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CKII: PHaraohs & Consuls Alpha version 0.1A Release is here! A 1st bookmark stable build available for the public to Enjoy!

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CKII: Pharaohs & Consuls Alpha Release


Hi all, I am hereby releasing to the public my first alpha for CKII: Pharaohs & Consuls. The mod’s development has been a journey for me so far and is far from finished, but a large amount of work has gone into the first playable bookmark so I do hope you are able to get some enjoyment out of it.


I began this project several years ago as I am a huge fan of Antiquity and it basically represents all of my modding abilities & work so far in CKII, it was my first modding attempt and is still ongoing as I develop my modding skills.



Alpha 0.1A – Release:

Designed and Running on CKII 2.5.2

Checksum with mod enabled: SQDE


The mod has been developed and tested with ALL of the major DLC and the latest patches. It was an early design choice and has been adhered to throughout development, my apologies to those who prefer being able to play without major DLC. It might run while missing certain DLCs, I can’t say as I haven’t tested this functionality. (Cosmetic/Unit pack DLC being present or not shouldn’t cause any issues)

Build Info:

1st Era Bookmark is well-developed and in a playable state: 653 – A Reunited Egypt

The Timeline system in place is AUC, which in latin stands for the year in which Rome was founded. So 0 AUC = 752BC. + 99 years = 653 BC

I chose the year 653 BC as it was quite a “Pivotal” year according to the research I’ve done. Pharaoh Psamtik had just finished pushing the last Nubian and Kushite allied elements from upper Egypt and consolidated his rule over the twin lands. Cimmerian and Scythians are a growing threat to the Medes, Assyrians, and most especially the Kingdom of Lydia. Elam has just finished another war with Assyria and is a critical point which will soon see the Kingdom disintegrate or become a vassal to either the Assyrians or Medes.

The later bookmarks are still VERY WIP and may change, they were established so I could have a brief idea of the major timeline for the mod to follow, they are not really playable.

NOTE: All of Britain, Scandinavia, Eastern Europe, West Africa (Ghana/Mali) are practically untouched so these areas are currently empty. (India is full of placeholders) They will be developed in the future as is possible.



Major Notes:

  • Crusades and Jihads have been temporarily disabled.
  • Only a few custom headgear and clothing/hairs have been implemented so far.
  • Many provinces and holdings are still WIP in regards to proper names.
  • Many smaller localisation and gfx issues regarding proper flag images and cultural/religious titles.
  • Casus Belli Revamp is in the works, but the current release version is using vanilla cbs.
  • Overall balancing for buildings, holdings, and vassals etc is still very much WIP.
  • COA’s are almost completely untouched and still require a vast amount of work.
  • “War’s of Foreign Aggression” CB has temporarily replaced Holy Wars and is really just a loc placeholder.
  • Major additions to Ambitions, Plots, and factions is in development (inspired mostly by AGOT and Geheimnisnacht)
  • Music and some artwork are mostly placeholders and used in a creative fashion as this is a not-for-profit modification.


Known Issues:

  • CTDs often after quiting from the game over screen.
  • CTDs if attempting to “Return” from the Character selection screen occasionally.
  • Many flags are mixed up atm, I am working on fixing this. (wrong images for Upper/Lower Egypt etc


Special thanks to Galle (Paradox Forums) for a ton of advice and his amazing assistance in the modding process.

Special thanks to Witcher (Paradox Forums) for historical advice and guidance.

Thanks to Kryo (steam) for the integration of his transparent map mod +borders.

Thanks to the Diadochi Kings mod team for allowing me to use their unique font.

Thanks to Diadochi Kings mod team for usage of all assets etc

Thanks to AGOT mod team for the use of several art assets and code examples with integration of ambitions.

Thanks to Illathid and the Geheimnisnacht mod team for several coding examples, general inspirations and hopefully more integration of several gameplay/ui assets in the future.

Thanks to the Magnate lords mod dev (apg?) for the concept and idea, I built my own system using his as inspiration, also used a few gfx province pics (temporary placeholders as the system is still being integrated fully in the game -> will mostly be a reduced version of Magnate lords itself.

Special Thanks to my playtesting mates and contributing Devs, and anyone else who may have slipped my mind at the moment.


