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Hi everyone!

I really love your mod and all the work and time you have put into it.
Just today, I wanted to try it out again, but I encountered some problems that never occurred before.
Whenever I try to launch the game with the mod installed, the Invictus title screen and, right after that, the normal loading screen with a quote pop up, but then the game crashes.
Without the mod, the game works fine. I already tried deleting the documents folder and reinstalling the mod, but the crashes are still there.

Any tipps or help?
Thanks :)

Edit: I use the GOG Version on a windows PC with all the DLC

Someone nice helped me out and the problem is solved. Thanks :)
 
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AAAAARRRRRRRRRRRRGGGHHHHHHHHHH

I just played a fun Kush campaign aiming to get the New Kingdom achievement. However, forming Egypt via the Kush mission tree DOES NOT set the variable allowing New Kingdom to be achieved. It would only take about 2 lines of code to fix this oversight, so I hope someone on the Invictus team will consider it.
 
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In the mission of Heraclea Pontic task 19, the objective is to build an agricultural farm in 3 provinces but in Citoro (206) it cannot be done because wood is produced there, I suppose the error was with Teion (209) which produces fish since the two other provinces referred to in the ssi task produce fish
 
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Okay, this is some grade-A bullshit. I'm here enjoying a nice Bactrian Kingdom game when the invasions start happening ... whatever, I repulsed them all. But then right after the Wusun spawn on my northern border, the Yuezhi, WHO STILL EXIST ON THE MAP, are just randomly given control of Alexandreia Oxou IN THE MIDDLE OF MY TERRITORY AND NOWHERE NEAR THEIRS. The piece de resistance is that this also removes the mission-granted "Greco-Bactrian City" modifier from the territory. This is completely terrible from historical, realism, and game perspectives and just absolutely woeful event design. I know Bactria is OP but do you really just want to go and completely ruin a player's experience like this with arbitrary, immersion-breaking territory usurpations that also remove province modifiers?
 
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Okay, this is some grade-A bullshit. I'm here enjoying a nice Bactrian Kingdom game when the invasions start happening ... whatever, I repulsed them all. But then right after the Wusun spawn on my northern border, the Yuezhi, WHO STILL EXIST ON THE MAP, are just randomly given control of Alexandreia Oxou IN THE MIDDLE OF MY TERRITORY AND NOWHERE NEAR THEIRS. The piece de resistance is that this also removes the mission-granted "Greco-Bactrian City" modifier from the territory. This is completely terrible from historical, realism, and game perspectives and just absolutely woeful event design. I know Bactria is OP but do you really just want to go and completely ruin a player's experience like this with arbitrary, immersion-breaking territory usurpations that also remove province modifiers?
If you phrase this like a suggestion that accounts for Imperators lack of certain features making it hard to simulate off-map invasions then we can consider changing it.
 
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If you phrase this like a suggestion that accounts for Imperators lack of certain features making it hard to simulate off-map invasions then we can consider changing it.
I imagine he made the comment in a fit of anger, mind you, I don't defend him but I understand it, losing city modifiers for something you can't control is frustrating, and he should rephrase his message so as not to be so rude.

On the other hand, a solution that I have realized thanks to thebas, is to change the format of how the territory receives the modifiers, let me explain, normally in the missions they are obtained with the following format:

add_province_modifyr = {
name =
duration = -1
}

with thebas there is a modifier that is not lost when conquering the city and its format is:

add_permanet_province_modifier = {
name =
}

Of course this would involve a huge amount of review and correction work.
 
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If you phrase this like a suggestion that accounts for Imperators lack of certain features making it hard to simulate off-map invasions then we can consider changing it.
Yuezhi still existed and was a large country in my game after Wusun spawned (split between eastern Khotan and the western steppe), so it was nonsensical for them to be granted one of my major cities nowhere near their territory for them to launch an invasion from.

First, the Wusun specifically wanted revenge against the Yuezhi, so they shouldn't just invade some random neighbouring country. Why did they attack me in the first place? There's no historical reason for them to be spawned as an invasion unless it's the Yuezhi they're invading. Second, check the Yuezhi's country size. If the Yuezhi are still a large country after Wusun takes land off them, does it make sense for them to invade their neighbours via event? And in the first place, should Wusun's displacement of them even succeed if Yuezhi is huge? Thirdly, you can easily check what land the Yuezhi were actually occupying in the same event that cedes that land to the Wusun, and then have them start an invasion from the same general area instead of literally the middle of some other country nowhere near them.

losing city modifiers for something you can't control is frustrating
But yeah, this is why I threw a fit. The event arbitrarily ceding them a major city in the middle of my territory is already ridiculous, but its invalidation of the earlier mission reward by loss of the modifier on this unearned "conquest" was the most feels-bad part of the equation.
 
There's a pretty big oversight/bug as Massaesylia in the mission tree. One of the side branches involves befriending the ruler of Carthage, allying them and improving relations to 150. If you do this, and I did, they transfer their subject Massylia to you. So far so good, it's a bit luck dependent, but it works completely fine and the mission finishes.
However, Massylia has an event - I think from basegame - that makes them declare war on Carthage for independence (it has a LOTR reference I think, with the cavalry and all). What happens is: you do the mission, get the vassal, the event triggers for Massylia, Massylia clicks it and declares war for "independence from Carthage" and now all your work is undone as Carthage either drags you into it and conquers most of it for themselves (happened to me) or presumably you watch from the sidelines if you break your alliance before this.

It kinda kills my enthusiasm to try countries with diplo play mission trees if this happens the first time I don't go for standard military expansion, as setting a country up before you unpause the first time s already an investment with this game and the huge amount of modifiers to go over.
 
