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Beta 0.9.10.1
 

Important : Ceci est une mise à jour officielle du mod. Elle comprend la dernière version GitHub avec de nombreux changements qui n'étaient pas dans la version précédente. Toute ancienne version ou vieux liens de téléchargement ne sont plus valables. Notre ambition est d'avoir un mod qui est jouable sans trop de crash ou de bugs et ensuite ajouter du contenu à partir d'une bonne version 1.0.0, d'où le statut de bêta.

 

Téléchargement :
LIENS

 

Empreinte NFSW
Compatibilité : CK2 vanille 2.7.2

 

Cette nouvelle version est compatible avec les anciennes sauvegardes (sauvegardez tout de même vos sauvegardes au cas où)

 

Notes de changements en anglais :

Révélation

 

MAJOR:
- Compatibility with vanilla 2.7.2
- Added historical buildings for Kiev, Granada, Achaia, Bamiyan, Cairo, Jerusalem and Rome area, which were integrated from Unique Buildings mod courtesy of Morloran (http://steamcommunity.com/sharedfiles/filedetails/?id=353936109&insideModal=1).
- Added multiprovince Roman Limes (integrated from Unique Buildings mod courtesy of Morloran (http://steamcommunity.com/sharedfiles/filedetails/?id=353936109&insideModal=1))
- Added a variety of multiprovince Roman Roads which increase unit movement speed, including Via Appia, Via Aurelia, Via Salaria, Via Popilia, Via Aemilia, Via Aemilia Scauri, Via Cassia, Via Valeria of Sicily, Via Julia Augusta, Via Domitia, Via Aquitania, Via Agrippa, Via Militaris, Via Egnatia, Via Pontica and Via Hadriana
- Added a Zalmoxism religion for the Dacian Pagans with related flavour, based upon forum suggestions and feedback:

- Autocephalous High Priests for the unreformed religion at start
- A few events relating to a rite-of-passage ceremony
- The possibility of reforming into an organised version with a religious head
- A holy order available after reformation
- A decision for choosing a patron deity

- Added a decision to reform the Roman Senate, together with a flavour event concerning its disappearance and an event which destroys it if it is no longer the primary title of a Consul
- Added a Lighthouse building for coastal trading posts which increases trade value
- Added Aqueduct, Public baths, Cistern and Theatre buildings

MINOR:
- Split the Roman remembrance event in two different, Latin respectively Germanic, versions
- Tweaked culture, religion and government mapping for the Europa Universalis 4 Converter
- Adapted the anachronistic reference to Justinian's reign and Varangian Guards in the Chariot racing event from Legacy of Rome to be more fitting for the mod setting
- Fixed the Cretan wine feast decision appearing for the lieges of rulers holding Crete rather than the Cretans themselves
- Added a minor event chain for requesting the Senate to approve a new ruler of Italy or the Western Roman Empire
- Updated the positions for the province of Constantinople
- Removed all vanilla melting-pots from Charlemagne which didn't correspond with the mod period
- Modified the decision to adopt a Bureaucratic government to allow other Romance empires to take it
- Prevented the Justinian adoption event from firing for a ruler of the Eastern Roman Empire below 16
- Altered the maintenance event to keep the Roman Senate as a republic for it to take into account whether or not the title is primary
- Expanded the list of names for the Guanche culture
- Made the Hagia Sophia decision more expensive and restricted to prevent it from being (re)built too easily
- Added the Castle Study, Castle Library, Order House and Road buildings from CK2Plus, credits to CK2Plus Team
- Added a game rule for disabling parts of the VIET events
- Renamed the vanilla province of Basra to Sat-Sabuhr prior to the Islamic Conquest
- Akelarre celebrations may now only held every five years rather than every year
- Restricted the Stannary Charters to only be available with Late Feudal administration or high crown authority to represent the different situation then, allowing for such specialised tin-miners industries compared to at the start of the mod
- Renamed the Breton and Swiss mercenary bands to the intended Armorican and Gallic names
- Changed the flag of k_thrace to be distinct from that of the duchy of the Alps
- No longer possible to take the Survey Realm decision while in seclusion
- Fixed yet another instance where Catholics would spawn
- Corrected the positions of Belgrade to correspond with the Danube

BUGFIXES:
- Fixed a bug with the province of Badajoz having two duplicate b_merida holdings
- Fixed a bug with hidden castle building modifiers being present in tribal holdings due to being present in the history files, thanks to Fareoem
- Fixed Castille being a formable titular title at start in contrast with Leon
- Fixed a bug which lead to some unique culture or religion-specific traits from VIET being attributed randomly to any character
- Fixed a bug which would cause the Imperial and Feudal Administration laws to be available for Bureaucratic realms and Eransharhr, conflicting with the features of their government types
- Fixed the Farima-Soura and Protosphatarios minor titles being available for all Tribal and Feudal rulers rather than the specific ERE and West African culture
- Fixed the duke of Mantua holding Salerno in the Rule of Dukes due to unfinished history
- Fixed the secretly convert to holy site religion decisions being available at start for non-existant religion such as Catholicism, Islamic or reformed pagans
- Fixed the restored Roman Empire getting the Open Elective succession for theocracies and holy orders, it will instead be Primogeniture
- Fixed a bug which caused donations to the #### of Hubal to never be possible
- Fixed the refuse the Western Imperial Regalia sent by the conqueror option not working
- Fixed an issue which caused the bishop of Fécampes in Rotomagus to be independent in all start dates
- Temporarily fixed the king of Rheged being the father for a 6-year old at start, pending the history overhaul
- Fixed the broken Silk Road paths in Persia and Mesopotamia
- Solved an issue where king Wacho of the Lombards was born in 479 when his father was 10-year old
- Fixed the unification CB having the text [Title.GetBaseName] instead of the appropriate localisation
- Minor Validator fixes

