Crusader Kings II

Crusader Kings II

Improved Early units
60 Comments
Njupa Supa 19 Jun, 2020 @ 3:45am 
For some reason the units are invisible for me and i have the Norse unit pack dlc.
Alpha Storm 20 May, 2019 @ 2:58am 
Mod crashes the game upon me trying to place my spymaster on the map. Might be due to conflicts with other mods, though I find that to be unlikely. Will likely check this weekend. Just thought you should know.
Drax70 18 Mar, 2019 @ 9:23pm 
Any update yet?
RandonDjion 18 Mar, 2019 @ 2:49pm 
I dont know why but a lit of your mods have liw stability for me, and the game just tends ti crash seemingly randomly.
VityViktor  [author] 24 Dec, 2018 @ 6:02am 
@Drax70 Thanks, I'll take a look.
Drax70 21 Dec, 2018 @ 2:33pm 
@VityVictor, I get errors in the error.log file with your unit mods early, middle AND late..
Have you checked your error.log file? Is this normal? I don't CTD but it says that textures/files are missing...

Thanks!
VityViktor  [author] 5 Dec, 2018 @ 5:06am 
Added new pictures: South Slavs, Berbers/Andalusians and Levantines/Egyptians.
VityViktor  [author] 4 Dec, 2018 @ 2:50pm 
@Turgal Of course. Every unit featured in this mod is only used between 769 and 950. After that, they change to their default or midgame models.
Husary 4 Dec, 2018 @ 11:58am 
Good, but will the Muslim units change in 950 AD? For example will the units of Muslim look like the new ones from 950 AD till the High Middle Ages? Old Arabic units should exist till 950 AD then from this date they should change into the new ones, it would be awesome, these units were accurate for that period, the new ones look more like Middle Ages ones..
VityViktor  [author] 4 Dec, 2018 @ 7:12am 
@Turgal They're still in this mod. I even made unique combinations for the Berbers and the Levantines. Andalusians, unfortunately, lost their units, as they now share them with the Berbers. I will upload pictures as soon as I can.
Husary 4 Dec, 2018 @ 7:04am 
What happend to the Old Early Arabic units? They were perfect for Early Middle Ages, I saw new Arab units, hope they didn't changed them..
VityViktor  [author] 30 Nov, 2018 @ 7:46am 
@untequiller
Also, Early Western Units aren't technically out of use, as I simply took unused shields and helmets and gave them more pressence within the generic Early units. Look, for example, at the Celts: they use Early Western bodies, "Pictish" shields (only used by Pikemen before), and Celtic infantry (for Light infantry) and cavalry (for Heavy infantry) helmets. Currently, I think the only culture using complete vanilla Early Western units are the Occitans, because they fit well enough, and all their surrounding cultures have unique enough models.
VityViktor  [author] 30 Nov, 2018 @ 7:45am 
@untequiller They should be compatible with each other. I use them both. Are you sure you aren't playing in 769 start date (in which Franks use Germanic units until they become French, and that's not a thing from the mod, as far as I know)?? In 867, by the other hand, they're "French" by then, so they use "early Frankish" (more like early French) graphics.
untequiller 30 Nov, 2018 @ 7:28am 
And I'm dissapointed Early Western Units currently are out of use :steamsad:
untequiller 30 Nov, 2018 @ 7:26am 
Yeah, I've Improved Frankish Units mod in my list. But looks like it doesn't work for some reason. May be because of this one is activated along with Improved Early units. May this cause the issue?!
VityViktor  [author] 30 Nov, 2018 @ 5:56am 
@untequiller Franks, Lombards, Suebi and Germans use Germanic graphics (portraits and units). When they become French, Italian or Portuguese they aren't using these Germanic graphics anymore. By the way, you may like my Improved Frankish Units mod. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=955296527
untequiller 30 Nov, 2018 @ 5:23am 
Why?!
VityViktor  [author] 29 Nov, 2018 @ 6:10pm 
@untequiller Well, Early Western Units themselves are currently unused, as every Western culture is using their own version. Others, like Franks, Lombards, Germans, etc. use Early Germanic Units instead.
untequiller 29 Nov, 2018 @ 5:20pm 
*Note. Early western units seems doesn't work properly. They've been replaced by Early Germanic units. Looks odd.
untequiller 29 Nov, 2018 @ 8:50am 
"Removed Early Turkic units (as they looked too Arabic in my opinion)"
Lol! I was thinking those units were early arabic too! Are they really presented as early Turkic by developers?
VityViktor  [author] 25 Nov, 2018 @ 4:41am 
@Adrenochrome They would still use light infantry axes, though. Only the guy would be changed, from the bearded redhead dude without helmet to the even more bearded blond dude with a helmet, lol.
Ido 25 Nov, 2018 @ 4:38am 
@VityViktor if you're referring to the Norse pikeman unit, I don't think that would be a bad idea at all. The player winds up almost never seeing them as a tribal/feudal Norse state, by default they look good and most troops from the period used spears anyway.
VityViktor  [author] 25 Nov, 2018 @ 4:08am 
@Adrenochrome Norse light infantry model is quite ugly, though. Specially when compared to the heavy infantry one. Sometimes I consider giving them pikemen models, but I'm not sure.
Ido 24 Nov, 2018 @ 1:15pm 
Yeah I'm sorry, I did double check it last night after I commented and I think it did look good. I just remember it looking super large in the past for some reason.
VityViktor  [author] 24 Nov, 2018 @ 3:38am 
Now we all can enjoy the new Magyar early units. Take a look to the Light Cavalry model, using a relatively unused helmet.
VityViktor  [author] 24 Nov, 2018 @ 3:33am 
@Andrenochrome Glad you like it! I made the Norse light infantry axe a little smaller, and I think it looks good.
Ido 23 Nov, 2018 @ 1:12pm 
Hey, I really like your improved unit mods, especially this one since I generally prefer to play the earliest two starts. The Norse heavy infantry model looks fantastic, changing them over to a sword was a good move, they're probably some of the best looking units in the game now. I find that the light infantry troops for the Norse, however, look pretty bad. Can you give them back a sword or shrink the size of the axe even further?
Caio Soares 19 Nov, 2018 @ 7:26pm 
Thanks, give my like to you!
VityViktor  [author] 19 Nov, 2018 @ 7:25pm 
@Caio Soares Yeah, I've just updated it.
Caio Soares 19 Nov, 2018 @ 7:06pm 
Its work wth Holy Fury?
VityViktor  [author] 15 Dec, 2017 @ 3:17pm 
@untequiller Balts share graphical culture with Finno-Ugrians... Yeah, i don't understand it either. They should have their own graphical culture.
untequiller 15 Dec, 2017 @ 9:46am 
One more idea. Could give early easterneuropean units for the Baltic group?
ɌƗȻꝀŦɆɌ 10 Dec, 2017 @ 6:52pm 
wait, why can't you play with this and ck2+? as far as i know, ck2+ does 0 cosmetic changes, i've spent a good 4 hours on a welsh count game with both mods enabled and i've yet to encounter any issue (aldoe, i did try to make a Roman count of Spalatto run and the models were hideous, but my guess is that's because, sadly, like many moders, you forgot the culture is even in the game T_T)
VityViktor  [author] 8 Dec, 2017 @ 3:01am 
@SirAndre I'm sure It could be possible, but i've didn't try CK2+ yet... Maybe in the future i could try to make it.
SirAndre 7 Dec, 2017 @ 11:33pm 
is it possible to make your unit model mods into CK2+ version. I really love what you did with the models but i cannot play CK2 without CK2+ mod.. :(
VityViktor  [author] 3 Dec, 2017 @ 7:20am 
@untequiller I tried that, but both Anglosaxons and Old Saxons (from Charlemagne) use the same graphical culture, so i decided to keep the default Saxon units for both... :/
untequiller 3 Dec, 2017 @ 6:47am 
It would be cool to give pagan saxons units from early germanic unit pack till 950.
Æthelwulf 5 Sep, 2017 @ 5:02am 
cool man, good job :)
VityViktor  [author] 5 Sep, 2017 @ 3:53am 
@Æthelwulf Done. Norse axes should look smaller now.
VityViktor  [author] 5 Sep, 2017 @ 3:26am 
@-=EGS=- Gaminglord99 I have no idea, sorry :(. Are you using other mods?

