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whenever I try to start the mod, it brings me to the loading screen and gives me this message before crashing.

"File exception:
Exception in: .\discfile.cpp, line: 424. Description: Could not open file: common\countries/pirates.txt"

my vanilla version of Vae Victis works, yet mods like yours or lofmans are not. lofmans has worked up until now. I have even tried reinstalling everything.

any tips?
 
I rate this mod as cool. It adds much flavour to the game.

There is one serious imbalance though. All the newly emerged nations can be DOWed at will because of the no stability hit DOW penalty for highly civilized nations. In less then 5 years the player can annex/make tributaries of most of the new minors easily.
 
A stability hit would work gameplay-wise in hindering mass-annexing, but would hardly accurately represent the reason why, for example, the Macedonians didn't rampage through Illyria in a couple years. Macedonian society wouldn't be severely affected by sudden war with a barbarian Illyrian neighbor, casus belli or no, like a European nation would when attacking another in the 18th century. Gaul, Spain, and Illyria took awhile to be conquered because it was simply hard to do so, and there were zillions of angry natives. So larger armies allowed in the one-province barbarian states, perhaps coupled with higher revolt risks once capturing these provinces, would be a better deterrent to performing a Blitzkrieg.
 
Unfortunately this sort of thing seems to be a limitation of the engine..
 
Thanks for the support and comments everyone.

There would need to be 1 thing to enable this to
work cleanly, and it would need to be added to the base game engine (i.e. doesn't appear to be moddable).

You would need a is_marriable flag added to characters. When the game engine decides to whom they should marry off, this flag would be checked and skip those with it set to false.

You can get around this via using a sweep action that runs continuously to clean all characters in your country with this flag set and married, but that seem like an excessive drain on the resources as a workaround. Unfortunately this would just remove (annul?) any 'unapproved' marriages.

I like the new graphic to the mini-mod.

Is the localization for events 187001 & 187002 missing?

Maybe a sweep for only the player and only their heirs would be ok. Then you could marry them off at will. I must have another look at marrying from different countries.

Cheers, for finding the missing event localiations, I cant find my original test mod to see if I ever created them but will add them in shortly.

And thanks for your Mod, its a great addition.


whenever I try to start the mod, it brings me to the loading screen and gives me this message before crashing.

"File exception:
Exception in: .\discfile.cpp, line: 424. Description: Could not open file: common\countries/pirates.txt"

my vanilla version of Vae Victis works, yet mods like yours or lofmans are not. lofmans has worked up until now. I have even tried reinstalling everything.

any tips?

Sorry War, not sure about that one. Really strange, sounds like your installation must be corrupted but you have said you have reinstalled it. Epigoni Mod and LofMod dont touch the pirates.txt file.

What version of the game are you using ?

I rate this mod as cool. It adds much flavour to the game.

There is one serious imbalance though. All the newly emerged nations can be DOWed at will because of the no stability hit DOW penalty for highly civilized nations. In less then 5 years the player can annex/make tributaries of most of the new minors easily.

I dont believe that this is directly moddable and I think it was orginally brought into the game because people were complaining that the original penalties were to high. Rome could never conquer the Med in the alloted timeframe.

I have weakened the manpower of the big four and the generalship of the Seleucids and Ptolemies. Have you tested it with Epigoni Mod in a long term game ?

A stability hit would work gameplay-wise in hindering mass-annexing, but would hardly accurately represent the reason why, for example, the Macedonians didn't rampage through Illyria in a couple years. Macedonian society wouldn't be severely affected by sudden war with a barbarian Illyrian neighbor, casus belli or no, like a European nation would when attacking another in the 18th century. Gaul, Spain, and Illyria took awhile to be conquered because it was simply hard to do so, and there were zillions of angry natives. So larger armies allowed in the one-province barbarian states, perhaps coupled with higher revolt risks once capturing these provinces, would be a better deterrent to performing a Blitzkrieg.

I guess the three relevent modifiers to hinder a Blitzkreig are:
- stability
- revolt risk
- war exhaustion

I know one of the earlier mods SPQR tried to stop the Roman Blitzkreig in Gaul via a series of events, mercs, money, etc but I am not sure how successful it was.
 
Thanks for the support and comments everyone.

Maybe a sweep for only the player and only their heirs would be ok. Then you could marry them off at will. I must have another look at marrying from different countries.

Cheers, for finding the missing event localiations, I cant find my original test mod to see if I ever created them but will add them in shortly.

And thanks for your Mod, its a great addition.

A couple other changes I found.

For title_concubine1 you need to add to allow = { }
Code:
  OR = {                            
    is_married = no           
    spouse = { is_ruler = no }
  }

Or

Code:
  NOT = {
    OR = {
      has_title = title_consort
      has_title = title_concubine
      # add the brides_to_be?
    }
  }

Otherwise you can make the Royal Consort an Unwilling Concubine.

The *to_be titles also have a couple typos.

title_ruler_bride_to_be
is_marred => is_married

title_heir_bride_to_be
is_marred => is_married
 
I have done this many many times, reinstalled everything and placed things into the folders separated. tried a lot of different ideas.

can you give me anymore tips or which sequence to put the files in?