 

 

Installation :

Installeur :
1. Lancez le fichier de l'installeur .exe
2. Sélectionnez votre dossier de mods CK2, si ce n'est pas celui par défaut (Documents\Paradox Interactive\Crusader Kings II\mod)
3. Attendez que l'installation du mod se termine
4. Lancez CK2
5. Sélectionnez le mod "When the World Stopped Making Sense" dans la section Mod
6. Sélectionnez les sous-mods graphiques pour WTWSMS pour lesquels vous possédez les DLCs requis
7. Jouez!
 
Manuelle :
1. Supprimez tous les anciens dossiers "WTWSMS" et tous les fichiers .mod dans Documents\Paradox Interactive\Crusader Kings II\mod
2. Videz votre cache de gfx, en supprimant le dossier Documents\Paradox Interactive\Crusader Kings II\WTWSMS\gfx
3. Extrayez l'archive téléchargé
4. Entrez dans le premier dossier et transférez le contenu de ce dossier vers Documents\Paradox Interactive\Crusader Kings II\mod
5. Lancez CK2
6. Sélectionnez le mod "When the World Stopped Making Sense" dans l'onglet mod
7. Sélectionnez les sous-mods graphiques pour WTWSMS pour lesquels vous possédez les DLCs requis
8. Jouez!
 

Note : La version française est toujours en développement, mais grâce au travail de @Mouchi elle est de plus en plus complète, et je vous recommande de joueur en francais pour pouvoir aider à la compléter avec vos retours. 

Modifié par Loup

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bonjour, je suis nouveau sur ce forum. 

J'aimerai télécharger ce mod mais que je clic sur liens j'obtiens

g.PNG

 

comment faire pour pouvoir le télécharger alors ?

Modifié par Otzan

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Il y a 5 heures, Otzan a dit :

bonjour, je suis nouveau sur ce forum. 

J'aimerai télécharger ce mod mais que je clic sur liens j'obtiens

g.PNG

 

comment faire pour pouvoir le télécharger alors ?

Bonjour et bienvenue, pour accéder au forum Paradox il faut connecter ton compte Steam avec le forum. Les instructions détaillées sont disponibles ici : https://forum.paradoxplaza.com/forum/index.php?threads/connect-your-steam-account-to-sync-your-owned-items.894506/

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Beta 0.9.11
 

Important : Ceci est une mise à jour officielle du mod. Elle comprend la dernière version GitHub avec de nombreux changements qui n'étaient pas dans la version précédente. Toute ancienne version ou vieux liens de téléchargement ne sont plus valables. Notre ambition est d'avoir un mod qui est jouable sans trop de crash ou de bugs et ensuite ajouter du contenu à partir d'une bonne version 1.0.0, d'où le statut de bêta.

 

Téléchargement :
LIENS

 

Empreinte ????
Compatibilité : CK2 vanille 2.8.1.1

 

Cette nouvelle version est compatible avec les anciennes sauvegardes (sauvegardez tout de même vos sauvegardes au cas où)

 

Notes de changements en anglais :

Révélation

 

MAJOR:
- Compatibility with vanilla 2.8.1.1
- Added the Amber Road as a trade route, stretching from Novgorod to Rome, via the Baltic, Germania Slavica and Aquileia
- Added China as an off-map power with historical rulers from the Northern Wei, Western Wei, Northern Zhou, Sui and Tang dynasties
- Added a new foederati tributary type, with associated negotiation mechanics (see https://forum.paradoxplaza.com/foru...n-info-news-links.829142/page-9#post-23653205 for a diary):
- An event chain with negotiations between Romans and "Barbarians"
- Both sides can initiate negotiations
- Failed negotiations can lead to war, while success can be profitable for both parties, provided that they manage to agree
- Possible outcomes is settlement within the empire and outside it, with promises or an immediate grant
- Promises are not necessarily respected, and can lead to considerable friction
- On death the foederati has a choice of leaving
- Added foederati modifiers to make them a greater threat than a normal neighbour
- A foederati may also be integrated into a vassal, at the risk of war
- New casus belli used in the event chain to impose Roman demands
- Romans securing a white peace or enforcing demands when defending against "Barbarians" can lead to negotiations

