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For some months now that I don't have that file in the mod. I use replace folder inside localization and just place inside a file with the strings I want changed. So, there's something odd on your end.
No, I can see those concepts in my computer.
I'll reduce the ocurrence oof purges, yes.
- Compatched with CK3 1.18.2
- Updated all language files (*)
(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are
I guess Crusader Wars is compatible, yes. Regarding Fallen Eagle and Shogunate try running Dark Ages before these mods.
Also, what about conversion mods like Fallen Eagle/Shogunate?
Sorry if it's been asked before, but I couldn't find compatibility list nowhere.
No, no way to do that.
@Aodhdelweiss
No.
is there any way to disable the maa like gendarmes caballeros etc... ?
willing to play the mod with a total conversion one but it adds those maa to every culture and its a big no no
- Fixed event "The Industrious Local Council" firing for the Estate of a character
Maybe I solved the issue. Try it in the release tomorrow. Thx for the report!
That's odd. The trigger "any_held_county" should only consider counties, not estates...
Obviously I am not contesting your report, just that I am a loss about what should I place there.
@NumberOneNoob
There is not a full list of changes. But after more than 5 years, they number in the thousands, for sure. You can however read the change notes here in the webpage.
Only troops that don't replanish at first level are siege weapons. That is because of a rounding issue in the engine, when combined with the new replenish rates the mod introduces. Upgrade siege engines to level 2 and the units will start to replenish.
No, sorry.
The mod is balanced with all the changes and additions. Also it would be a lot of work. You can tweak much of its content through the game rules.
@ sephiroxical19981202
It should only fire if you are landed, yes. What is the problem with it?
I can confirm the vassals of the Emperor start with a ballista unit, yes. But the Emperor starts with a Ballista plus another unit type, which suggests the AI will not only pick Ballistas for the armies. I don't know what is happening and can only speculate thats because the Ballista is a unit with combat as well as siege capability that is majored by the heuristics of the AI.
Will check what is afoot. Thanks for the report!
I can only say that denounce/disinherit happy House Heads have nothing to do with Dark Ages.
@Spectre016
Dark Ages is balanced for the Far East but no content developed specifically for the region at this time. Of course, you will experience lots of content that applies to the whole world.
I don't know which mod it is but one of them makes House Heads extremely denounce/disinherit happy, i had a grand marriage arranged with a ruler once, the house head disinherited her, it cancelled the grand marriage and my character had no access to the marriage option anymore, so i'd be careful.
I disabled LMF's pregnancy modifiers though. I wish there was a way to fully disable all LMF marriage options.
That said, what would you recommend for the LMF settings?
I haven’t played the game since, but it was honestly a great experience.
I recommend loading LMF last and disabling all of Dark Ages pregnancy and fertility effects and see if you run into any issues.
LMF is a near essential mod for the marriage rebalance and the pregnancy location check makes the game feel so much better.
As the author of LMF states in the description of the mod, LMF can cause troubles with major complex mods, where Dark Ages fits. I would say there will be some minor issues that probably will not be noticed.
Load Dark Ages last in your mod order, otherwise it is possible that bigger complications might arise.
@ BlueTh4nus
It is done like that on purpose. You can stop the mustering of troops when you decide. So longer for bigger army, shorter for smaller one. Vanilla mustering times are gamey in the extreme and go against the strategic depth this game begs to have.
This being said I have good news for you. Check the description of Dark Ages and you'll find a submod that does exactly what you want.
(Love Marriage Family)
- Tweaked Administrative Government modifiers
- Balanced Mandala Capital Great Projects 3rd party contributions
- Opened Influence events to a bigger range of characters (!)
- Fixed many instances where events for landed characters were firing for landless
- Updated all language files (*)
(!) - Was being limited to Admin Byzantium
(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are
Yes, you are totally right on events that should not be targetting landless characters. Thank you for reporting this.
Regarding levy modifiers, can you be more explicit?
Will be releasing a new version of the mod in a few minutes. Stay tuned for a version with the fixes to the problems you reported!
Check
HERE
and report back if the attempt at compatching has been successful.
My personal preference are the default game rules. But I am not going to suggest my way of playing is "better" than any other, though.
@Falvick
I'll see what I can do. Dark Ages is fully compatible with CFP, EPE and Cultures Expanded (with its own submod). I am not sure about More Holding Graphics.
So that they will replace MAA pictures that are in Dark Ages and maintain the overall visual style throughout the game. And at the same time, to not break anything in work of Dark Ages or game functionality.
Because, according to estimates, there are certain top of visual mods in the community that are used by most people who play CK3
These are CFP/EPE/Cultures expanded/More holding graphics and this mod that changes maa
Cannot add the images by myself on moral grounds. Will not include a mod inside Dark Ages without proper agreement of the developers, sorry.
Without the battle modifiers, the odds in any of the settings of the Warfare game rule are the same for both sides. So, the battle roll can be 50 for you or against you with the same probability.
It should also be noted that the battle roll, given the length of time a battle usually lasts, is performed more than once but much less than in vanilla, where the rolls are so frequent the law of averages nullify any randomness warfare certainly has.
What the setting of the game rule influences is in the damage done per point of battle advantage, that in turn has a big impact in the final outcome of battle, specially mixed with the much rarer change in the battle rolls, as said above.
(cont)
The present system, using the "Realistic" setting, is able to depict historical upsets where the clear underdog is able to win battles, much as it happens from time to time in History.
Thus, contrary to vanilla, the present system in Dark Ages is able to depict catastrophic and unexpected defeats such as presented in the battles of Agincourt or Aljubarrota, for instance.