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I can't attack Christian targets as the mongol empire. It seems that there is a check in the tribal_invasion cb which doesn't allow you to attack Christians. It's line 2859 and 2860 in common\cb_types\00_cb_types.txt.

Yes, that's true. I personally don't understand why this restriction was added to PB (before I joined), but to quote Meneth roughly from when I queried him about it, "it prevents a lot of stupid stuff from happening."

I know, that's not very satisfying. Feel free to remove the check. It's only until recently that the AI Golden Horde started successfully making it all the way to Hungary reliably in playthroughs, so I can only imagine that it's a very old rule that was added to balance a problem that was very, very unrelated to the current game balance. Thus, it will probably be removed, as it contradicts vanilla, history, and the whole point of a crazy imminent invasion of the Horde.

Thinking upon it, my guess is that the Golden Horde spent too much time wiping out the Rurikovich realms, which Meneth may not have realized did happen historically (for a time), and wasted its event forces upon them, then settling down in that configuration rather than driving into the Carpathian basin before falling apart as they should. I suppose that could still become a problem for AI behavior if that rule is removed, but surely, a better solution can be found, and most importantly, the player should not experience this CB limitation.

A fix, at least for the case of the player using the CB, will be introduced into PB beta tomorrow. Thanks for your diligence.
 
@Meneth: Think this could be a potential Paradox "bug" related to reevaluating traits' potential = { ... } clauses when a character's religion is changed (i.e., due to the internal changes required for the religious=yes trait flag to trigger loss of the trait upon religion change)? I mention this because the potential clause for Immortal is always = no rather than trait = immortal.

I wonder if it happens every time you convert religion at all as an Immortal.

To say the least, that is a pretty rarely touched part of our codebase, so I can't say much directly for its stability. However, the impetus for the bug being religious conversion really makes me wonder about the above out-of-left-field hunch.
Definitely possible.
The potential section probably isn't needed any more; it's there to prevent random characters getting it, but that issue was fixed when Paradox made "random = no" possible.
 
Yes, that's true. I personally don't understand why this restriction was added to PB (before I joined), but to quote Meneth roughly from when I queried him about it, "it prevents a lot of stupid stuff from happening."

I know, that's not very satisfying. Feel free to remove the check. It's only until recently that the AI Golden Horde started successfully making it all the way to Hungary reliably in playthroughs, so I can only imagine that it's a very old rule that was added to balance a problem that was very, very unrelated to the current game balance. Thus, it will probably be removed, as it contradicts vanilla, history, and the whole point of a crazy imminent invasion of the Horde.

Thinking upon it, my guess is that the Golden Horde spent too much time wiping out the Rurikovich realms, which Meneth may not have realized did happen historically (for a time), and wasted its event forces upon them, then settling down in that configuration rather than driving into the Carpathian basin before falling apart as they should. I suppose that could still become a problem for AI behavior if that rule is removed, but surely, a better solution can be found, and most importantly, the player should not experience this CB limitation.

A fix, at least for the case of the player using the CB, will be introduced into PB beta tomorrow. Thanks for your diligence.
They get to attack Russians, since they're Orthodox not Catholic. What they're prevented from is attacking catholic Poland, Hungary, Sweden, etc, as well as Finland.
Because back in the day, they tended to advance into those areas then never leave. It might not be as needed these days, but I don't think a Mongol advance into the Nordics is at all plausible, what with their reliance on horses. The other catholic realms are more debatable.
 
They get to attack Russians, since they're Orthodox not Catholic. What they're prevented from is attacking catholic Poland, Hungary, Sweden, etc, as well as Finland.
Because back in the day, they tended to advance into those areas then never leave. It might not be as needed these days, but I don't think a Mongol advance into the Nordics is at all plausible, what with their reliance on horses. The other catholic realms are more debatable.
Probably still needed. I've been noticing - and put on my list to investigate - a preponderance for the AI on the E side of the map to always go North. Seljuks go north and die in incessant warfare on the steppe, never touching the ERE. Timurids go N (limited data on this I have about 5 observer games to roll the rest of the way to them this week). Riuriks conquer Finland & part of Sweden and so never meet Kiev. Magyars conquer to Finland (when they expand - not constant and may be opportunistic). I'm hoping to have 10 or so sets of observations on all of them by te end of the week. So far the trend seems to be there. Of course virtually all of these are outside PBs balance point so I was going to try and figure out my own fix. Good to know CBs are a possibility for that.

