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Kinasawa

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you just need to replace the 00culture.txt file in mod with this one that has been modified for the new graphical culture. So if you open the mod then you then need to open the commonfolder, and in there is a folder called cultures and its the file inside that folder that need replacing.

Thank you!
 

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Nope :( Bell gerant Alii was the only one I know of that was compatible but its been dead for a while.
That particular problem should be solved in the new coming version though, since we got permission to borrow the religious and imperial reconquest cb's from PB.
I'll wait then :)
 

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This is such a great mod, and so much time was put into it...But how come you didn't make use of the steppe terrain for a huge swathe of Eurasia? There was actually a vast difference between the plains of Lombardy and the 'plains' of the horse steppes.

I'm definitely going to make use of SWMH's map for my own private build-a-mod, but I am not looking forward to going through all those provinces and update them to 'steppe' terrain as they should be (I use a mod of my own devising which gives different modifiers to cities and castles based on the terrain).

Also. Ireland is pretty far from reality, terrain wise. It should be mostly hills.

And...The french have a huge -0.35 penalty to their knights. This is greater I think, than even the arabs get, or other cultures that I've actually in my own mod, not even allowed knights at all, in favor of tougher light cavalry. What's the reasoning for that? The Franks and the Normans were famous for their heavy cavalry.

That said. What mostly won me over was the amazing, and beautiful and I think, under-appreciated work done with the cultures of Italy and Sicily. If I could have dreamed a cultural set-up into existence, it would be the way you've done it. That was a real gem to find.

My main concern in the mod is actually the ease with which the Saharan desert can be crossed now. It's a hop and a skip from Somalia to Mali, as it were.
 
Last edited:

Dagon908

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Hey Aasmul, love your mod

Just for kicks I tried to make a version of the Nordmannia flag using what are apparently the original paint colors

e_sca.png

What do you think?
 

Aasmul

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This is such a great mod, and so much time was put into it...But how come you didn't make use of the steppe terrain for a huge swathe of Eurasia? There was actually a vast difference between the plains of Lombardy and the 'plains' of the horse steppes.

I'm definitely going to make use of SWMH's map for my own private build-a-mod, but I am not looking forward to going through all those provinces and update them to 'steppe' terrain as they should be (I use a mod of my own devising which gives different modifiers to cities and castles based on the terrain).

Also. Ireland is pretty far from reality, terrain wise. It should be mostly hills.
It won't get worked on for the next version(should be out in a few days), but I could look into it for the one after.

And...The french have a huge -0.35 penalty to their knights. This is greater I think, than even the arabs get, or other cultures that I've actually in my own mod, not even allowed knights at all, in favor of tougher light cavalry. What's the reasoning for that? The Franks and the Normans were famous for their heavy cavalry.

Yea the Frankish one isn't that well implemented. Culture modifiers are getting a remake in the coming version, the core of them in their current form was from P&T, and Idib had a lot of different countering balancing mechanism, so some of the unalterd cultures modifiers did't end up that well when they got transfered to swmh which is more lean in content.


My main concern in the mod is actually the ease with which the Saharan desert can be crossed now. It's a hop and a skip from Somalia to Mali, as it were.
Im a little reluctant to move to hard handedly on thoes oasis. In the next version they will be split into a billion little unformable kingdom and duchies and they will become tuareg culture, there will also be a little tweak in adjenices. These things should reduce ai interest in expanding into them or at least slow it down a lot. If it dosn't solve the problem they will get reworked a bit more, but im quite fond of the little oasis so they are likely to stay in the mod.

That said. What mostly won me over was the amazing, and beautiful and I think, under-appreciated work done with the cultures of Italy and Sicily. If I could have dreamed a cultural set-up into existence, it would be the way you've done it. That was a real gem to find.

Thanks for the kind words^^ Il Moro and I struggled a lot on thoes cultures, so its nice to get compliments about them.

Hey Aasmul, love your mod

Just for kicks I tried to make a version of the Nordmannia flag using what are apparently the original paint colors

View attachment 70066

What do you think?
I like it^^
 
Last edited:

Keanon

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Hey Aasmul, love your mod

Just for kicks I tried to make a version of the Nordmannia flag using what are apparently the original paint colors

View attachment 70066

What do you think?



Note the date if you click the quote :b

It's from the big Jellinge stone, so it's a symbol connected to the birth of Denmark and the rule of Harald Bluetooth, I wouldn't say it suits some christian fantasy empire of scandinavia. Then again, when it's already that far out I guess anything goes and it does look awesome, even if it's unsure what exactly it's supposed to be. I've seen it described as a valravn, a lion and a dragon.
 

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Im a little reluctant to move to hard handedly on thoes oasis. In the next version they will be split into a billion little unformable kingdom and duchies and they will become tuareg culture, there will also be a little tweak in adjenices. These things should reduce ai interest in expanding into them or at least slow it down a lot. If it dosn't solve the problem they will get reworked a bit more, but im quite fond of the little oasis so they are likely to stay in the mod.