MINOR:
- Integrated Ancient Religions v0.41.1 "Euronotus", for compatibility with 2.8.1
- Readded some missing traits coded by Enlil
- Readded the missing quarantine decision and improved it based upon Reaper's Due
- Readded the missing "ask for WRE" and "ask for HRE" decisions
- Readded the missing events for Soissons' Reconquest
- Readded content around the Aquileian Schism and Three-Chapter Controversy
- Integrated elements from the Additional Objectives 2.0 mod, originally by Multicast/JGCrusader and later maintained by ZachPruckowski, and updated by Vanilla Immersion, Events, and Traits (VIET) by Cybrxkhan, OrdepNM and many others in addition to work from Lux Invicta (credits to the LI team)
- Improved the Isaurian namelist, courtesy of Pressburger and BlackEagle78 from the forum suggestions: https://forum.paradoxplaza.com/foru...uggestions-ideas.827029/page-52#post-23218435
- Expanded the male namelist for the Roman culture
- Restricted the great blot events to be only for North Germanic Germanic rulers and adapted the events accordingly
- Added in the missing Apellian, Poititian and Synerian traits
- Added a Quanat building representing Persian underground buildings
- Disabled the Papacy and Ecumenical Patriarchate before the Great Schism
- Added many new Wikipedia links for historical characters
- Expanded the Suebic namelist, credits to BTWK team
- Added a strait to the Isle of Wight and the Wadden Islands
- All legions now require the relevant title to be formed and the holder to be Romance, to prevent cases where they would disband instantly after formation
- Lowered the Fall of Rome and Persia penalties to be -20 for 100 years rather than -30 for 200 years
- Fixed and fleshed out Attila's family tree
- Added late-game buildable Saint Mark's Basilica in Venice, Tower of Pisa, Great Mosque of Samarra and Bastille in Paris, integrated from Unique Buildings mod courtesy of Morloran (http://steamcommunity.com/sharedfiles/filedetails/?id=353936109&insideModal=1).
- Allowed Neoplatonists to use Hellenic patron deities and have concubines
- Removed the Roman culture revival events from ACR as they didn't fit with the scope of the mod
- Added in the Western Scholae Palatinate as a reorganisable mercenary company for the Western Roman Empire
- The Excubitors are now formed in 460
- Reworked the Dacian name list, courtesy of abian363
- Added "Augusta" as the feminine form of the nickname "Augustus"
- Disabled the Holy War casus belli up until the Rise of Islam as announced previously
- Rewritten a few vanilla events referencing anachronistic flavour or inexistant countries
- Added some cultural title localisation in Oriens, courtesy of Qantrix
- Added some traits for Khosrau I based upon fredrikslicer's forum suggestion
- Added a decision to restore the imperial fleet for the WRE, which is disbanded after the disastrous Battle of Cap Bon
- Added an imperial fleet for the ERE at start as a loyal, professional mercenary fleet, based upon the capital duchy of Europa with a decision to restore it if the capital is lost, freely inspired and adapted from the suggestion of omega20056, creator of the Project Augustus mod
- Changed the retinue of the Vandal culture to be Alan Light Cavalry instead of Berber Cavalry
- Added a few historical characters, such as Tufa, Magister Militum of Odoacer 489-93 and Paulus, the brother of Orestes
- Added a minor event about the "Domuit Vascones" for Visigothic rulers conquering the entire duchy of Vasconia
- Added a workaround that allows a character to keep the Bureaucratic government with a slight delay after changing primary title (updates upon handing out a title)
- Hellenic characters reorganising legions will now have Hellenic legion commanders
- Made the Samaritan religion a branch of the Israeli religious group instead of a heresy of Judaism
- Added a High Priesthood with a historical list of High Priests for the Samaritan religion
- Expanded the Romano-British namelist
- Added a new religion icons for Confucianism from Tianxia, from which the religion was integrated with permission
- Updated the Persian and ERE tributaries to be of the permanent type rather than default
- Added Mediterranean paths of Silk Road via
- Added a complete history of Western Roman Imperial Regalia artifact from creation to being sent to Theodoric the Great by Zeno
- Enabled the 492-497 Isaurian Wars between Eastern Roman Empire and Isaurians
- Filled in some history gaps in Gothic Wars bookmark
- Changed the Insular pilgrimage to make it to St. Albans rather than to the anachronistic Canterbury
- Modified the requirements for creating Annonaria and Italia, keeping the restrictions for the AI but allowing the player to form it with more transparency
- Added two new religion icons for the Aquileian religion and eventual heresies, courtesy of MordredDerby
- Added two new dynamic story events around the Isaurian Wars
- Added the war of the pretender Leontius in as a historical war
- Made considerable progress in the French and Spanish translatioons of the mod, courtesy of Abian36, Mouchi and Domper59
- Permanent tributaries may no longer become independent through decision, they will have to acquire it through the force of arms
- The command an army ambition now requires the character to hold a commander title

