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Johan

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Will go live next week with proper installers, but if anyone in the community wants to play and check it before here is the files..


Should work on 2.1 and 2.0.

*******************************************
* Changes for the 2.2 patch of Vae Victis *
*******************************************

############################################
# COLONIZATION & BARBARIANS
############################################
- Colonized provinces now retain their own culture and religion. (Until barbarian power is 0, when it changes through event 4010.)
- Barbarian provinces no longer spread civilization.
- Barbarian provinces no longer gain civilization.
- The growth rate of Barbarian Power is now separate from population growth and exported to defines.txt.
- Barbarian power now grows back faster in colonies.
- Event 4001 (Barbarian Absorption) is now less common.
- Event 4001 now triggers a new event; 4010 ("Successful Colony"), which changes the culture and religion of the province if barbarian power is less than 1.
- Barbarians now destroy colonies (provinces with barbarian power >= 1 and a low population).
- No longer possible to colonize a province containing enemy units.
- Barbarian Hordes are now always of the original culture and religion of the province.



############################################
# AI
############################################
- Improved AI magistrate and minister appointment to look at loyalty more.
- AI: Should be better at handing out minor titles to avoid unemployment populist drift
- AI will now try to get rid of charismatic populist faction leaders
- AI for republics will now always risk invoking omens to avoid growing populism
- Naval AI: Will no longer hunt pirate fleets when at war and outnumbered by the enemy.
- Naval AI: Improved strait blocking
- Naval AI: Should now protect straits while its troops are crossing
- Naval AI: Increased intercept range


############################################
# INTERFACE
############################################
- Added a new, smaller gold icon for texts
- Tweaked the pig stabbing tooltip
- The 'Unemployed' filter in the character views no longer includes women and children


############################################
# CHARACTERS
############################################
- Fixed the parentage of Helenus, son of Pyrrhus
- Fixed the parentage of Spartacus, son Pairisades (Bosporan Kingdom)
- Peace terms will now affect ruler popularity.
- Balanced some loyalty, popularity and conviction modifiers.
- Sons will tend to be named after their grandfather, daughters after their grandmother.
- The commander with the highest martial value now leads every battle
- Upped the fertility rates of characters with 10 or more prominence
- Made sure enough potential spouses are created for the above to matter
- Title objectives now correctly check if a character can actually hold them
- Latinized names for children with parents from foreign dynasties (of the -id type), who have adopted Latin culture.
- Much improved naming of Roman/Latin characters.
- Sons will tend to be named after their grandfather, daughters after their grandmother.
- Loosened some pretty harsh marriage rules
- Reduced use of homonyms within families


############################################
# REPUBLICS
############################################
- Republics now always start with enough previous rulers to command some armies and fill out some offices
- The Mercantile faction now gains influence with the amount of trade. The opposite of how it worked before.
- The Religious faction now gains influence when omens are invoked. The opposite of how it worked before.
- The Civic faction now gains influence when buildings have been built. The opposite of how it worked before.
- The Populist faction now gains influence from lack of omens, lack of trade routes and lack of buildings, though less than the corresponding presence.
- A recent sacrifice now strengthens the Religious faction
- A recent triumph now strengthens the Military faction
- The first candidate now has more of an advantage in elections in republics
- Reduced the charisma influence multipler for the populist party leader a bit
- Long period of peace is now a Populist influence factor instead of Military
- The long period of peace factor now also considers civil wars
- New Populist influence factor: Pillaged provinces
- New Military influence factor: Huge Army (above force limits)
- Toned down trade route faction influence effects a bit


############################################
# EVENTS
############################################
- Fixed some string formatting in character commands
- Misleading effect tooltips will no longer be shown for an event target scope that are not valid.
- Added events 3402 and 3403; the legal heir killing off an underage monarch.
- Civilizing events for tribes are more likely to fire if they have the 'outside_influences' modifier
- The capital province of a tributary state now gains civilization from the capital province of the suzerain state
- The capital province of a suzerain state now gains civilization from the capital provinces of its tributaries