I may be asking a lot though.. sorry about that but I am looking forward to playing this mod.

I install europa, then vae victis into the same folder. then overwrite the files in that folder with the current patch. then put the mod in the mods folder. so everythings in one folder.
 
I dont believe that this is directly moddable and I think it was orginally brought into the game because people were complaining that the original penalties were to high. Rome could never conquer the Med in the alloted timeframe.

I have weakened the manpower of the big four and the generalship of the Seleucids and Ptolemies. Have you tested it with Epigoni Mod in a long term game ?

I believe all the major powers should have their capital civilization rating trimmed down, maybe to something like 55 or even 50. Especially at the start of the game that 90 civilization for Rome is unrealistic.
 
I have done this many many times, reinstalled everything and placed things into the folders separated. tried a lot of different ideas.

can you give me anymore tips or which sequence to put the files in?

I may be asking a lot though.. sorry about that but I am looking forward to playing this mod.

I install europa, then vae victis into the same folder. then overwrite the files in that folder with the current patch. then put the mod in the mods folder. so everythings in one folder.

I found someone with a similar issue in the past.

Thanks for the help, now it showes up in the tab where you can choose mods but when i start the game it says:
File exception:
Exception in: .\discfile.cpp, line:424. Desription: Could not open file: common\countries/pirates.txt

and when i press ok it says:

Runtime Error!

Program:C:\Program...

This application has requested the Runetimr to treminate it in an unsual way.
Please contact the application's support team for more infomation.

EDIT: didn't notice that i needed VV for the mod until now.

From the EDIT, it looks like it might be something to do with not having Vae Victus installed properly. Other than that I dont know how else to help you. :confused:
 
A couple other changes I found.

For title_concubine1 you need to add to allow = { }
Code:
  OR = {                            
    is_married = no           
    spouse = { is_ruler = no }
  }

Or

Code:
  NOT = {
    OR = {
      has_title = title_consort
      has_title = title_concubine
      # add the brides_to_be?
    }
  }

Otherwise you can make the Royal Consort an Unwilling Concubine.

The *to_be titles also have a couple typos.

title_ruler_bride_to_be
is_marred => is_married

title_heir_bride_to_be
is_marred => is_married

Ah yes, I see. Will add the second batch of code in and adjust for the typos.
 
I believe all the major powers should have their capital civilization rating trimmed down, maybe to something like 55 or even 50. Especially at the start of the game that 90 civilization for Rome is unrealistic.

I think trimming down the civilisation values will require a rework of Tech and Inventions so it will be a project in itself.

Do you know at what civ level the DOW kicks in at ?
And is it based on the capital ?

Rome capital is currently 90
Carthage capital is currently 70
Macedonia capital is currently 77 (I modded this up 2 points)
Ptolemies capital is currently 80
Seleucid capital is 70 (but Antioch is 80)
 
I think trimming down the civilisation values will require a rework of Tech and Inventions so it will be a project in itself.

Do you know at what civ level the DOW kicks in at ?
And is it based on the capital ?

Rome capital is currently 90
Carthage capital is currently 70
Macedonia capital is currently 77 (I modded this up 2 points)
Ptolemies capital is currently 80
Seleucid capital is 70 (but Antioch is 80)

When your capital civilization is 20+ higher than civilization of your targets capital then you suffer no penalties for DOWing them.
 
thanks for the reply.. any comment on which sequence I should install the programs?

No problem. This is how I see the installation process:

1) Instal EUR
2) Instal VV
3) Patch up to v2.31 for Epigoni ( I think Lofmod is v2.2)
4) Place mod in mod directory

That should do it.
 
Thanks for the support and comments everyone.
I guess the three relevent modifiers to hinder a Blitzkreig are:
- stability
- revolt risk
- war exhaustion

I know one of the earlier mods SPQR tried to stop the Roman Blitzkreig in Gaul via a series of events, mercs, money, etc but I am not sure how successful it was.

I think another reason why Rome goes for Gaul so quickly is that its' Civilization is through the roof, allowing it to quickly colonize and spread. Perhaps lowering the Civ of the capitals of some of these powers (but especially Rome) would decrease the Civ bonuses emanating out. I'm in a Sagentum game right now, and Rome's new colony in the Pyrenees quickly outstripped mine in Civ score.

Edit: Wow, can't believe I didn't see that this was being discussed already. Embarrassing.
 
Last edited:
No problem. This is how I see the installation process:

1) Instal EUR
2) Instal VV
3) Patch up to v2.31 for Epigoni ( I think Lofmod is v2.2)
4) Place mod in mod directory

That should do it.

again sorry.. I have tried a lot of things trying it get it down perfect.

do I give VV it's own folder in my europa folder?

and to patch I just extract the patch files into my europa folder and overwrite?



this sounds kinda nooby lol.. but i've reinstalled the game and tried to place the programs in almost every directory and it still hasn't worked. trying to find the best way.