Crusader Kings III

Crusader Kings III

Field Artillery Updated 1.18*
42 kommentarer
GrimoireODS For 4 timer siden 
arquebus mod when :3
Gumpnugget For 8 timer siden 
does this effect the new siege weapons?
Silent Heaven For 12 timer siden 
can't wait for that arquebus mod
ROББЭ  [ophavsmand] For 18 timer siden 
Updated to 1.18.* :spiffo:
ROББЭ  [ophavsmand] 22. okt. kl. 22:36 
@Millennium yes because that mods edits the siege engines
Millennium 22. okt. kl. 15:24 
Seems to be incompatible with Culture Expanded, unfortunately.
ROББЭ  [ophavsmand] 22. okt. kl. 8:31 
@Viserys if you need a guide on how to mod units, here's a good youtuber: https://www.youtube.com/watch?v=RCIFR4PONB8&t=2s (Video 1 of 3 on MAA). If you need any help with that or have any questions you can add me on discord (robbe__1) - yes it is possible to add 3D models for certain units but i never looked into how that works since i am not a 3D artist.
Viserys 22. okt. kl. 1:30 
id like to ask how do you make custom units? and is it possible to give it a 3d model also
ROББЭ  [ophavsmand] 17. okt. kl. 6:01 
i will think of a solution
ROББЭ  [ophavsmand] 17. okt. kl. 5:55 
@President Tubman while that is understandable, a large portion of the world simply had no access to balistas, that's why i originally removed it
President Tubman 16. okt. kl. 21:05 
I would like to see the light ballista re-added to this. It was very nice to have a siege weapon that is available from the beginning of the game, sieging in the tribal era is a drag otherwise
Lonestar713 4. okt. kl. 12:31 
Thats fair i didnt know that
ROББЭ  [ophavsmand] 28. sep. kl. 2:05 
@Lonestar731 yes but the new dlc actually brings gun powder to the game so integrating the new dlc with the mod is the most reasonable thing to do
Lonestar713 27. sep. kl. 17:43 
can you js use AI atp to make the arquebus mod u said u were gonna do it
ROББЭ  [ophavsmand] 15. sep. kl. 7:22 
@lilxancla2006 that i don't know, you'd have to test it.
lilxancla2006 14. sep. kl. 15:13 
compatible with crusader wars?
ROББЭ  [ophavsmand] 29. aug. kl. 11:28 
Find me an artist and the mod is done in no time
ROББЭ  [ophavsmand] 27. aug. kl. 22:20 
The issue is that i have no artwork for the Arquebus or a logo for them, otherwise i could make a mod in half an hour.
V.A.L. Commorby 27. aug. kl. 15:28 
anything for gunpowdah
ROББЭ  [ophavsmand] 27. aug. kl. 7:49 
@V.A.L. Commorby i am already performing CPR on that one but due to time concerns i might not be able to. Making my own Arquebus mod would just be faster in every single way then reviving an old mod as well.
V.A.L. Commorby 26. aug. kl. 17:58 
please revive the arquebus mod, CK3 is badly missing gunpowder istg
Local 58 24. aug. kl. 15:18 
add ballista?
ROББЭ  [ophavsmand] 21. aug. kl. 22:06 
@BlueTh4nus i have no clue how crusader wars work, i know what it does but you know, there is a chance since my mod makes siege engines fight in the main phase but i don't know how crusader wars translates that into battle
BlueTh4nus 21. aug. kl. 17:39 
please tell me this would work with crusader wars
duncandonut06 21. aug. kl. 1:09 
no problem! stay healthy big dawg, if you need a mod tester let me know
ROББЭ  [ophavsmand] 20. aug. kl. 22:46 
Hey everyone, i was sick for a short while, i finally come around to read all your comments:

@Cat_and_cat_inc while yes i could probably add counters to it, i believe the terrain debuffs as well as the fact they are only so few in numbers.

@Lonestar713 i am looking into that, i could maybe even revive the arquebus mod, or just make my own.

@Marcel Schulze if it does not show up at all, completely uninstall, restart steam, Install and see if it is there.

@some guy & @duncandonut06 that's sad, i will look into the problem this evening, i however can not garantee that i can fix it. Thank you for reporting this tho.
duncandonut06 20. aug. kl. 16:04 
Is this not compatible with culture expanded?
Some guy 20. aug. kl. 14:18 
Seems to be incompatible with Culture Expanded
-AU- Marcel Schulze 20. aug. kl. 4:23 
for some reason the mod dose not show up at all
Lonestar713 19. aug. kl. 14:33 
seconding the arquebus/early musket mod idea that would be cool as a man-at-arms or smth
Cat_and_cat_inc 17. aug. kl. 18:22 
Are you going to give siege weapons counters (I would recommend doing the same counters as archers).
ROББЭ  [ophavsmand] 15. aug. kl. 23:31 
Yes i can do that.
Silent Heaven 15. aug. kl. 13:45 
Speaking of gunpowder, can you make a arquebus/early musket mod? The only other one hasn't been updated in awhile.
ROББЭ  [ophavsmand] 15. aug. kl. 13:21 
If any balance stats are off and the siege works do to little or to much please notify me here. Keep in mind that these units can be buffed by having them stationed in a Holding thus increasing their damage and toughness by a fair amount :spiffo:
󠁳⁧⁧sva̍̍̍̍̍̍̍mpen 15. aug. kl. 12:47 
ill test in AGOT how it works with NML (No more Levies) so only MAA.
ROББЭ  [ophavsmand] 15. aug. kl. 11:45 
I figured since i only change stats on a vanilla unit. But thank you for testing so i actually know for sure ^^
Ck K-$ 15. aug. kl. 11:44 
i tested it with agot and the armies of westeros and a bunch of submods seems quite compatible with all agot
ROББЭ  [ophavsmand] 15. aug. kl. 10:54 
Good info, what did you test it with?
Ck K-$ 15. aug. kl. 10:46 
it seems compatible from what i can tell
Ck K-$ 15. aug. kl. 10:29 
yeah ill see idk how it might work with the bombards only way to see is to check ilyk
ROББЭ  [ophavsmand] 15. aug. kl. 10:27 
I think as long as they don't change siege engines or this mod is loaded afterwards, then i see no issue why it wouldn't work. If any mod adds more siege engines it won't apply to them of course.
Ck K-$ 15. aug. kl. 10:18 
is this compatible with full conversions?