############################################
# MISC GAMEBALANCE
############################################
- Country stability now affects the real risk of civil war and governor secession a lot.
- Upped the starting population of Bastetani and raised the civ value in Contestani to help Carthage found New Carthage
- Tribes are now allowed to convert to monarchies as well as republics


############################################
# MODDABILITY
############################################
- Exported annexation threshold to defines ( _DIPDEF_MAX_ANNEX_SIZE_ )
- Exported the most important spouse and child creation thresholds to defines.txt
- Exported all of the major party influence gain factors to defines.txt
- Events that are triggered by other events now also evaluate their own trigger before actually firing.
- The 'has_governor' trigger is now true for the capital region
- The 'governor_scope' scope change now applies to the ruler in the capital region
- The 'ruler' scope now works directly within province scope, checking against the owning country's ruler (i.e. without using an 'owner' scope first)

############################################
# BUGFIXES & STABILITY
############################################
- Game now runs with the latest version of Clausewitz, including some speed ups.
- Fixed some potential issues with succession laws in monarchies
- Fixed some bugs in the character objective scripts
- Fixed the exit crashes
- Fixed a bug where the population breakdown of some provinces would get borked by moving back and forth along the timeline in the lobby
- Fixed a bug with spamming of event 3544 (disappointed clan chief)
- Fixed a bug in the mission 'revoke_jobs_of_heretics'
- Fixed a bug in the Egyptian mission 'incursions_into_seleucid_territory'
- Fixed a bug in the Egyptian mission 'reclaim_cyrenaica'
- Fixed some issues with regiments and ships retaining personal loyalty to dead characters or characters of different countries
- Fixed bug preventing some monthly country update calcs from completing
- Corrected 'proclaim_aristocratic_republic_desc' and 'proclaim_republic_confederacy_desc'
- Fixed some typos
 

Attachments

  • vv 2.2.rar
    4,5 MB · Views: 247
Upvote 0
Johan,

I just wanted to begin with appreciation. As I'm sure those of you at Paradox
have noticed, we have all been waiting for this. I am just slightly confused by
this change in the 2.2 patch.

I thought you guys hit the nail on the head before this. The idea that a lack
of something (trade routes, buildings, etc.) would mean an increased
conviction to attain this. So for example, it made complete sense to me that
if you had a nation that just had a complete lack of buildings, the people
would have an increased conviction towards the Civic Faction, which of
course desires buildings. But it seems you guys have inverted this completely.

I was just wondering what the thinking behind this is? I'm sure you guys have
a logical reason for this that I am just missing so maybe you could help me
out with it.

Again I am very excited to try this patch when it officially releases. You guys
are doing a wonderful job. :)

Thanks for the appreciation. :)

About the faction support changes, I used to feel like you about them (hence the original Vae Victis design.) However, I think Jarkko sums up the reasons for the reversal in 2.2 quite well. This way, it will be easier to keep the populists in check and still manage your country well. I must add though, that it is not possible to mod the game back to the old system; you can only alter the power and threshold of the various factors.
 
Well it has everything to do with beta patch, because Pause button was there on vanilla EU: Rome Gold Version, and on vanilla I didnt have any crashes or out of sync issues.

Sorry to be blunt, but that is a lie (not the pause icon, but the crashes, those are technical problems and have absolutely nothing to do with the beta patch) :) Register your game and head to the tech support and get proper help there.


EDIT: Btw, the whole point of beta patches is to make the game crash with them. Testing a Beta is where you try to find all the bugs. Sadly the 2.2 beta makes the testers life a frustration, as the game simply refuses to crash, be it in SP or MP :(
 
Sorry to be blunt, but that is a lie (not the pause icon, but the crashes, those are technical problems and have absolutely nothing to do with the beta patch) :) Register your game and head to the tech support and get proper help there.


