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Charles V introduces monthly reelections to the realm:

I think it's because HAB is a vassal of SPA. According to the changelog "vassals can no longer be elected emperor" but apparently all that happens is that new elections are held.
No one should be voting for a vassal at all. I'd like a save for that too, please.
 
I think I found the problem, it seems to be tied to large negative values for _HRE_ELECT_ELECTOR_BONUS_. Originally I had -150 there, changing it to -100 made Bremen emperor. If you can't confirm this and feel you need to see the savegame I'll send you a PM with the link, including the mod it is for.
 
Playing with Papal States (AGCEEP, 1419 scenario), won a war against Siena and annexed it (around 1422) - CTD shortly after the annexation (I remember this happening sometimes with 1.2 already with any other country when eventually annexing a defeated enemy).

Don't have a recent save of that, sorry.
 
MichaelM, you may want to take a look at this savegame (requires Watkabaoi, see my sig) where the game crashes when the Chinese government falls. Initially I thought it had something to do with revolting countries, but it still happens with an empty revolt.txt. I can't imagine how this could possibly be a Watkabaoi bug, and I had some other occasional crashes on falling governments which didn't happen in 1.2, so this seems to be a new bug.
Maybe it is this old bug ?
 
AGCEEP does not support the new glory shieldset. You need to either use classic or enhanced shields.
They seem to work in game no problem, though - at least, I've had no apparent issues with them during my tests thus far.
 
They seem to work in game no problem, though - at least, I've had no apparent issues with them during my tests thus far.

Are you sure? Just loaded 1419 scenario in AGCEEP and Portugal/OE still show no graphics if I use the glory set. (Which stems from the fact that AGCEEP has multiple different era shields for those two states.)
 
How to get Age of Timur to work well ?

Age of Timur starts in 1.3, but with a lot of errors.
I recovered all 1.2 files in /DB and /Scenarios/inc and put them in corresponding /Mods/FTG_Timur/DB and /Mods/FTG_Timur/Scenarios/inc (without overwrite). Now I don't get errors but I get a CTD.

edit: I have also copied old files from /Localisation/English. Still doesn't work.

edit2: Did the same with AI files, and corrected an Id problem with a new leader (privateer). Still doesn't work.

edit3: Corrected an Id problem with Mamluks, corrected ia files problems in revolt.txt. Still doesn't work.

edit4: I have a version without errors or CTD at start. I will now try to identify which files in DB caused problem.

edit5: It was /DB/Interface. Age of Timur now works perfectly.

edit6: Created a Save Games folder and it works well.
 
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Are you sure? Just loaded 1419 scenario in AGCEEP and Portugal/OE still show no graphics if I use the glory set. (Which stems from the fact that AGCEEP has multiple different era shields for those two states.)
No, you were right. I didn't notice the first time - now I checked again and Portugal and OE's shields are not visible (thus also making the two countries unselectable).
 
In Russia no event, where tatar culture become an accept culture. In "Russian claims to eastern steppes" event, Russia receives only altai culture.
 
In Russia no event, where tatar culture become an accept culture. In "Russian claims to eastern steppes" event, Russia receives only altai culture.
Russia is not supposed to get tatar culture; there's a series of events in which northern tatar provinces become russian, but it is not yet complete.
 
are these attrition a sum of or multipliers

_PROV_ATTRITION_NOSUPPLY_ = 10 #Positive
_PROV_ATTRITION_WINTER_ = 10 #Positive
_PROV_ATTRITION_DESERTIC_ = 8 #Positive
_PROV_ATTRITION_TROPICAL_ = 5 #Positive
_PROV_ATTRITION_LOOTED_ = 5 #Positive

as an example, if you siege a coastal town in winter, as the sieger do you suffer ....10 + 10 less your blockade score? and is that multipied by anything at the end of month.

I find it very poor system, that the army doing the seige suffers high attrition ( not talking about climate attrition) when they live of the land.

I might make
_PROV_ATTRITION_NOSUPPLY_ = 10 #Positive
a one (1)
 
I noticed that while negative pop growth cannot make a city fall below the _PROV_COLONIAL_CITY_POP_ threshold, it can make a colony disappear. Is this intended?
 
as an example, if you siege a coastal town in winter, as the sieger do you suffer ....10 + 10 less your blockade score? and is that multipied by anything at the end of month.
If you have a blockade, the province should not be out of supply, so it would be 10 - the blockade factor. In vanilla that equals a total of 0. If you don't have a blockade, then yes, it would be 10 + 10.

I noticed that while negative pop growth cannot make a city fall below the _PROV_COLONIAL_CITY_POP_ threshold, it can make a colony disappear. Is this intended?
Yes, if you can't send any more colonists, a colony in a bad location will eventually die. This does mean that Lappland becomes uncolonized sometimes.
 
Hey Michael
Can I modify some files to make revolters can declare independence from 1-province nation (just like in 1.2)?
I think this would be a interesting feature to represent regime change in small german states in my mod.
 
Hey Michael
Can I modify some files to make revolters can declare independence from 1-province nation (just like in 1.2)?
I think this would be a interesting feature to represent regime change in small german states in my mod.
No. As an alternative, may I suggest having the country name change by event if the province is occupied by rebels?
 
With the tag then, so "North America"? I can't get that to work, either. Could you post an event that triggers for you? I noticed there aren't "where" parameters in 1.3 events.
Thought I'd replied to this before; sorry.

This is what I've just tested with:
Code:
event = {
	id = 308
	random = no
	name = "Test 'where'"
	desc = ""

	action = {
		name = "OK"
		command = { type = revolt which = -1 where = "North America" }
	}
}
If fired repeatedly, it will likely have no effects sometimes; this is because there's a small issue with the revolt command, where it sometimes will try to select a trading post as its target.
 
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