This mod is in an ALPHA state and is still heavily in development, multiplayer should be stable [within reason, this is CKII ;) ]

Download Link: Mediafire.com

Size is approx 306MB

Mod Installation Instructions:

Simply download the .rar file and extract it to your \Documents\Paradox Interactive\Crusader Kings II\mod\

And then checkmark the “Pharaohs & Consuls 0.1Alpha” box in mod section of your Launcher.

>If you encounter any bugs, issues, or general stability problems, please inform me at the Paradox forums at the Topic for the mods development -> Forum.paradoxplaza.com

Thanks for following Development so far and your input and contributions everyone, I hope you enjoy!

Comments
Painmace
Painmace

Good job :)

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onesicondor
onesicondor

wooow can't wait to play!

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cquentin48
cquentin48

I can't wait to play it!

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Darkar17
Darkar17

Hello, I installed the mod as usual and as shown, only I can not start because it is not found in Crusader Kings II launcher, and this is not the first mods to which this happens. Someone should explain? A solution ?

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Assassin739
Assassin739

Put the mod folder and .mod file in Documents/Paradox Interactive/Crusader Kings 2/mod /mod isn't there, then make a new folder called mod.

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porter34
porter34

If you click on the folder and you only see 1 folder inside it that means you kind of extracted it wrong. You have to copy the single folder that you found inside (should be the name of the mod) and put THAT folder in \Documents\Paradox Interactive\Crusader Kings II\mod\

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Guest
Guest

Wow, thank you. Have not played yet, but already loving it - clearly so much work has gone in. Seriously, thanks, because I can't even imagine what a task this must have been. Obviously not in a position to comment on gameplay yet but it all opened and ran perfectly for me (new load screens are a nice touch) and I'm currently engrossed in exploring the history of titles in my chosen 244 auc start.

A few comments in case I forget to leave feedback once I've actually played: starting as Rome in 243 I was asked whether I wanted to start before or after the fall of Superbus but unable actually to choose (so I just went custom and advanced time a year). Remus should exist! Romulus should be a twin and a kinslayer (if that's hard to mod, might be worth looking into the Karl/Carloman files). There should be a head of the "roman faith", if possible it should be an elected honorary title that only patricians other than the top liege are eligible for (with respect being age + piety instead of prestige), especially if crusades are disabled. Superbus shouldn't be in my court, he should be in exile with a claim on my title! And why is Cyrus the Great so crappy (tough soldier and arbitrary)?

Fantastic mod, thank you again.

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Godream_Interactive Author
Godream_Interactive

Thanks I appreciate it, I am still hard at work after a long break on the 99AUC onwards bookmarks and character history(lots to do) unfortunately I can't model Remus or Romulus in the history files as the game has been setup to have 1 AD become 1 AUC, therefore if I created Remus and Romulus in the game files they would be born the same year they founded the city of Rome :(

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herrkommandant115
herrkommandant115

Crashes at loading database. Any idea as to why?

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porter34
porter34

The fact that we would have to buy all the DLC is kind of a deal breaker. I dont have the Mystics and Monks, Rajas of India, or Horselords and I cannot play.

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Godream_Interactive Author
Godream_Interactive

I am sorry to hear that, as time goes on I may support having less DLCs but to be honest I am basing my mod on the most recent build of CKII (which does cause alot of headache as it's always being updated lol) so as you know there is alot of gameplay features etc that are based off of the DLC and I can't say that I know how to support older builds of the game without those features.

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Godream_Interactive Author
Godream_Interactive

Quick Update: Just working on final stabilization for the public 0.1B release build right now and hoping to have it out in a few hours. Unfortunately, unless something changes by this evening, Societies will mostly be missing as I have disabled the vanilla medieval ones and all my attempts at custom societies (such as the Companions of Marduk ;) have failed to have any characters join them aside from the "grandmaster" or founder and seem to cause ctds, I am not giving up on societies as I think they are an excellent addition to the game, but I am not ready to release my prototype work on them until it's ready to be integrated stably into the main build. In addition, Casus Belli's are not final and have been getting alot of work lately and I want to stress that they will change in the next few builds as I'm not happy with them currently. (Mostly vanilla with a few minor tweak so far)

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