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Can someone help me understand how Greek phalanx infantry is represented in this mod in terms of your army composition? It seems like at times, the "spearmen" troop type is considered to be the phalanx unit, such as when you research the "Sarissa" army tradition and it buffs spearmen. At other times, it seems like the "heavy infantry" troop type is actually supposed to be representing the hoplite phalanx, such as in the early game as a Greek Poleis like Athens and that is the only infantry available. No Greek city state would have fielded an army composed purely of Roman cohort style infantry in 300 BC.
 
Can someone help me understand how Greek phalanx infantry is represented in this mod in terms of your army composition? It seems like at times, the "spearmen" troop type is considered to be the phalanx unit, such as when you research the "Sarissa" army tradition and it buffs spearmen. At other times, it seems like the "heavy infantry" troop type is actually supposed to be representing the hoplite phalanx, such as in the early game as a Greek Poleis like Athens and that is the only infantry available. No Greek city state would have fielded an army composed purely of Roman cohort style infantry in 300 BC.
So, there are a couple of things here. Firstly, as I understand it, the classical hoplite phalanx was extinct by the start of the game. The Macedonian phalanx was not, but I believe that is generally considered to be a different formation.

As for how it's represented in the mod... it's not consistent. The tradition trees will tell you, yes, that the sarissa and the phalanx are spearman-related, but then in Macedonian levies and Diadochi legions the infantry is HI.

I think in the abstract the Macedonian phalanx is probably best represented by HI, and spearmen better correspond to thyreophoroi and other "medium" infantries.
 
In my current Albion game I ran into an annoying bug: a noble pop in my capital is stuck "promoting" into a freeman. Which is of course stalled at 0 and means no other pops will promote anywhere. I think this is a vanilla bug but does anyone know how to shake the system so this stops? Restarts and reloads haven't worked so far.
 
So, there are a couple of things here. Firstly, as I understand it, the classical hoplite phalanx was extinct by the start of the game. The Macedonian phalanx was not, but I believe that is generally considered to be a different formation.

As for how it's represented in the mod... it's not consistent. The tradition trees will tell you, yes, that the sarissa and the phalanx are spearman-related, but then in Macedonian levies and Diadochi legions the infantry is HI.

I think in the abstract the Macedonian phalanx is probably best represented by HI, and spearmen better correspond to thyreophoroi and other "medium" infantries.

Thanks. My understanding is that the classical hoplite phalanx was certainly in steep decline, but not extinct during the Diadochi war period and the Macedonian phalanx was still very much in use. Either way, I'd be lying if I said I wasn't a little disappointed with how the phalanx - Classical, Macedonian or otherwise - seems to just kind of be overlooked in the mod. I feel like there should be a "heavy spearmen" and "light spearmen" troop type like how there is separate light and heavy infantry.

Even if all phalanx units are just abstracted as "heavy infantry," it should at least be consistent, so I know how I'm setting up my armies. I understand this mod is still in active development, so I hope the devs make an effort to address this peculiarity at some point in the future, given the prominence of the Greek factions and how important this specific military tech was to their society.
 
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For balance reasons, i think it would be worth considering removing spearmen. As it require further division on heavy and light spearmen.
It would be best to simply have heavy and light infantry, as in vanilla. Different spear units could fit into those 2 divisions easily.
 
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For balance reasons, i think it would be worth considering removing spearmen. As it require further division on heavy and light spearmen.
It would be best to simply have heavy and light infantry, as in vanilla. Different spear units could fit into those 2 divisions easily.
The reason Spearmen were brpken away from HI is *because* of balance reason. In vanilla, HI is way too op, and breaking it up evens the playing field.
 
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The reason Spearmen were brpken away from HI is *because* of balance reason. In vanilla, HI is way too op, and breaking it up evens the playing field.
Wasn't aware of this to be honest. Thanks for correcting me. But where does the phalanx units belong to currently? It seems to me it is randomly divided between Heavy Infantry and Spearmen category.
 
Greek phalanxes are pretty clearly in the spearman category. Especially since the diadichi era spearmen are generally lightly armored. Of course you COULD further separate spearmen and pikemen but I think that would be a bit insane.
 
Greek phalanxes are pretty clearly in the spearman category. Especially since the diadichi era spearmen are generally lightly armored. Of course you COULD further separate spearmen and pikemen but I think that would be a bit insane.
I would have to agree that separating hoplites and phalangites from each other by two different unit types would be a bit much. Most importantly with the potential for unit bloat when other military traditions would require/demand a similar degree of detail.

Now I haven't studied poleis military during the later parts of the Hellensitic age very closely so someone should feel free to come in and correct me, but were not hoplites being phased out in favor of phalangites also by the Greek poleis in the period just before the Roman conquest? I know that at least part of Cleomenes III's Spartan army at the Battle of Sellasia were armed in the phalangite fashion.
 
Hi everyone!

I really love your mod and all the work and time you have put into it.
Just today, I wanted to try it out again, but I encountered some problems that never occurred before.
Whenever I try to launch the game with the mod installed, the Invictus title screen and, right after that, the normal loading screen with a quote pop up, but then the game crashes.
Without the mod, the game works fine. I already tried deleting the documents folder and reinstalling the mod, but the crashes are still there.

Any tipps or help?
Thanks :)

Edit: I use the GOG Version on a windows PC with all the DLC

Someone nice helped me out and the problem is solved. Thanks :)

Same problem. A manual install fixed it.

You do a manual install by downloading the file instead of subscribing. You need to extract the contents of the folder into a folder in your mod directory. You then need to take out the descriptor.mod file and put it in the mod directory, but add a line with the path of the folder the contains the mod. Rename the descriptor something else.
 
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