• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.
In relation to the changes in HF to the imperial Government type for Byzantium, why have you decided to stick with the emperor not being able to hold city holdings? It would make a lot more sense for Constantinople’s riches to flow into the hands of the emperor would it not, excluding the seat of the patriarch within the city in the form of the temple of course. If not would you mind informing me why you chose to go this route, rather than agreeing with the base game decisions, what is the historical precedence that you are using to make this decision, the history of the roman empire fascinates me and any chance to learn more is welcome.
 
Here's another attempt at fixing the nomads, slowdown and crashes. Also updated for version 3.2.1 of CK2.

In short, I've reverted the government system back to vanilla's, which, as of Holy Fury and patch 3.0, also features a special imperial government for the Byzantine Empire, similar to the one Plus has had for quite a while now. May nevertheless cause some issues.

Let me know if can notice a significant difference since the last unofficial update I provided last week.
 

Attachments

  • CK2Plus4.08Beta321.7z
    50,1 MB · Views: 1.674
I observed a 400 year game starting in 769 last night and things seemed to work quite well. I did see the Byzantine Empire become tribal, but that's probably their usual shenanigans and the Pope had Order Government instead of Theocracy, but Crusades and many other mechanics also seemed to be functional.

Keep a backup just in case, but please do try.
 
Here's another attempt at fixing the nomads, slowdown and crashes. Also updated for version 3.2.1 of CK2.

In short, I've reverted the government system back to vanilla's, which, as of Holy Fury and patch 3.0, also features a special imperial government for the Byzantine Empire, similar to the one Plus has had for quite a while now. May nevertheless cause some issues.

Let me know if can notice a significant difference since the last unofficial update I provided last week.
How do you use this one, do you just drop it in the mods folder? i notice it doesn't appear to be of the same file type as the others that are in the zip file that you download at the start of this thread
 
Unofficial Beta for current version
Here's another bugfix, for matrilineal marriage (partially a vanilla bug) and Byzantine coronation. Also includes the special option when inviting a smith, if you have an Armory upgrade in a Grand Fortress. Also includes various other small fixes, too insignificant to mention.

Checksum: ICAB

Please let me know if the smith event chain still works as expected, as a few things have changed, to catch up with vanilla changes that were initially skipped.

How do you use this one, do you just drop it in the mods folder? i notice it doesn't appear to be of the same file type as the others that are in the zip file that you download at the start of this thread

It works the same way, yes. Perhaps you don't use archiving software that supports 7-Zip files. I'll stick to regular old Zip-files with Deflate compression for now.

Question: With this Fix, do I still need to delete old versions of the mod, or is this put in the mod folder in addition to the Beta 5?

Yes, it's the full mod, so delete all old files and then put in the new version.
 

Attachments

  • CK2Plus408beta6v321.zip
    68,6 MB · Views: 2.171
There seem to be a bug caused by this mod that stops buildings going above level 1 like everything in forts can only get to level 1 and no further, turned this mod off and all works fine in a new game, start a new game with this mod on and same problem again cant get past level 1 building. Its never been a problem with the stable version but with the beta that works with the current game version it is.
 
Here's another bugfix, for matrilineal marriage (partially a vanilla bug) and Byzantine coronation. Also includes the special option when inviting a smith, if you have an Armory upgrade in a Grand Fortress. Also includes various other small fixes, too insignificant to mention.

Checksum: ICAB

Please let me know if the smith event chain still works as expected, as a few things have changed, to catch up with vanilla changes that were initially skipped.



It works the same way, yes. Perhaps you don't use archiving software that supports 7-Zip files. I'll stick to regular old Zip-files with Deflate compression for now.



Yes, it's the full mod, so delete all old files and then put in the new version.
from what i can see, the karlings no longer have the decision to form their empire after karl's conquests, is this intended, or simply a result of the fact that the current version is a patch of a beta?
 
There seem to be a bug caused by this mod that stops buildings going above level 1 like everything in forts can only get to level 1 and no further, turned this mod off and all works fine in a new game, start a new game with this mod on and same problem again cant get past level 1 building. Its never been a problem with the stable version but with the beta that works with the current game version it is.
Building is tied to the technology, you have to increase your tech to be able to build more things.
 
Building is tied to the technology, you have to increase your tech to be able to build more things.

Like i said there is a bug because I have full tech so that aint it, when this mod is off buildings upgrade to max level with no problem, with this mod on they dont. Been trying out everything for a full day long and narrowed it down to just this mod..

Also the shatter world and random world crashes the game with this mod.
 
Like i said there is a bug because I have full tech so that aint it, when this mod is off buildings upgrade to max level with no problem, with this mod on they dont.
New CK2+ building system means constructing additional buildings, not upgrading already constructed ones. Construction tech allows with every new level two more buildings to be built. Not a bug.
 
New CK2+ building system means constructing additional buildings, not upgrading already constructed ones. Construction tech allows with every new level two more buildings to be built. Not a bug.

I dont think you understand, no building can ever level up highter then level 1 i mean not all it simply gets stuck on level 1 no matter how much tech you have, worked perfectly fine in previous versions of the mod
 
I dont think you understand, no building can ever level up highter then level 1 i mean not all it simply gets stuck on level 1 no matter how much tech you have, worked perfectly fine in previous versions of the mod

That's how the new buildings work, none of them upgrade. We'll overhaul it again in the rewrite.
 
Status
Not open for further replies.