@Erilaz NHO and tweaks are compatible with emf beta
?
Yeah, they may not be visible, but there'll be features missing or broken in the background - sometimes more severe than other times, depending on which files are updated by the beta.Ι always use Call to Arms and the Various Erilaz's tweaks (not NHO at the moment) with EMF beta and sometimes even alpha. I have no issues, at least not visible.
Yeah, they may not be visible, but there'll be features missing or broken in the background - sometimes more severe than other times, depending on which files are updated by the beta.
For some reason the Call to Arms make the trees more light green, look.
He's using the Darker Map for HIP. I'm quite sure about it.No idea what's going on there. Call to Arms does nothing graphically.
My game looks just the same with and without:
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Ι wasn't aware that Call to Arms (my most used one) files are affected by the EMF beta. Are you sure? Plus I AFAIK EMF beta includes NO important SWMH changes. Only small corrections as the big changes are coming with the big releases.
If the beta changes a file that I use (overwrite) in one of my parts/tweaks, those changes won't be present, which may be unimportant, but it may also in rare cases cause major issues. The only way to check is to compare the released and beta EMF/SWMH/Vanilla files overwritten in my parts/tweaks (see which files are present in my mod folders, and then compare the same file between the beta and released version to check for changes).
Hi,I found the problem, it is the combination of the mods with Call to Arms, a game with several mods that does not change this, but when I call Call to Arms it causes this problem, but when I try only HIP and Call to Arms is normal.
No need, I found the mod that using this together happens, Simple Fog of War Mod. Using with all the other mods remains normal.Hi,
Which submods are you using? Perhaps I can help you. I'm using a plethora of submods for HIP, with no issues atm.
Sometimes it's a little war, sometimes it's a World War, so much crazy xD (CALL TO WAR SUBMOD)
Yes, I believe it's simply a few lines in the defines. It could be interesting to fiddle with the balance at some point.Is it not possible to make it cost less prestige? I think that this way the Lords would enter the war less?
Yes, I believe it's simply a few lines in the defines. It could be interesting to fiddle with the balance at some point.
EDIT:
I think these are the relevant ones.
ATTACKER_CALL_DECLINE_COST = 25, -- Prestige cost for refusing to join an offensive war
DEFENDER_CALL_DECLINE_COST = 100, -- Prestige cost for refusing to join a defensive war
ALLIED_CALL_DECLINE_COST = 200,
TRIBAL_VASSAL_CALL_DECLINE_COST_FACTOR = 3.0, -- Prestige cost multiplier for tribal vassals
TRIBAL_PRESTIGE_CALL_TRESHOLD = -100, -- The threshold needed for the AI to start considering answering call to not take the prestige hit
I'm not a mod maker, and I have a question about this "TRIBAL_PRESTIGE_CALL_TRESHOLD = -100, - The threshold needed for the AI to start considering answering call to not take the prestige hit"
Does this mean that the vassal will only consider not answering the call of the overlord only when the vassal has -100 prestige?I f he has more than -100 of prestige, If he has more than -100 of prestige, will he almost certainly accept the call to war?