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-Expanding pagans gameplay is obviously a priority. The way I see priorities atm is sort of like this:
1)fixing blatant issues like the holy wars issue -or the ctd issue (If anyone knows what causes the issues please tell me)
2)fixing the setup - there are some issues with it I noticed such as some characters with no religion (I'm looking at you Hors characters, damn you sol_slavic tag!), or a Cuman vassal in North Africa etc.
3)improving the setup - there's quite a few things I didn't get to do because I rushed the release.
4)adding in more of the buildings system (and fixing the stuff I left in)
5)adding in some of the military stuff I had planned for 0.1a -I still need to look into the new military stuff paradox added for one.

Once those things are sorted I can get to adding other stuff such as events, gameplay changes, traits, modifiers etc. There's no timeline on anything given that atm I'm working on everything on my own and real life eats my time up. :angry:

I would also want to ask people if they know/have any suggestions about what mods I should ask to integrate - like maybe the culture spread via ports mod or some such.
 
Better Rebels Mod would be a great addition.
 
I'm looking into things atm, I'm thinking a temporary fix for the pagan holy wars issue would be to switch all pagans to a new religious group... that might work.

I believe I know what went wrong and I've solved the inconclusive holy wars issue. I am now looking into the CTD issue, hopefully I can replicate it.
 
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I don't exactly know about the CTD, but as a Roman culture leader I CTD all the time, and eventually it became unplayable, but my friend had a Bython game without crashing at all. I tried to see if it was linked to culture and I was able to play a Rhoiman leader without CTD at all. Could it be linked to culture?

Also the Patriarch of the Orthodox Church is a Sol Invictus follower, and vassal of the Imperium Romanion, but still head of the Orthodox Church, causing a bit of an issue with Orthodox follwers.

As for some new mods, maybe Family Relations mod is always a good idea, and I can't remember the name of this mod, but it made the learning stat increase the rate your provinces convert to your faith, which would be wonderful since there are so many

Either way I absolutely love this mod, keep up the great work
 
I don't exactly know about the CTD, but as a Roman culture leader I CTD all the time, and eventually it became unplayable, but my friend had a Bython game without crashing at all. I tried to see if it was linked to culture and I was able to play a Rhoiman leader without CTD at all. Could it be linked to culture?

Also the Patriarch of the Orthodox Church is a Sol Invictus follower, and vassal of the Imperium Romanion, but still head of the Orthodox Church, causing a bit of an issue with Orthodox follwers.

As for some new mods, maybe Family Relations mod is always a good idea, and I can't remember the name of this mod, but it made the learning stat increase the rate your provinces convert to your faith, which would be wonderful since there are so many

Either way I absolutely love this mod, keep up the great work

Thank you for your feedback! I'm going to try to figure out what culture related issue might cause the CTDs.

On the Patriarch issue - I know that particular problem hehe - I rushed the alpha out and didn't get to change that.:happy: I'm going to have him set up shop elsewhere than Constantinople.

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Either way I'm going to post a new version sometime today - fixing some things, polishing some things, adding some things etc.. There's a high likelyhood I'm going to be putting another chunk of buildings in and correct some of the existing ones. If all goes well I might even manage to get some of the professional army buildings in.
 
Do you think the new version will be save compatible? My SPQR game is amazing, reuniting Rome and being the only Catholic Ruler left!

ALSO (Lol) on the map, when you zoom out, S.P.Q.R looks fine, but all the periods are bunched up somewhere below SPQR, when I look at Italy, it looks like there are little islands next to Napolis, but I think thats just CK2

Thank you for your feedback! I'm going to try to figure out what culture related issue might cause the CTDs.

On the Patriarch issue - I know that particular problem hehe - I rushed the alpha out and didn't get to change that.:happy: I'm going to have him set up shop elsewhere than Constantinople.

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Either way I'm going to post a new version sometime today - fixing some things, polishing some things, adding some things etc.. There's a high likelyhood I'm going to be putting another chunk of buildings in and correct some of the existing ones. If all goes well I might even manage to get some of the professional army buildings in.

Oh wow you already responded! Its no problem man, I love your mod, can't wait for the new version!
 
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The S.P.Q.R. issue is a CK2 issue.:( All I can do is rename it to SPQR, then there won't be any islands. :) (I'll probably do that)

On savegame compatibility - I doubt it. (most likely not - a lot of stuff gets changed). The savegame would probably load but I can think of some things that would cause some wierdness. :(
 
The S.P.Q.R. issue is a CK2 issue.:( All I can do is rename it to SPQR, then there won't be any islands. :) (I'll probably do that)

On savegame compatibility - I doubt it. (most likely not - a lot of stuff gets changed). The savegame would probably load but I can think of some things that would cause some wierdness. :(

Ahhhhh, too bad, luckily I love this mod so much, it'll be ok. Thanks for all the quick responses!:laugh:
 
Will BLC be optional ? :wub:

Eventually most likely yes. Doing a non-BLC version right now would take time I don't want to dedicate to that particular avenue... this is not even 0.1a yet, and I am increasingly thinking that I do not have the time to do and maintain several versions. On the other hand the next version I will post today MIGHT feature some BLC cuts (skins) that will improve performance and given the new building system might cause further performance issues I will probably rethink the BLC implementation in the near future and streamline it for performance cuting out some things... but for now I guess people have to realize that this version is out only because I made a promise to release something last week- this version should in truth not be out at all - and for now my priority is getting things done that should have been in the first 0.1a release. :(
 
Sadly I'm experiencing an issue I just can't fix so I most likely won't be posting a new version today... No matter what I do I can't fix it(I've tried for hours) and the file in question is in perfect condition as far as I can see (I checked and rechecked) even the validator thinks there's no error there...I'm going to try to fix it some more till I go to bed, if I can't manage it I won't post the update tonight.
 
I would cut down on some of the heresies to begin with, ie Sol-christian, Mithradities/christain, the BLC means for me that middle eastern rulers have no portraits. TBH the most important thing is that crash at 1082.
 
I would cut down on some of the heresies to begin with, ie Sol-christian, Mithradities/christain, the BLC means for me that middle eastern rulers have no portraits. TBH the most important thing is that crash at 1082.

Wonder what that is about at 1082...With the current build on observe I had no crashes going over 1100, so I'm guessing some sort of player interaction causes that.
 
I used to crash at 1082, but loading a save got me through the year. After 1100s I do have some CTDs

I wonder why 1082, I don't think there's anything specific coded for that year?
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Btw I've been trying to make it so some buildings are destroyed on conquest. Meneth suggested I should use the occupied modifier for that, and I tried to but it doesn't seem to work. I've also tried to see if occupied_different_culturegroup works, but it doesn't either. You can see the code here for a building: (control 1 in this case ->represents pacification and control of a region, it's a prereq for other things and a way to force you to first "pacify" a conquered region before you get to build infrastructure)

#Control
ct_control_1 = {
potential = {
NOT = { has_province_modifier = occupied_different_culturegroup }
}
build_cost = 20
build_time = 365
tax_income = 0.1
ai_creation_factor = 300

start = { always = no }
}

So any ideas what is wrong with it? Or any ideas how to code a condition in buildings file so the building gets destroyed on conquest?
 
Thank you for your feedback! I'm going to try to figure out what culture related issue might cause the CTDs.

On the Patriarch issue - I know that particular problem hehe - I rushed the alpha out and didn't get to change that.:happy: I'm going to have him set up shop elsewhere than Constantinople.

.

Maybe in Mount Athos? Orthodox monks have become the Church powerhouse and now almost all Patriarchs are monks from Mount Athos!