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Running Beta 3, I noticed another bug, this time for the maintenance events for un-reformed Celtic Pagans. I noticed that my ruler (a celtic pagan ruler created with the ruler designer) was heir to the titles of every single baron level vassal he had after around a year of game time had past. I checked the maintenance events file and noticed the logging statements the team has in there. Quite handy for finding the problem - I saw lines like this from a save after I had taken the province of Wiltshire in a county conquest:

[effectimplementation.cpp:18377]: EVENT [876.8.13]:INFO: law changing for the Cysegr of Ramsbury (b_ramsbury):
[effectimplementation.cpp:18377]: EVENT [876.8.13]:---> current succession law for b_ramsbury: Open Elective
[effectimplementation.cpp:18377]: EVENT [876.8.13]:---> current gender law for b_ramsbury: Agnatic
[effectimplementation.cpp:18377]: EVENT [876.8.13]:---> (Annual Maintenance) b_ramsbury changed to Tanistry -- holder is unreformed Celtic Pagan

I'm inclined to think (from looking at the maintenance events file) that the holder_scope block for un-reformed celtic pagans in the succession law correction part is too broad as it's currently written - basically any celtic pagan ruler you can find will be evaluated as true for this condition block:
Code:
holder_scope = {
   OR = {
       is_feudal = yes
       is_tribal = yes
       is_offmap_trigger = no
       }
   religion = celtic_pagan
}

I think the is_offmap_triger = no inside the OR block is making that part true for every ruler on the map.
 
Running Beta 3, I noticed another bug, this time for the maintenance events for un-reformed Celtic Pagans. I noticed that my ruler (a celtic pagan ruler created with the ruler designer) was heir to the titles of every single baron level vassal he had after around a year of game time had past. I checked the maintenance events file and noticed the logging statements the team has in there. Quite handy for finding the problem - I saw lines like this from a save after I had taken the province of Wiltshire in a county conquest:

[effectimplementation.cpp:18377]: EVENT [876.8.13]:INFO: law changing for the Cysegr of Ramsbury (b_ramsbury):
[effectimplementation.cpp:18377]: EVENT [876.8.13]:---> current succession law for b_ramsbury: Open Elective
[effectimplementation.cpp:18377]: EVENT [876.8.13]:---> current gender law for b_ramsbury: Agnatic
[effectimplementation.cpp:18377]: EVENT [876.8.13]:---> (Annual Maintenance) b_ramsbury changed to Tanistry -- holder is unreformed Celtic Pagan

I'm inclined to think (from looking at the maintenance events file) that the holder_scope block for un-reformed celtic pagans in the succession law correction part is too broad as it's currently written - basically any celtic pagan ruler you can find will be evaluated as true for this condition block:
Code:
holder_scope = {
   OR = {
       is_feudal = yes
       is_tribal = yes
       is_offmap_trigger = no
       }
   religion = celtic_pagan
}

I think the is_offmap_triger = no inside the OR block is making that part true for every ruler on the map.

You seem to be 100% correct. Please change that portion to the following:

Code:
holder_scope = {
   is_offmap_trigger = no
   OR = {
      is_feudal = yes
      is_tribal = yes
   }
   religion = celtic_pagan
}
 
Presumably this is because the law files for CK+ haven't been updated to account for the latest changes in the base game. All uses of set_allows_matrilineal_marriage need changing to law_set_allow_matrilineal_marriage in the law files only to allow that realm to use Matrilineal marriages.
Umm, I was one who posted about Matralinial marriages, and while I'm happy and releived that it can be repaired, how do I do that. I'll be honest, I'm always surprised that I can get CK+ working as I'm horrible at figuring things out on the computer and while I can do day to day things, I've been known to crash my computer without detailed directions. Sorry and thanks?
 
As persian empire it's constantly resetting to gavelkind, matrilineal marriage is off or on working, and it seems the game resets some of the game settings. Like I compared a newer save to a current one and the "game rules" are completely different despite them being the same for both games. Though I guess it's possible they may be cleared by design or something.
 
Thanks to all the devs and contributors who make this mod possible, I'm delighted to see it out, and compatible with 3.1 so quickly!

On playing a shattered world game with CK2plus as the only mod active (Beta v3), the "consolidation" causus belli is not available to the player (or presumably any other character) even if selected as a shattered world option. I disabled the mod and started a vanilla shattered world game, and confirmed that the consolidation causus is available and works, so it's not a vanilla issue (v. 3.1.0 KKAD).
 
Playing the latest version. I play as a reformed slavic feudal ruler, with a large number of tribal vassals.
I've noticed that in a lot (maybe half) of my tribal vassals village-holdings, the building-tree for the "hillfort"-building is completely missing, not making it possible for some of my vassals to adopt feudalism.
Can't seem to see any common denominators between the holdings, checked tech-levels for example, and they seemed fine.
Also checked an older save to see if this was a problem before reformation, but no connection there. The "hillfort"-building tree was missing. Anyone else noticed this?
 