BUGFIXES:
- Fixed Justinian's Plague appearing in Dunhuang rather than Constantinople
- Fixed the Assassins being able to spawn prior to the Sunni/Shiite split
- Fixed several instances where the legion disband conditions did not correspond with the formation conditions
- Fixed and adapted many VIET events
- The Circus Maximus and Hagia Sophia will no longer not get built if the character taking the decision dies
- Fixed the Pictish ruling dynasties at start being disconnected and not corresponding for the correct characters
- Fixed the dukes of Citerior, Dalmatia, Carthago Inferior and Carthago Superior being of the same dynasty, but having no relation to one another
- Set the global flag of the Fall of Rome after 476 to prevent the eponymous event from firing
- Fixed truces between migrating characters and the characters created after a migration not being properly set
- Fixed the Zalmoxian religion having a Byzantine graphical_culture rather than a more appropriate Pagan one
- Fixed an oversight with the province of Hofuf being an enclave in the duchy Rummah instead of the duchy of Hajr as intended
- Removed the autocephalous patriarch for the title e_landless
- Fixed the capital of the reformed Zalmoxian religion head being in Navarra
- Fixed an issue with the Nepos victory event triggering for other rulers than Nepos
- Fixed a bug with an African Romance ruler controlling the Reudignians in 510
- Fixed +100 year old characters from the Kalabrah dynasty being present in later starts
- Fixed the county of Jaffa getting independent due to Phoenice having no holder after 500 by adding the historical Governor Dadianus
- Fixed a bug with the secret religions of characters not displaying even if they had the same secret religion as the player
- Fixed the oversight which made it impossible to keep the Bureaucratic government as a Romance empire after adopting it
- Fixed Zoroastrian vassals of Persia being feudal government rather than Eransharhr
- Fixed the Bubonic plague being announced in events without it being on the map
- Fixed part of Italy appearing as being held by Julius Nepos between 476 and 480
- Fixed the issues with Open Elective and Agnatic succession for the Assyrian and Roman empires
- Fixed the positions of the ports of Winchester and Wight being mixed up
- Fixed the bug with the Bureaucratic government retinue bonus not added in the retinue total
- Fixed a bug which caused the wokship ancestors decision to be available to all rulers
- Mercenaries may no longer launch migratory invasions
- Fixed many minor character and title history bugs
- Minor Validator and log fixes


 

 

Installation :

Installeur :
1. Lancez le fichier de l'installeur .exe
2. Sélectionnez votre dossier de mods CK2, si ce n'est pas celui par défaut (Documents\Paradox Interactive\Crusader Kings II\mod)
3. Attendez que l'installation du mod se termine
4. Lancez CK2
5. Sélectionnez le mod "When the World Stopped Making Sense" dans la section Mod
6. Sélectionnez les sous-mods graphiques pour WTWSMS pour lesquels vous possédez les DLCs requis
7. Jouez!
 
Manuelle :
1. Supprimez tous les anciens dossiers "WTWSMS" et tous les fichiers .mod dans Documents\Paradox Interactive\Crusader Kings II\mod
2. Videz votre cache de gfx, en supprimant le dossier Documents\Paradox Interactive\Crusader Kings II\WTWSMS\gfx
3. Extrayez l'archive téléchargé
4. Entrez dans le premier dossier et transférez le contenu de ce dossier vers Documents\Paradox Interactive\Crusader Kings II\mod
5. Lancez CK2
6. Sélectionnez le mod "When the World Stopped Making Sense" dans l'onglet mod
7. Sélectionnez les sous-mods graphiques pour WTWSMS pour lesquels vous possédez les DLCs requis
8. Jouez!
 

Note : Grâce au travail de @Mouchi et @Domper59 la version française est plus complète que jamais, et je vous recommande de joueur en francais pour pouvoir aider à la compléter et perfectionner avec vos retours.

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J'ai découvert qu'une chaîne Youtube avait réalisée un premier épisode d'une série en francais avec le mod :

 

 

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Bonjour à tous

C'est mon premier message sur ce forum mais je suis le thread depuis un petit moment, quelque chose comme deux ans.

Je voulais vous remercier pour votre travail fantastique, ce mod m'a offert de nombreuses heures de jeu, c'est le seul mod que j'utilise (avec quelques modifications personnelles des fichiers du jeu et quelques mini mods, comme Your Personal Castle et des mods graphiques comme In Heaven's Cartographic Map, dont je n'ai d'ailleurs pas testé la compatibilité avec WtWSMS, mais bon je suppose que ça n'intéresse pas grand monde les mods que j'utilise)

 

À vrai dire je n'ai pas créé ce compte uniquement pour vous remercier, même si j'aurais dû le faire bien avant. Je voulais vous demander quelle était la raison derrière les 8 baronnies dans le comté de Rome ? Non pas que je m'en plaigne, au contraire, et je suppose que c'est en grande partie pour refléter la grandeur de cette ville et des gouvernements qui l'ont contrôlées, mais j'aimerais connaître le sentiment de l'équipe à ce propos.

J'ai auparavant cherché, mais les seules informations que j'ai trouvées sont des bugs en version vanilla où un comté se retrouve avec 8 baronnies à cause du bug de l'évolution d'une tribu.

 

En tout cas je remercie encore toute l'équipe, les moddeurs qui ont créé les modules que vous avez inclus, les traducteurs, les développeurs, bref tout le monde :D

 

EDIT : j'aimerais aussi savoir si le mod est aussi stable en solo qu'en multi ? A priori aucune raison qu'il ne le soit pas mais je préfère demander, je me suis récemment mis au multi avec un ami et vu le temps qu'on a passé à choisir nos persos sur notre première partie... :P

Modifié par LeChatSuke

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Il y a 20 heures, LeChatSuke a dit :

Bonjour à tous

C'est mon premier message sur ce forum mais je suis le thread depuis un petit moment, quelque chose comme deux ans.