@Æthelwulf I don't think it breaks achievements. And i'm also considered changing the Norse axe. It's too damn big in my opinion. I'll do some tests: changing size or using some of Charlemagne's axes.
Æthelwulf 4 Sep, 2017 @ 6:53pm 
does this break achievements? you should make the axe for the light norse infantry smaller if you can lol.
-=EGS=- Gaminglord99 31 Aug, 2017 @ 4:12pm 
Im in the same boat as liukwan2406 5 mins in as ir crashes to desktop (it took for ever to learn that this was the mod that was doing it.) and o have no idea why, i have ecerything listed in the Required DLC.

any ideas?
VityViktor  [author] 20 Jun, 2017 @ 2:48pm 
@Gnefitisis一三 No idea. ;/
Gnefitisis一三 7 Jun, 2017 @ 2:19pm 
How compatibile are your unit mods with BLG?
Schmittboxes 16 Feb, 2017 @ 6:59pm 
Thanks! :D
VityViktor  [author] 16 Feb, 2017 @ 3:04am 
@mastaschmitty It would be an honour. :)
Schmittboxes 15 Feb, 2017 @ 8:20pm 
VityViktor,

I'm currently working on an Antiquity mod and I rather like your models; would I have your permission to use them in some capacity? I would credit you, of course.

Thanks
Dane 6 Jan, 2017 @ 6:10am 
Was wondering if you could do early Anglo-Saxon units?
Cvanvs Livs 21 Dec, 2016 @ 7:05pm 
Why the game get crushed after every time I play for only 5 mintues
VityViktor  [author] 17 Dec, 2016 @ 4:06am 
Updated!! Added andalusiangfx early models!

@untequiller In my opinion, Cumans, Pechenegs, Khazars, etc work well with vanilla Turkic Units Pack. I'm afraid i couldn't make unit Magyar units because they share the models and graphical culture with Western Slavs, and the same happens with the Alans (they use Eastern Slavic graphics), that's a shame...

Thank you guys!