EDIT: Btw, the whole point of beta patches is to make the game crash with them. Testing a Beta is where you try to find all the bugs. Sadly the 2.2 beta makes the testers life a frustration, as the game simply refuses to crash, be it in SP or MP :(

No, that is not a lie. If the game didnt crash in 2.1, but its crashing in 2.2 Beta and nothing else has changed, then its a patch issue. It simply quits the game to desktop during multiplayer. Happened several times, maybe I have a corrupt save.
 
No, that is not a lie. If the game didnt crash in 2.1, but its crashing in 2.2 Beta and nothing else has changed, then its a patch issue. It simply quits the game to desktop during multiplayer. Happened several times, maybe I have a corrupt save.

Well, so far my EU Rome has yet to crash, as far as memory serves, patched and unpatched (I use two copies, one for beta patch, the other for mods) both are pretty damned stable, it's likely down to the individual computer.
 
Well, so far my EU Rome has yet to crash, as far as memory serves, patched and unpatched (I use two copies, one for beta patch, the other for mods) both are pretty damned stable, it's likely down to the individual computer.

Are you trying multiplayer? I havent played single player, just multiplayer via lan with a friend of mine. And it quits to desktop when I am host and when He is the host, both of us using Windows 7 RC1 x64.
 
Are you trying multiplayer? I havent played single player, just multiplayer via lan with a friend of mine. And it quits to desktop when I am host and when He is the host, both of us using Windows 7 RC1 x64.

I'm not, I have no one to play with unfortunately, I think Jarrko has played some MP though with the Beta patch, so he will be more able to add something..
 
[2.2beta] some possible bugs from first try of the beta

if i won´t to spam this subforum with beta-bug reports, i will put the first things into this post. i hope, the devs will have enough time to correct some of them before the outcoming of the final.

1. missing pause-button, so the game can be paused only by keyboard. :(
2. missing "=" in ...common/objectives.txt, there are "NOT {...}" and "NOT = {...}" lines both in the file. not sure, if the problem is shown only in this file, i only took a deeper look into this one.
3. spaming use and reject of the "we_dont_like_outsiders"-law by ai-tribes.
4. crash every time, if try to build buildings by using the ledger instead of the city-view.
5. after change the government from tribe to republic, the government-overview shows the old tribe-rulertitle instead of the new republicstyle title. its an old bug.
6. the old problem on tag-changing of republics with party-leaders and censors is still present. egg. forming gaul from a republic-"ex-tribe", the party-part in the savegame will still show the old tags and is not changing to "gau". also the censor-pictures show problems. techtitle-characters are not show the symbol of the title in characterscreen. and the laws changed from republic-laws before tag-changing to tribe-laws after forming gaul. after reload a savegame the correct republic-laws are shown. i guess, thats a gamebreaking bug and should be fixed before outcoming of the final. without the boni of titles and laws, every party-balance is absolutly gone.
7. missing text in other languages then english in ...localisations/v22.csv.


not sure, if bugs are the reason, but: after using the new exe-file, it seems the new speedy autosave-function occurs more often than before corrupt savegames and crashes during save. i never noticed such problems before and there are no changes on my system.


hope that helps a little bit. generally - the patch is a really good thing and helps a lot to improve the game. thx for that.

edit: all problems are shown in new games and after cleaning and ingame-restore of the map/cache/-folder.
 
Last edited:
Wonderful, I'm looking forward to trying this out. This is far more ambitious than I expected from a patch.

I'd like to add my voices to those congratulating Johan and all the team at Paradox. I, and many others, have been vocal critics of Rome but the devs must take massive credit for listening to the community and working to make Rome all that it can be.

I think it is especially admirable considering this forum is relatively quiet, and I suspect the playing public of EU:R is not quite what it could be. That shows great integrity on the part of all at Paradox. Well done and thanks.
 
