights from the Anglo-Saxon cultural Huscarls Men-at-Arms tradition to be un-recruitable.
ziomalisz Nov 16, 2024 @ 8:20am 
Great Job best mod ever
General Nov 10, 2024 @ 7:01am 
Really love the mod and how you implemented it! Is there a possibility to add a gamerule option for tech eras to ignore year limits? To change the era date to 0, 1, 2,...? Since this mod also changes the tech eras.
cuomo860  [author] Nov 1, 2024 @ 9:35pm 
Feel Free...once you do so I will remove this mod.