EDIT
A fix, at least for the case of the player using the CB, will be introduced into PB beta tomorrow. Thanks for your diligence.
This would be more difficult (ok maybe a pain) but would it make more sense to have a secondary CB? If they conquer say... Kiev and Constantinople a global event fires (Conquerer of the world or something). When that flag is set they have access to the secondary CB which allows attacking Christians. This way the AI could (theoretically) have it to, but there would be and intermediate step. Though I freely admit I have never tried to mess around with a CB and a global flag.

Though from a player perspective I would prefer to just run wild without the restriction.....
 
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Well, if they don't appear that would explain them being empty. I didn't delete HIP, so I'll try that. No other mods, and I didn't see a release today so I'm on Saturday's release. Am using the portrait fix although I have no idea how that could be messing with things - it's the only thing I didn't mention.

EDIT: reinstall didn't work.

(Sorry for the delay the computer I was on last night did not have the original 3-08 release on it and I wanted to check a couple of things)
The release was updated and but it did not get a new thread so if you go to the 3-08 thread you will get the updated release.

I am really not sure what is causing that though. I cannot imagine it is the portrait fixes. I just checked in the original release and a VIETImmersion install looks good on mine.

I would suggest redownloading HIP and reinstalling - maybe the update fixed the problem you are having also?
 
I cant use my chancellor to try and fabricate claims with the newest version (I cant place him on the map) - Im using all modules except SWMH. Anyone else havin the same problem, or did I mess something up?
 
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All with SWMH? (or is it Immersion?) Nothing else?
Was it a new game in the current version or a continued save?

In a new game entirely, and just the default yes-man installation.

After 10 years, it just didn't trigger another blot. And unless there's a maximum on hunting events, it didn't trigger those either. But, as time flies, I could be wrong on the first.
 
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Looks like one of the other mods? I tested it with a clean HIP/SWMH set and it loaded from both a resign and a fresh start and had no problem - the changes were there.

Try it with HIP only and see if it still happens.

I just tried with with only HIP enabled. I took the start date of Dec. 26, 1066 and just picked the count at the southernmost point of Ireland. I shaved his head and beard completely and saved the game. I went out and reloaded. His beard was still gone but he had full hair and was now wearing a hooded cloak. So, it didn't save my haircut.
 
Just did a clean install of HIP. Starting a new game and event message pops up saying I do not have VIET Assets installed.

Are you using the latest version of HIP released a few days ago? If not use that.

If you are and the event is still showing (although it shouldn't, as we deleted that event from the code for various reasons), it should have an option to disable it.
 
I just tried with with only HIP enabled. I took the start date of Dec. 26, 1066 and just picked the count at the southernmost point of Ireland. I shaved his head and beard completely and saved the game. I went out and reloaded. His beard was still gone but he had full hair and was now wearing a hooded cloak. So, it didn't save my haircut.

Sounds like you're in need of a Steam CKII reinstall, buddy.
 
I cant use my chancellor to try and fabricate claims with the newest version (I cant place him on the map) - Im using all modules except SWMH. Anyone else havin the same problem, or did I mess something up?

I tried reverting to the earlier version of HIP, and alas, my chancellor now can be sent fabricating. As soon as I update -> cant send him anywhere. I've used the same modules every time.

EDIT

Okay, I fixed my problem by replacing the content of the map-folder from the newest HIP-Install (without SWMH) with the files from the earlier release.
 
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How can I do something about the invasion of giant omelets? The bonus is permanent. It's 911 now and half of England's can prepare themselves to dig up their biggest pans each year. The frequency of the festival needs to be gravely diminuated and limited to a couple of counties each region imo.
 
