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I'm playing with the latest PLUS and RT versions, and I don't recall the "No Vassal Kings" Law to require Maximum Crown Authority to be able to change it ? Has it been modified lately by you or the + team or am I subject to some kind of hallucinations ?
I had the chinese settlements grafic before last update of Ck2+ now they are the usual mongols gfxs again. I play with your mod so i post the bug in this section.
I had the chinese settlements grafic before last update of Ck2+ now they are the usual mongols gfxs again. I play with your mod so i post the bug in this section.
Hey Cpoffers, how's the compability of BLG with the new versions of RT (and of every mod listed in the OP in that regard)? I'm looking at some UI oddities so I believe there's need to update, but I could be completely wrong
I can confirm that. Most of the faces are perfectly fine, but the Hungarian ones especially look a bit strange, plus women in some cultures have mouth- and noseless faces. Excepted for those small odities, nothing major though.
I can confirm that. Most of the faces are perfectly fine, but the Hungarian ones especially look a bit strange, plus women in some cultures have mouth- and noseless faces. Excepted for those small odities, nothing major though.
Have you updated BLG? I did and I've having no issues so far since then
By the way... I'm having a reproducible CTD in my current campaign. I play with BLG and Patrum Scuta+ (for CK2+) and RT of course, and the CTD happens even with those mods not enabled.
It occurs sometime during the first or second week of october (It's not a particular date but it happens mostly in oct 4th)
Log says there's a Stack Overflow; I'm uploading my save and exception log anyway.
As far as I can tell it isn't, the provinces get fucked up when you use Rex. I play CK2+ with Patrum Scuta, CPRPlus, and Rex. When I launched the Sahara was fucked up, a random Sahara province was in the middle of Germany and some in India? Disabling Rex fixed it.
No previous version download links I'm afraid. Except this one for v1.6 that I've added to this post for your downloading pleasure.
Also, sorry everyone for the general silence on my end, but the dreaded "Real Life" reared its ugly head and I haven't had much time to work on the mod. I have spent pretty much all of today updating history files and it looks ok so far, so I'll probably put out a new Beta 6 compatible version relatively soon.
Likewise! Also, this is very late, but I appreciate you trying to work on East Africa. I have this habit of reading up on times and places that I play in, and imagine my surprise when it turned out that my dynasty, my kingdom and my capital city in-game only appeared centuries later IRL...
Changes to ensure compatibility with CKII+ v4.07 BETA 6
Filled out missing history of Tibet in 950 and 962 bookmarks, as well as the new Saharan provinces
General history cleanup in the region between Mesopotamia and Khorasan
Changed the colour of e_seljuk_turks to better differentiate it from the new e_arabia colour
New "Off" value on the "Communal Administration" rule, which effectively removes communal government from the game
With "Communal Administration" set to "Unrestricted", the AI will now never adopt communal administration unless they'd be able to with the rule set to "Restricted"
Fixed a bug where changing from feudal to communal and visa versa wouldn't change the government type
Half of the changes are to be more in line with the recent CKII+ map and history changes, the other are tweaks to communal government. For example, it turns out that (relatively) recent changes to how government is validated in game, while improving performance, also completely broke the events for switching from feudal to communal/communal to feudal. It should hopefully be fixed now, but doing so meant removing some safeguards intended to prevent characters switching government randomly, so with a bit of luck that isn't going to cause any problems.
I mean, I haven't had much time for long-scale testing, so "a bit of luck" seems almost generous...
I also 'fixed' an issue with the communal government mechanics from a meta perspective. Over time I came to feel that communal government was a bit out of the scope of this mod's general HRE-theme. I was tempted to split it off entirely as a seperate submod, but unfortunately the two mods would've be incompatible with each other, so I kept it in despite misgivings.
Now, though, I've added a new value on the Communal Administration rule that allows you to turn off the communal government type. It blocks the communal administration law from being enacted under any circumstances, and if the game begins on a start-date where the Qarmatians are around, they are put onto feudal administration. The "communal uprisings" that occur with the other rule are largely unaffected if that rule is set to "on", but the leader of the Qarmatian uprising will remain feudal.
This means if you don't like the communal mechanics, don't want to risk the instability they can potentially cause (despite my best efforts), or just don't want them in your HRE mod experience, you can now simply turn them off and they'll trouble you no more. Basically, Communal Government is now much more like a separate submod that, while not officially part of RT, comes free with the package (which is also free but shut up).
Honestly? Nothing short-term. I'll probably be taking a break from any major updates for a while, as running test game after test game for months and months and months has made me really want to, y'know, actually play the game again (I haven't actually played a proper game of CKII since some time around late 2016).
Of course, this doesn't mean the mod is going on hiatus; I'll still be fixing bugs and keeping things compatible whenever an update to CKII+ drops, so don't worry about that. If nothing else, taking some time out will give me time to flesh out some ideas that haven't quite reached the "plan" stage.