Playing the latest version. I play as a reformed slavic feudal ruler, with a large number of tribal vassals.
I've noticed that in a lot (maybe half) of my tribal vassals village-holdings, the building-tree for the "hillfort"-building is completely missing, not making it possible for some of my vassals to adopt feudalism.
Can't seem to see any common denominators between the holdings, checked tech-levels for example, and they seemed fine.
Also checked an older save to see if this was a problem before reformation, but no connection there. The "hillfort"-building tree was missing. Anyone else noticed this?
Thanks for the report. We already have a different building system in Dev for next release so this shouldn't be a problem in the future
 
Hello,

I have noticed issues right off the bat with the newest beta. From the 'Viking Age' start date onward all non-Chalcedonian religious leaders (bishops and upwards) in Christian realms have their lands revoked immediately on game start up and are replaced with random generated Chalcedonian ones. All feudal rulers are identified with their respective religion (catholic, Orthodox etc) on character selection however once in game immediately convert to Chalcedonian.

Because of this Chalcedonian madness the Pope losses his papacy titles and becomes a feudal duke of Latinum in Orvieto while the county of Rome gets a theocratic leader. I dont know what happens to the Eccomunical Patriarch but Hagia Sophia is revoked from him for a random generated Chalcedonian bishop.

When playing the Byzantine Empire during the 1066 start onwards the Imperial events (empire cracks at the seams etc) spam all at once on game startup (this does not happen in earlier start dates. In addition Alexios Kommenos has the imbecile trait during 'The Alexaid' start date. He seems to get it when he comes of age as he doesn't possess it earlier. The Iconoclast heresy in Charlemagne start date is spared the Chalcedonian conversion madness.

Both Latin and Holy Roman Empires are missing the decision to mend the Schism and restore Rome.

That is all.
 
Hello,

I have noticed issues right off the bat with the newest beta. From the 'Viking Age' start date onward all non-Chalcedonian religious leaders (bishops and upwards) in Christian realms have their lands revoked immediately on game start up and are replaced with random generated Chalcedonian ones. All feudal rulers are identified with their respective religion (catholic, Orthodox etc) on character selection however once in game immediately convert to Chalcedonian.

Because of this Chalcedonian madness the Pope losses his papacy titles and becomes a feudal duke of Latinum in Orvieto while the county of Rome gets a theocratic leader. I dont know what happens to the Eccomunical Patriarch but Hagia Sophia is revoked from him for a random generated Chalcedonian bishop.

When playing the Byzantine Empire during the 1066 start onwards the Imperial events (empire cracks at the seams etc) spam all at once on game startup (this does not happen in earlier start dates. In addition Alexios Kommenos has the imbecile trait during 'The Alexaid' start date. He seems to get it when he comes of age as he doesn't possess it earlier. The Iconoclast heresy in Charlemagne start date is spared the Chalcedonian conversion madness.

Both Latin and Holy Roman Empires are missing the decision to mend the Schism and restore Rome.

That is all.
Thanks for the report. I think I know the problem. I will investigate and probably post a hotfix file tonight
 
Beta 4
-Pope just disappeared after couple of years in 769 start date at least
-Koloneia in 769 start is a wasteland
-Excommunication acceptance is still broken
 
Beta 4
- 1081 start after the schism every Christian ruler is Chalcedonian
- Neustria is still France
- Forming the Empire of Russia is results in the destruction of both it and whatever empire you held prior
 
Beta 4
-Pope just disappeared after couple of years in 769 start date at least
-Koloneia in 769 start is a wasteland
-Excommunication acceptance is still broken
Can you give me more information about that first one? Was there an alert or anything? That one was supposed to have been fixed.
 
I am using the new Beta, but these bugs were present for me before.

1 - At early starts the Neustria and Austasia are still called France and Lotharingia

2 - If I start a game as a custom ruler of a nomadic realm, at game start I become feudal. This is NOT the case when I start as a pre existing nomadic ruler, or when I start under an existing khan as a custom character

2.1 - I'm not sure whether this is just random chance, but it seems like nomads Tribalize/Feudalize very rapidly. I have no proof of this since I've only played one game past 100 years since Beta 3

3 - Duke of Pecs is still Catholic at the 867 start, figured I would just reconfirm that.

This bug is new, and reported before but I figured more info couldn't hurt.

4 - With regards to the chalcedonian thing at the later start dates, as soon as I start the game every Church holding in my realm is immediately usurped (creating a tonne of popups) and all other Orthodox or Catholic characters are converted to Chalcedonian. Sounds like a script gone awry. It happens at the 1066 start (not just 1081 like others said). Starting on the millennia everything is normal, no revocations happening. Same thing as a custom Catholic Holy Roman Emperor. As a custom Jewish Holy Roman Emperor the mass revocation happened, and I wasn't converted. the HRE became the German empire too, which I know is the intended behavior.
 
Can you give me more information about that first one? Was there an alert or anything? That one was supposed to have been fixed.
The first pope dies and the title of Papacy disappears. Random priest then controls the land. Tested a new game by killing Pope with console, same result. Decided to load 1066 start date got a bunch of bishop replacement notifications and the Pope doesn't even exists from the start.
 

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The first pope dies and the title of Papacy disappears. Random priest then controls the land. Tested a new game by killing Pope with console, same result. Decided to load 1066 start date got a bunch of bishop replacement notifications and the Pope doesn't even exists from the start.
Him not existing is probably caused by the Chalcedonian mass conversion glitch.
 
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