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I like better rebels because the game becomes a game of whack a mole if you try to expand your borders, wheras better rebels causes you to suffer real problems, rather than just have an army wandering about killing peasents. I already use Better rebels alongside Luxso there are no conflicts.

Some other nice ones,

http://forum.paradoxplaza.com/forum/showthread.php?593219-MOD-Hanseatic-League, give the later germans a bit of a boost.

http://forum.paradoxplaza.com/forum/showthread.php?607088-Memento-Mori , make everything a bit more perilous

http://forum.paradoxplaza.com/forum/showthread.php?608036-MOD-The-Prince-and-the-Thane , craxy big mod but there are some things of use in it.
 
I'm going to look into the first 2, the 3rd is a major overhaul no? I'm not sure what I could get permission to use from it if anything - what would you say are the best things about it?

I've implemented Better Rebels mod for next version, now looking into Ogamod traits.

I've implemented a modified version of Ogamod. Now looking into implementing http://forum.paradoxplaza.com/forum/showthread.php?605746-MOD-Friends-amp-Foes-100-Traits-Mod .

I've implemented a modified version of Friends & Foes = 100+ Traits Mod... I'm now trying to see if I didn't mess anything up. I asked for permission to integrate Additional Objectives mod - 15 new objectives. as well, so I might integrate that later.

All the implemented stuff seems to be working well enough together. I will most likely post 0.1b tonight containing all the mods I said I implemented in first post - and other stuff besides.
 
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I'm going to look into the first 2, the 3rd is a major overhaul no? I'm not sure what I could get permission to use from it if anything - what would you say are the best things about it?

Havent played it a vast ammount but the things i like about it are,

-new holy orders and mercenary bands
-more religious depth with many dedicated events
-new everyday and historical decisions
-more economic flavour with the addition of the maritime republics and the hanseatic league
 
I think there's an old abandoned mercenary mod I can implement...I'm not that much into mercenaries I wanted to remove them altogether and only have vassalized mercenaries to simulate state troops in, but I might implement it because I think people like using mercs...

Hanseatic League would not quite fit the setting, there's also 0 maritime republics atm in game. (although Athens should have sort of been one but I prefer it to be playable)

Decisions/events/plots/ambitions are a priority atm. So anyone who wants to contribute some they did please do so! I would gladly implement more.
 
How about a compatibility or even including the Norse mod. That would be great for the Norse and you would not have to do so much work in the north as you clearly like the Hellenistic side that would clear up a lot of time for that:laugh:
 
Decisions for main religions? Sol Invictus have 25th december as a yearly event/ decision the hold a grand festaval, Yule for northern germans and Nordic peoples.

How about a decision to hold a coucil on which religion to choose? A bit like the Rus choosing Orthodox christianity.

BTW is there a titular Selucid empire?
 
@sir Eyeball

I will look into it - not sure what that mod does.

@Bad Haggis

Hmmm, those festivals sound good, if you would like to write some like those I would implement them.

On Seleucids: (copy/paste from first post):

Arche Seleukeia requires you to be Hellen/Rhomaion and directly control Antiocheia and Baghdad county.
Ptolemaïkè Basileía requires you to be Hellen/Rhomaion and directly control Alexandria, Cyrenaica and Limisol
Arche Makedonia requires you to be Hellen/Rhomaion/Indohellen and directly control Thessalonika, Antiocheia, Alexandria, Baghdad and Bactria.

I've received permission to implement the Additional Objectives mod - 15 new objectives. I'm going to see if I can put some version of that in tonight's update as well. I might also put in the mercenary mod.
 
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Request:

Please make the Head of the Sunni Religion a Sunni and not a Heretic. I am supposed to interact with the head of my religion who is following a heretic version instead of the religion of his position? Can I even capture him and convert him!?
 
I think I fixed that for 0.1b which I will post tonight - Caliph in Baghdad should be Sunni now.
 
Thanks I have a crack at some religious / ethnic events.

Might give athens an event to host the olympics :D.
 
Did anyone mention anything about Icon Modiffers? They dont appear in my game. Sorry if you already know that.

Hmmmm, not quite sure what you mean? :(
 
Triggered Modifiers I ment, their symbols are not appearing for my under my character.

Very strange. I will be posting 0.1b soon tonight (once I'm sure it's working properly) and that might fix it because I'm pretty certain they should be working in 0.1b.

I've posted 0.1b - many mods were integrated, some fixes etc. The game lags on the 21st? of the first game month for about 15 seconds - then speed returns to normal - this happens after I implemented the new mods...not sure what causes it but I can live with the 15s lag, after that speed is fine.

Tomorrow I will hopefully get to actually _play_ the mod. :rofl: That way I might notice some things I can't otherwise. I am not 100% on the stuff the mods implemented bring, while I did try to fix some things and adapt them, there are a few things I'm not certain about. Please tell me if you think there's issues with the new mods - or something that they bring needs to be excluded. (off the top of my head there's some stuff I might cut, like the good cook trait hehe -also some event pictures implemented are funny but I'm not so sure about them)
 
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I keep getting ctds when going into the intrigue screen.
Also I'm not quite sure how well the two trait mods work right now. Some of those traits (funny and cunning, for example) exist double right now, with different effects, and I'm not sure but I think that every character is supposed to have one of those character type traits (like phlegmatic or choleric). Maybe these two mods conflict or have some sort of overlap.
Other than that I haven't found anything wrong yet.
 
I will look into the traits issue.

No idea on ctds, but I will fix everything I can (from duplicate traits etc) and hopefully that will fix the issues.
 
Karling is the main branch of the dynasty aka keeping descent via first born sons. Pepinid Karlings descend through Charlemagne's second son by Hildegard Pepin (of Italy in our reality)-he still got renamed Pepin because his elder brother died early. In this reality his first born son Pepin the Hunchback died early(and was not disinherited) but produced an heir ->that's the main Karling line. Sadly adding historical characters to dynasties and titles takes immense amounts of time so unless someone wants to help doing it I won't be doing it anytime soon and so descent will remain mysterious till people ask me hehe.

And on Constantinids - those in Trebizond are the real deal - main line of descent from Constantine the Great.

I've been fixing a lot of errors coming in with 0.1b... There's so many event related issues I want to go hide in a corner and cry. :eek:o In any case when I'm done with fixing I will post a fixed update.

Ok I've done a fixing of major obvious issues with 0.1b, going to test some things then post the update. There's still many things that should be changed but I'm thinking this update should fix the major issues of 0.1b.

I will delay the update because I managed to crash in the intrigue screen. I'm going to look into the implemented mods to see what might cause an intrigue screen crash... any ideas? I would glady appreciate any lead, because this time consuming fixing business = no development.

Update 0.1b2 posted! Many fixes to the new mods implementation and I no longer crash in intrigue screen. Please tell me if you do.
 
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