The oasis are very cute and aesthetic, and breaking them up should make travel slower. But there has to be some way to devise a method to make it basically impossible to move an army across from them. Perhaps setting all of the supply to 0k and increasing travel time? That would require some experimenting with the terrain file, but do-able. Though, one thing I never figured out how to do was add brand new terrain to the game, and even 'coastal desert' which is already in there doesn't want to work, though steppe does.

I love your impassable Syrian desert, btw.
 

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Note the date if you click the quote :b

It's from the big Jellinge stone, so it's a symbol connected to the birth of Denmark and the rule of Harald Bluetooth, I wouldn't say it suits some christian fantasy empire of scandinavia. Then again, when it's already that far out I guess anything goes and it does look awesome, even if it's unsure what exactly it's supposed to be. I've seen it described as a valravn, a lion and a dragon.
I had forgotten the black color :blush: a little silly considering how much time I have spend staring at that thing:rolleyes:.
Nordmannia isn't really a catholic idea or rather its a franko/germanic catholic idea about the pagan norse :D so the funky jelling animal was the most appropiate I could think off, and fit into the idea of a Danish influnence sphere(besides it does look neat^^). I always thought it was a valravn or gryf :unsure:
May we use the one you made Keanon?
 

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Help please! I'm using SWHM, SWHM+, Patrum scuta 0.5, and all my saves crash when i try to load them. Do I have a compatibility problem??
 

Dagon908

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Note the date if you click the quote :b

It's from the big Jellinge stone, so it's a symbol connected to the birth of Denmark and the rule of Harald Bluetooth, I wouldn't say it suits some christian fantasy empire of scandinavia. Then again, when it's already that far out I guess anything goes and it does look awesome, even if it's unsure what exactly it's supposed to be. I've seen it described as a valravn, a lion and a dragon.

Lol, that's what I get for not reading the thread I guess

I like yours better anyways
 

Keanon

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Of course you're free to use it, and I only posted it because it was fun that I'd used the same motif many months( That's 8 months! ) ago, it's not like I own anything off the Jelling stone :b
 

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The oasis are very cute and aesthetic, and breaking them up should make travel slower.
There won't be more province (the split is only for the entities, so that there isn't a kingdom or duchy of sahara)
It should make the faimid etc less likely to go on a killing spree of the little oasis buggers but it will just be a way to trick the ai a bit.

But there has to be some way to devise a method to make it basically impossible to move an army across from them. Perhaps setting all of the supply to 0k and increasing travel time? That would require some experimenting with the terrain file, but do-able. Though, one thing I never figured out how to do was add brand new terrain to the game, and even 'coastal desert' which is already in there doesn't want to work, though steppe does.

I love your impassable Syrian desert, btw.
Adding another terrain type would probably be the best, I had planned on fiddleing with it for this version but I haven't has game acces the last 3,5 months, so I have had no means of testing firsthand.

Help please! I'm using SWHM, SWHM+, Patrum scuta 0.5, and all my saves crash when i try to load them. Do I have a compatibility problem??
Its Pactum Scuta vs. SWMH that is the problem, version 0.5 of Scuta got an overlap with SWMH so you will need to modify it a bit to get them to work well together, version 0.4 haven't got any compability issues so if you don't want to modify I would suggest using scuta version 0,4 or Arkopack.

Of course you're free to use it, and I only posted it because it was fun that I'd used the same motif many months( That's 8 months! ) ago, it's not like I own anything off the Jelling stone :b
damn, I forgot to chek the quote(to much cherry wine to the risalamande^^), its fun we both ended opting for the Jelling animal:D
 

ziggy

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Thanks for the answer, and congrats on the mod. I have become unable to play on any other map. Just love it!

Ugh...text editing...0.4 it is! (Although, if someone could point me in the direction of a tutorial, i might have a go...) How about BLC? Is that safe to use?
 

Aasmul

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Thanks for the answer, and congrats on the mod. I have become unable to play on any other map. Just love it!
Thanks:)
Ugh...text editing...0.4 it is! (Although, if someone could point me in the direction of a tutorial, i might have a go...) How about BLC? Is that safe to use?
BLC will cause a lot headaches^^ but its not that difficult to merge the two mods, just a little time consuming. I better ask Keanon and Solo if they would be kind to make a 0.5 compability version, I had ment to do it weeks ago but I forgot about it again.
 

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Hi guys, I was wondering if I have a go at trying to create a sub-mod of Lux Invicta to be compatible with your map?
 

Aasmul

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Hi guys, I was wondering if I have a go at trying to create a sub-mod of Lux Invicta to be compatible with your map?
Sounds great :) but is it possible without doing a complete integration?:unsure:

So Aasmul, how far off is the release atm, i can hardly take the wait:p
I had hoped it would be today but we have been hit hard by two bugs(they are dead now, but it took alot of time and we haven't had time to merge Axl and my work plus I will have to redo quite a few positions) and we havent't got much time the next few days, but if all goes well then tomorrow night else the evening after.