Bonjour et bienvenue !

 

Il y a 20 heures, LeChatSuke a dit :

Je voulais vous remercier pour votre travail fantastique, ce mod m'a offert de nombreuses heures de jeu, c'est le seul mod que j'utilise (avec quelques modifications personnelles des fichiers du jeu et quelques mini mods, comme Your Personal Castle et des mods graphiques comme In Heaven's Cartographic Map, dont je n'ai d'ailleurs pas testé la compatibilité avec WtWSMS, mais bon je suppose que ça n'intéresse pas grand monde les mods que j'utilise)

Les mods graphiques devraient être compatible, en effet. ;) 

 

Il y a 20 heures, LeChatSuke a dit :

Je voulais vous demander quelle était la raison derrière les 8 baronnies dans le comté de Rome ? Non pas que je m'en plaigne, au contraire, et je suppose que c'est en grande partie pour refléter la grandeur de cette ville et des gouvernements qui l'ont contrôlées, mais j'aimerais connaître le sentiment de l'équipe à ce propos.

J'ai auparavant cherché, mais les seules informations que j'ai trouvées sont des bugs en version vanilla où un comté se retrouve avec 8 baronnies à cause du bug de l'évolution d'une tribu.

Oui, c'est en raison de l'importance de cette ville à l'époque, qui malgré son déclin restait l'une des plus importantes d'Europe. De plus, nous voulions inclure un maximum de personnages historiques dans cette région, aussi pour refléter son importance, donc nous avons fait le choix d'avoir ces huit baronnies, malgré le petit problème de l'interface.

 

Il y a 20 heures, LeChatSuke a dit :

En tout cas je remercie encore toute l'équipe, les moddeurs qui ont créé les modules que vous avez inclus, les traducteurs, les développeurs, bref tout le monde :D

 Avec plaisir, merci pour ce retour ! 

Modifié par Loup

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Salut ! Merci pour ton accueil :)

Oui ça fait sens pour Rome, perso j'aime bien. En plus dans la vanille quand je possède le comté je renomme toutes les baronnies du nom des sept collines les plus connues. Ce mod m'a poussé à apprendre qu'il en existait plus, donc je peux maintenant briller en société !!!

Bonne journée

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Beta 0.9.12
 

Important : Ceci est une mise à jour officielle du mod. Elle comprend la dernière version GitHub avec de nombreux changements qui n'étaient pas dans la version précédente. Toute ancienne version ou vieux liens de téléchargement ne sont plus valables. Notre ambition est d'avoir un mod qui est jouable sans trop de crash ou de bugs et ensuite ajouter du contenu à partir d'une bonne version 1.0.0, d'où le statut de bêta.

 

Téléchargement :
LIENS

 

WORKSHOP

 

Empreinte ????
Compatibilité : CK2 vanille 2.8.2.1

 

Cette nouvelle version est compatible avec les anciennes sauvegardes (sauvegardez tout de même vos sauvegardes au cas où)

 

Notes de changements en anglais :

Révélation

MAJOR:
- Compatibility with vanilla 2.8.2
- Completed the French translation of the mod, courtesy of Mouchi and Domper59
    - Added an optional sub-mod for a complete French translation, with war names and titles being in French
- Overhauled the Romance melting-pots system according to https://forum.paradoxplaza.com/forum/index.php?threads/cultures-and-melting-pots-discussion.829259/page-12#post-22240588, with the following added, together with Christianity conversion events:
    - Roman -> Italian
    - Romano-Gallic -> French, Galleis or Occitan 
    - Romano-Hispanic -> Catalan, Portuguese, Castilian, Leonese or Andalusian
    - Romano-British -> Brídaney
    - African Romance -> Réyanu
    - Romano-Illyrian -> Dalmatian
    - Romano-Noric -> Romansh
    - Raetian -> Romansh
    - Rumanescu -> Vlach 
    - Thraco-Roman -> Vlach
    - Pannonian -> Pièlsuzhany
    