[2.2 Beta] Month trigger still not working

Made a few simple Decisions to test whether the month = x trigger is working or not. Coding is as follows:

Code:
country_decisions = {
	month_tester_1 = {
		potential = {
			ai = no
		}
		allow = {
			month = 1
		}
		effect = {
		}
		revoke_allowed = {
			always = no
		}
		revoke_effect = {
		}
		
		ai_will_do = {
			factor = 0
		}
		ai_will_revoke = {
			factor = 0
		}
	}
	month_tester_2 = {
		potential = {
			ai = no
		}
		allow = {
			month = 2
		}
		effect = {
		}
		revoke_allowed = {
			always = no
		}
		revoke_effect = {
		}
		
		ai_will_do = {
			factor = 0
		}
		ai_will_revoke = {
			factor = 0
		}
	}
	month_tester_3 = {
		potential = {
			ai = no
		}
		allow = {
			month = 3
		}
		effect = {
		}
		revoke_allowed = {
			always = no
		}
		revoke_effect = {
		}
		
		ai_will_do = {
			factor = 0
		}
		ai_will_revoke = {
			factor = 0
		}
	}
	month_tester_4 = {
		potential = {
			ai = no
		}
		allow = {
			month = 4
		}
		effect = {
		}
		revoke_allowed = {
			always = no
		}
		revoke_effect = {
		}
		
		ai_will_do = {
			factor = 0
		}
		ai_will_revoke = {
			factor = 0
		}
	}
	month_tester_5 = {
		potential = {
			ai = no
		}
		allow = {
			month = 5
		}
		effect = {
		}
		revoke_allowed = {
			always = no
		}
		revoke_effect = {
		}
		
		ai_will_do = {
			factor = 0
		}
		ai_will_revoke = {
			factor = 0
		}
	}
	month_tester_6 = {
		potential = {
			ai = no
		}
		allow = {
			month = 6
		}
		effect = {
		}
		revoke_allowed = {
			always = no
		}
		revoke_effect = {
		}
		
		ai_will_do = {
			factor = 0
		}
		ai_will_revoke = {
			factor = 0
		}
	}
}
However, this is what actually showed up in the game:

rome_13.jpg


rome_14.jpg


If you guys were able to make this code work properly before the official 2.2 release, I'd be a very happy man :D
 
1/ Do not try existing saves with this beta. If anything goes wrong it will not be instructive, any reported bugs will have to be duplicated under a fresh game anyway

2/ delete the files - ONLY, not subdirectories - in the /map/cache folder after applying this beta.
 
1/ Do not try existing saves with this beta. If anything goes wrong it will not be instructive, any reported bugs will have to be duplicated under a fresh game anyway

2/ delete the files - ONLY, not subdirectories - in the /map/cache folder after applying this beta.

The crashes are happening with fresh new game after patching to 2.2 Beta.
Gonna try deleting those files.
 
I started a game as Rome and all family members of my ruler got the 'not from ruler faction' loyalty modification (-0.1).

Same problem with Carthage, not always all family members but at least some members with the modification.
 
Are those family members actually part of the same political faction? Sounds like a silly question, but it sounds a bit like you're assuming family is the same as faction...
 
Just remembered something from my last game, but was there actually a checksum in the corner of the screen? I don't think there was one which seemed a bit strange.
 
VV 2.2 Beta

Still getting a nasty slowdown associated with characters. The main character screen seems to be better and armies aren't too bad, but the tech minister window and the province window both lag like crazy. I'm reloading every 2 or 4 yrs by 499 to clear the lag associated with swapping out governors. By 499 AUC as rome I control most of 5 regions: G.C.,SIC,LAT,M.G.,CetS, and selecting a province after 2 yrs playing time (5-10 mins IRL?) yields a 3-5 second delay, and army selection lags for about .5 sec longer than it takes to play the little drum sound. After a reload, all of this is cleared until the next time I swap out leaders and then it's back. It feels like the same memory leak that made me stop playing in the past. I hope you guys can fix it.