How can I do something about the invasion of giant omelets? The bonus is permanent. It's 911 now and half of England's can prepare themselves to dig up their biggest pans each year. The frequency of the festival needs to be gravely diminuated and limited to a couple of counties each region imo.

I'll quote myself from the VIET thread to explain first:

Thanks for that, actually, I was thinking of asking or hoping for some feedback on the frequency of the event chains.

Ordep and I tried something new with the flavor event chains, that is, to put them in the decade pulse in the on_actions. However I was fearing due to the (currently) small pool of event chains it could pull from, that they could be too frequent. We wil probably just increase the chances of not having an event chain, as well as make sure there is a character flag on your character once the event chain begins to prevent it from happening again.


To fix this, go to mod/Historical Immersion Project/common/on_actions and open up the text file there. Find the following code:

Code:
#character
on_decade_pulse = {
		10 = VIETmisc.5000
		10 = VIETmisc.5007
		10 = ordepchains.1000
		1500 = 0
}

To delete the event, delete "10 = VIETmisc.5007".

You can alternatively reduce the chances of the event happening by setting the "1500" to a much higher number.


Anyhow it will be tweaked in the next version.
 
This would be more difficult (ok maybe a pain) but would it make more sense to have a secondary CB? If they conquer say... Kiev and Constantinople a global event fires (Conquerer of the world or something). When that flag is set they have access to the secondary CB which allows attacking Christians. This way the AI could (theoretically) have it to, but there would be and intermediate step. Though I freely admit I have never tried to mess around with a CB and a global flag.

Though from a player perspective I would prefer to just run wild without the restriction.....

Player should get to do whatever they want with the Mongols, yes. It's a sandbox game still here, after all. Mainly, we want to make the sandbox players are in actually act like a sandbox and not a pathological house of horrors. That's what historical plausibility's really about: since it's a game with a historical setting, the historical part comes into play. But the key is the plausibility. So we want to guide the AI and tweak the crap out of everything generally such that, if things are left alone (or the player were to choose to role-play history by the book for some odd reason), the outcomes are actually believable (though hopefully still quite varied-- a history book is very believable but not a lot of fun with which to play).

That said, yeah, the best way, in practice, to guide the AI Mongols is quite a bit more detailed than simply disallowing attacking christians (or, apparently, it's just Catholics, which is Much Better though still IMNSHO something that eventually should go). Given time, I would craft the Tribal Invasion CB (or, in non-Mongol cases of similar AI-guiding, I might actually use a separate alternative CB altogether to keep the special-case logic from clogging up the vanilla CB) differently:

I'd first draft out what I believed to be a set of perfectly reasonable paths of conquest they may have taken with that CB, should the right opportunities or conflicts have arisen to change history. I'd draw out the very farthest I could see them realistically conquering along all of those vectors without certain obvious factors limiting their ability to further scale without adaptation. That adaptation implies losing usage of their special conquest CB; that is, successful and stable integration and rule of their conquered realms implies that sustainable rapid conquest no longer applies (i.e., adopting a semi-universal legal system, a concept of claims to land, etc.). So we're really drawing the max conquest vectors out for that particular CB, keep in mind. It's still plausible for the Mongols / whatever group we're balancing (e.g., Imperial Reconquest is a parallel) to expand in other, more traditional ways, ceteris paribus.

Then I'd figure out the most concise and flexible way to encode those tiered zones of conquest with the CB with logic based upon any number of factors. Meneth simply chose to make Catholics not an option. I wouldn't do that, as they should be (esp. if the catholic schism has been mended) and there's nothing fundamental about Catholicism that would prevent the Mongols from invading, so one has to be careful with building stopgaps out of correlations with territory. It's just a placeholder for a territory-based conquest-zone-tier qualification system, and I think in this case, it's entirely plausible (as in, 1-3% of the time they successfully invade at all, sure) for the Mongols to pose a threat to the HRE directly and completely conquer the Magyars. This would also be a lot more fun to potentially face rather than knowing they'll never get into Hungary because... well, Hungary follows the views of the Roman Catholic Church. It just requires work. And a lot of things do, so sometimes stopgaps, even really super rough ones, are appropriate.