MINOR:
- Integrated Ancient Religions v0.41.2 "Aura", for compatibility with 2.8.2
- Added three new loadingscreens, and updated three older loadingscreens
- Disabled all references to the Tibetan region pending its addition
- Updated the Chinese Emperor preferences to take into account WtWSMS culture groups
- Moved the Strathclyde capital towards Clydesdale/Alt Clut
- Added Theodoric Strabo's Thracian Goths as foederatis of the ERE
- Added a minor decision allowing Dravidian Pagan rulers to erect a hero stone
- Lowered the Sassanid government penalty from -35 to -25 in vassal opinion
- Renamed the Nords to Nordron as an Anglicisation of the Nordic term "Norrøn"
- Added a realm size requirement to the formation of the Western Scholae Palatinae to make it slightly more challenging to form it
- Divided the political situation in Southern Norway held by the Nords into four tribes based upon Jordanes: the Arochi in Hordaland, the Augandzi in Agder, the Granni in Grenland and Raumaricae in Romerike, courtesy of Abian36
- Split the duchy of Prussia in two for balance
- Added unique icons for the Samaritan religion, courtesy of majesty8
- Added an event to destroy the Western Roman Empire title if Julius Nepos dies without any dynastic heir
- Added events to shatter tribal de jure kingdoms upon the death of a ruler with a weak heir, to represent the fluctuating nature of tribal realms
- Modified some recommended game rules so that the Aztec Invasion is by default off, culture conversions are by default restricted, supernatural events are by default turned off and devil worshipers don't exist by default
- Added the Anastasian War and Iberian War as new historical wars between the ERE and Sassanids
- Made Toledo the capital of the Visigoths after 585
- Corrected some Finnic title names based upon the feedback of Kapitalisti in the suggestions thread 
- Added five new songs written by Christian Szajna, of which two new general songs for rulers in Europe, one for Feudal and Bureaucratic rulers, one for rulers in the Far East and a general one for all
- Dravidian Pagans may now become Samrat Chakravartin
- Changed the cultural localisation for Saxons and Angles of Derby to Pecsæt instead of Widerigga
- Made the Shetlands Pictish rather than Irish
- Modified the province ownerships between the Visigoths, Soissons and the Burgundians in Gaul to better reflect the historical reality
- Disabled religions that appear with the Great Schism in the Ruler Designer
- Separated the duchies of Iceland and Orkney from Norway to a separate kingdom to prevent the Norwegian kings from having de jure claims
- Added Camel Cavalry as retinue and cultural building for the East Semitic culture group
- Replaced the empire of Africa requirement for forming the Anubis Guard with a requirement to be of empire rank
- Added the Tsakonian culture to the Romance group with access to Roman content
- Fixed Saint Remi of Reims being born at the wrong date and not holding the bishopric of Reims
- Made Celtic Pagans slightly less disposed to use the County Conquest CB to prevent the AI from expanding too quickly
- Added more members of Theoderic Strabo's family, including his father Triarchius and his wife Sigilda
- Disabled patron saints for Total Depravity based upon forum feedback
- Made the colours of the duchies of Gurma and Oulata more distinct for them to be discernible on the map
- Made the Three Chapters Schism and resolution of it slower for it to be more accurate and less predictable
- Added and adapted events for joining the Western Scholae Palatinae
- Added female versions of Roman victory titles (e.g. female victor in Germania will be Germanica instead of Germanicus)
- Applied intermarry rules between different Gnostic religions
- Added missing icons for "Romantic Interest in spouse" and "Romantic Interest in courtier" decisions
- Made Cearl Iclingas son of Creoda and delayed his birth date slightly to match dates as per forum suggestion
- Added a Gurzil image artifact
- Changed Öland's culture into Auiones
- Made Gotland Gutnish cultured
- Made the North Germanic rulers less likely to use the County Conquest CB before the Viking Age
- Added a workaround to prevent Roman Emperors from being called "Pontifex Maximus" after restoring the pontificate
- Changed the Basque and Aquitani dynasty naming from the prefix "de" to the suffix "koa" for accuracy
- Changed some Basque surnames to remove Spanicised variants
- Changed the four Pictish kingdoms into duchies
- Changed Crimea to be under the control of the ERE during Justinian's reign
- Made it possible for the three Hellenic heresies (Neoplatonism, Mithraism and Cybelian) to join the Hermetic society
- Prevented the event for a religious head affected by pestilence from firing repeatedly for a quick succession of heads affected within less than five years
- Added a create Audianistic Papacy decision for the successful Audianistic religion
- Added a Roman event picture with the Colosseum for Roman castle construction
- Removed anachronistic Manx culture characters at start
- Added historical holders of Arcadia
- Added a decision for the ERE to adopt Greek as an official language after having adopted a themes system
- Rewritten some counties' history to match the king order of the Visigoths
- Fixed Franks taking Montpelier and Narbonne in 561
- Numahr's edits in Central Asia:
    - Created Sogdian vassals within the Hephthalite realm
    - Moved the Hephthalites capital to Balkh
    - Given the Hephthalites access to the delta of Syr Darya
    - Given Khurmazta religion, an already coded in Zoroastrian heresy covering Central Asian Zoroastrianism, to Sogdians.
    - Focused development in oasis and made steppes empty but not terra incognita.
    - Adjusted the de jure setup to better reflect how physical geography impacted geopolitics or correct glitches
    - Slightly adjusted character history in the Tarim to reflect then-current geopolitics
    - Created a ahistorical new empire-level titles "Serindia" for the Silk Road lands.
    - Given Sogdians kingdoms tolerant religious and liberal gender laws at game start
    - Created brothers and sisters for starting rulers so that they may engage in the wedding game, to give dynastic heirs and claimants and encourage other interactions at game start
- Fixed Ouarsenis and Altava having swapped locations
- Added a decision to hold a Midsummer celebration as an Astures or Cantabrian character to defeat the Cuélebre dragon
- Added the Frankish invasion of Soissons in the history

BUGFIXES:
- Removed the references to hostile_within_group for individual religions when it is defined by religious group
- Fixed an issue where the imperial fleets would disband instantly when not held by the players
- Fixed some instances where Jade Dragon content referenced to an inexistent Chinese culture group rather than the existent Sinic group
- Fixed some legion titles tied to the ERE being unavailable after restoring the Roman Empire
- Fixed problems with trade post in the Amber Road and Constantinople for the Silk Road
- Made it practically impossible to enforce demands in a migration without having occupied any land to prevent game-overs
- Fixed the Gothic Wars ending inconclusively
- Fixed the Tolerance law localisation referring to both options as Intolerant
- Fixed a de jure issue which caused the Indian kingdoms of the Pandyan and Chola to be beneath the ERE
- Fixed Zeno's invasion leading to the ERE becoming Gavelkind
- Fixed issues with Conclave laws overwriting the Stability law for Bureaucratic realms
- Fixed the elevate_oriens decision not checking if the title had a holder
- Fixed Chinese invasion troops spawning in southern Libya
- Fixed the broken conditions for forming the empire of Palmyra and a few other titular titles
- Fixed Ebionite friends being kept after being expelled
- Fixed it being possible to Restore the Brahmanate countless times
- Fixed the Benedictines being impossible to join despite an event announcing it
- Fixed non-Way of Life plots of kidnapping and fabricating treason being accessible to players owning the DLC
- Fixed the Western Imperial Regalia remaining in the inventory of the last Western Roman emperor
- Fixed the Bureaucratic government being lost upon repeated primary title change
- Fixed the "Make Rome Capital" decision not working for the WRE
- Fixed the restore Luxor decision not working due to all holding slots being filled in the province
- Fixed events referring to Germanic Trees being burnt firing for unreformed pagans
- Prevented the Senate approval event from firing in cases where the Senate is held by the top liege
- Fixed the game crashing upon searching for titles with certain letters
- Fixed the Papal States not being a Pentarch for Italia and Annonaria and thus being revocable by the WRE in 476
- Fixed the Papal States being independent after the death of Julius Nepos
- Fixed Hungary being instantly remained to Pannonia through CM events
- Fixed the retinue modifiers for the Cornish and Romano-British retinue not corresponding with the retinue troops
- Fixed the Soissons reconquest events firing for characters having Soissons as a secondary title
- Fixed an issue which caused a broken form of the Great Schism to fire even if Nicene had become an heresy of another religion
- Removed duplicate b_al_lith castle barony in the 719 - Mecca province
- Fixed the Vandal cultural building not corresponding  with the retinue
- Fixed China having a perpetual civil war
- Fixed the Confessions of St. Augustine event speaking about centuries less than a hundred years after the book was written
- Fixed Dalmatia existing in Spain at start
- Fixes the barony of Ta'if (b_taif) in the Mecca province and the county of At Ta'if (c_at_ta_if) being duplicate
- Moved b_qunfudhah and b_turubah to c_at_ta_if
- Fixed the Choose Patron Deity decision for Sanamahi rulers referencing the wrong event
- Fixed the initial start foederati negotiations request scoping to the wrong character in localisation

 

Installation :

Installeur :
1. Lancez le fichier de l'installeur .exe
2. Sélectionnez votre dossier de mods CK2, si ce n'est pas celui par défaut (Documents\Paradox Interactive\Crusader Kings II\mod)
3. Attendez que l'installation du mod se termine
4. Lancez CK2
5. Sélectionnez le mod "When the World Stopped Making Sense" dans l'onglet Mod
6. Sélectionnez les sous-mods graphiques pour WTWSMS pour lesquels vous possédez les DLCs requis et/ou tout autre sous-mod facultatif
7. Jouez !
 
Manuelle :
1. Supprimez tous les anciens dossiers "WTWSMS" et tous les fichiers .mod dans Documents\Paradox Interactive\Crusader Kings II\mod
2. Videz votre cache de gfx, en supprimant le dossier Documents\Paradox Interactive\Crusader Kings II\WTWSMS\gfx
3. Extrayez l'archive téléchargé
4. Entrez dans le premier dossier et transférez le contenu de ce dossier vers Documents\Paradox Interactive\Crusader Kings II\mod
5. Lancez CK2
6. Sélectionnez le mod "When the World Stopped Making Sense" dans l'onglet Mod
7. Sélectionnez les sous-mods graphiques pour WTWSMS pour lesquels vous possédez les DLCs requis et/ou tout autre sous-mod facultatif
8. Jouez !

 

Workshop :
1. Allez sur la page workshop de WtWSMS: http://steamcommunity.com/workshop/filedetails/?id=1247380029
2. Cliquez "S'abonner"
3. Lancez CK2
4. Attendez que le téléchargement du mod se termine dans l'application Steam
5. Sélectionnez le mod "When the World Stopped Making Sense" dans l'onglet Mod
6. Sélectionnez les sous-mods graphiques pour WTWSMS pour lesquels vous possédez les DLCs requis et/ou tout autre sous-mod facultatif
7. Jouez !

 

Note : Grâce au travail de @Mouchi et @Domper59 la version française est désormais complète, chaque ligne du mod est donc bilingue en anglais et en français. :) Merci à eux pour cet effort immense. Un sous-mod est également disponible pour ceux qui veulent supprimer les dernière traces anglophones. ;) Je compte sur vous pour des retours si la traduction terminée pose problème avec des coquilles ou fautes de frappe. 