Global flags might be a perfectly good way of building such a tiered conquest-zone qualification system. Only a few would be needed in this case. And, yes, they're common to use in CBs for stuff precisely like this.

Nevertheless, the change I'll add here at some point shortly is only going to disable the catholic check for the player, because the Mongols are behaving reasonably well currently (other than never proceeding into where they historically did-- epicly so, and fell apart thereafter-- and stopping just short of it due to the current logic), and thus, it's not a very high priority. However, it IS a high-priority to not impose such weird restrictions that are only based upon happenstance and not the actual factors which limited their conquest upon the player. The player can damn well decide to skip Russia and bee-line straight into Hungary, Austria, and straight to Franconia if they can somehow pull it off and not lose everything shortly thereafter.
 
I'm getting a CTD when I click on the 1241 bookmark. I have the full HIP mod installed except for the VIET immersion. Edit: just tried 1253. Same thing.
This should be an SWMH issue. Start dates that late have trouble adapting history for bookmarks. One known work-around is to jump to a known-good bookmark like 1204, then manually advance the years until you reach the desired date. It doesn't always work. Sometimes it does. I'm not sure what the SWMH team plans are to deal with this, if any. Definitely, late start dates tend to be a lower priority for us than earlier, as you can imagine.

I've been getting this since before the HIP merge while using PB and SWMH. I hope it can be fixed somehow, for now I'll try the walkaround you suggested.
 
In a new game entirely, and just the default yes-man installation.

After 10 years, it just didn't trigger another blot. And unless there's a maximum on hunting events, it didn't trigger those either. But, as time flies, I could be wrong on the first.

Don't suppose you have a save you could check the Charinfo on to see what his settings were??

Zijistark - it took me a little while to find enough time to play long enough, but I replicated Marginal0's problem - not certain if it is the exact same hangup though. 867 start Viken - Fairhair. Went raiding, held a blot. Played for 10 years. Raided during this of course. Finally the blot icon appears at the top. Go home. By the time that I get home the blot option goes away. do_not_disturb target_of_holmgang. Let it run for 2 years. The Holmgang would not clear or activate. Could this be hanging for Norse characters like the duel system?
 
Don't suppose you have a save you could check the Charinfo on to see what his settings were??

Zijistark - it took me a little while to find enough time to play long enough, but I replicated Marginal0's problem - not certain if it is the exact same hangup though. 867 start Viken - Fairhair. Went raiding, held a blot. Played for 10 years. Raided during this of course. Finally the blot icon appears at the top. Go home. By the time that I get home the blot option goes away. do_not_disturb target_of_holmgang. Let it run for 2 years. The Holmgang would not clear or activate. Could this be hanging for Norse characters like the duel system?

MFC, yeah, at this point I don't doubt that there are more (at least one) active event chains that aren't clearing their do_not_disturb flags in all cases. As far as I can tell, Norse characters are the only reports so far, and the holmgang correlation has been there off and on since day 1 of the reports. Since that's almost certainly a vanilla issue, I'm most inclined to just push a quick fix that automatically removes do_not_disturb flags that have been set for way too long (they should never be set for more than a couple months at once really).

Plus, if an event chain actually was still running for more than, say, 2 months legitimately with do_not_disturb (seems antithema to the point of the temporary flag, but whatever, it's possible), it almost certainly wouldn't stop functioning because do_not_disturb was removed out from under it. The figurative housekeeping lady might just be more likely to bother the user with other events after that, as it always did pre-2.0. It's not the most perfect solution (actually finding the flawed vanilla logic and whatever else and fixing it specifically would be), but it would take care of all possible sources of this problem now and in the future.

UPDATE:

This automatic do_not_disturb cleanup event has been committed (and is now in PB beta). Here's the GitHub commit link. Simple enough.
 
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