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Beta 0.9.12.1
 

Important : Ceci est une mise à jour officielle du mod. Elle comprend la dernière version GitHub avec de nombreux changements qui n'étaient pas dans la version précédente. Toute ancienne version ou vieux liens de téléchargement ne sont plus valables. Notre ambition est d'avoir un mod qui est jouable sans trop de crash ou de bugs et ensuite ajouter du contenu à partir d'une bonne version 1.0.0, d'où le statut de bêta.

 

Téléchargement :
LIENS

 

WORKSHOP

 

Empreinte ZPLE
Compatibilité : CK2 vanille 2.8.3.1

 

Cette nouvelle version est compatible avec les anciennes sauvegardes (sauvegardez tout de même vos sauvegardes au cas où)

 

Notes de changements en anglais :

Révélation

 

MINOR:
- Compatibility with vanilla 2.8.3
- Integrated Ancient Religions v0.41.3 "Cardea"
- Added the conquest of Italy by the Ostrogoths in the history
- Added a decision to recreate the Praetorian Guard as a mercenary band for WRE and RE, as suggested by @cchiu23
- Added game rules to give the player a choice between the old and the new melting pot events

BUGFIXES:
- Fixed the issues with coat of arms not appearing due to a bad merge with vanilla changes
- Fixed it being impossible to get the effect of the Last Roman Empire decision when starting after Nepos' death
- Fixed the issue with events demanding conversion firing after major battles
- Fixed Nubian Warrior Barracks being visible to all cultures that aren't Coptic
- Disabled VIET events informing about events in China, which didn't work with the Jade Dragon DLC China offmap power
- Fixed the history of duchies between Garamantes and Egypt making them disappear in favor of multi-province counts, all with the same colour
- Fixed the initial melting-pot flag not being set if the ruler was already feudal or Christian at start
- Fixed Persian empire cultural name localisation in French in the dedicated sub-mod


 

 

Installation :

Installeur :
1. Lancez le fichier de l'installeur .exe
2. Sélectionnez votre dossier de mods CK2, si ce n'est pas celui par défaut (Documents\Paradox Interactive\Crusader Kings II\mod)
3. Attendez que l'installation du mod se termine
4. Lancez CK2
5. Sélectionnez le mod "When the World Stopped Making Sense" dans l'onglet Mod
6. Sélectionnez les sous-mods graphiques pour WTWSMS pour lesquels vous possédez les DLCs requis et/ou tout autre sous-mod facultatif
7. Jouez !
 
Manuelle :
1. Supprimez tous les anciens dossiers "WTWSMS" et tous les fichiers .mod dans Documents\Paradox Interactive\Crusader Kings II\mod
2. Videz votre cache de gfx, en supprimant le dossier Documents\Paradox Interactive\Crusader Kings II\WTWSMS\gfx
3. Extrayez l'archive téléchargé
4. Entrez dans le premier dossier et transférez le contenu de ce dossier vers Documents\Paradox Interactive\Crusader Kings II\mod
5. Lancez CK2
6. Sélectionnez le mod "When the World Stopped Making Sense" dans l'onglet Mod
7. Sélectionnez les sous-mods graphiques pour WTWSMS pour lesquels vous possédez les DLCs requis et/ou tout autre sous-mod facultatif
8. Jouez !

 

Workshop :
1. Allez sur la page workshop de WtWSMS: http://steamcommunity.com/workshop/filedetails/?id=1247380029
2. Cliquez "S'abonner"
3. Lancez CK2
4. Attendez que le téléchargement du mod se termine dans l'application Steam
5. Sélectionnez le mod "When the World Stopped Making Sense" dans l'onglet Mod
6. Sélectionnez les sous-mods graphiques pour WTWSMS pour lesquels vous possédez les DLCs requis et/ou tout autre sous-mod facultatif
7. Jouez !

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Il y a 1 heure, H. de Zho a dit :

Cette nouvelle version est déjà traduite ou il faut manuellement mettre le jeu en anglais ?

Traduite, tout comme la précédente. :) 

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Petite question pour les développeur du mod

 

Quels sources avez vous utiliser pour placer les royaumes, cultures et religions sur votre carte car j'essaie de trouver des document permettant de refaire le début de mon mod quand à l'arrivée des cultures et en mettre certaines en invasion comme les turques, ouighour etc...

 

Merci

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Le 23/08/2018 à 18:28, lukaslunt a dit :

Quels sources avez vous utiliser pour placer les royaumes, cultures et religions sur votre carte

Désolé, je n'ai pas reçu la notification. Alors, niveau bibliographie générale pour toute la période, tout est en anglais :

  • Peter Brown, The World of Late Antiquity, London, Thames & Hudson Ltd, 1989.
  • Averil Cameron, The Mediterranean World in Late Antiquity, London, Routledge, 2011.
  • Peter Heather, Empires and Barbarians: The Fall of Rome and the Birth of Europe, Oxford, Oxford University Press, 2009.
  • Peter Heather, The Restoration of Rome: Barbarian Popes and Imperial Pretenders, Oxford, Oxford University Press, 2014.
  • Julia Smith, Europe After Rome, Oxford, Oxford University Press, 2007.
  • Chris Wickham, Framing the Early Middle Ages: Europe and the Mediterranean, 400-800, Oxford, Oxford University Press, 2007.
  • Chris Wickham, The Inheritance of Rome, London, Penguin Books, 2010.
Modifié par Loup

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