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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
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second look at the beta

next points:

- it seems the keys $OTHER$ and $COUNTRY$ are not working different for logtext on execution-messages. both strings shows the same value. :(
- typo-mistake on ransom, which occurs the no_text_for_key RECPIPIET message. $RECIPIENT$ was meant, i think. (in messages.csv)
- familly Tiberii not shown in the ledger.
 
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Minor bug that has been around since VV.

When viewing the effect "tooltip" for the gallicnation decision, the words "TAG_CHANGE" show up, instead of something along the lines of "Nation changes to...":


Code:
		effect = {
			capital_scope = { civilization_value  = 5 }
			[B][U]change_tag = GAU[/U][/B]
		}
 
- the "germanic raiders in north-africa"-bug is still present, ´cause localisation for event 4008 is missing and for 4009 is false (germanic raiders instead of berber). found in v13.csv. (for fixing take a look into my hotfixes-mod for vv2.1)
- the undefined variable HAVE_MORE_MANPOWER_PERCENT_THAN is still present for localisation of mission "buildup_manpower_reserves" (missions/Misc.txt)
 
The bug where new nations lack culture and religion sometimes is still present (and it does make the game crash as soon as they build some troops).
I was using the RIMP map but I don't think this is related to that (can't be sure though so better to mention it ;)).
 
Happy to see a patch coming and I've decided to do what I can to help. Started off simple enough and decided to branch out a bit in my prodding.

-----------

Playing as the Catuvellauni in 474 and noticed the following.

Got the mission, 'Get Access to Horses'. Traded with the Rhoxolani to do so but the mission did not complete until a full year had passed.

The law 'The Pursuit of Wealth' appears odd. The law causes:

The Pursuit of Wealth
Lose 1 stability

Modifiers:
Regiment recruitment speed -20%
Trade Income + 20%

but both modifiers are in green text, perhaps I understand the meaning of the effect wrong, but it appears that the regiments are recruited faster and trade income increases which doesn't fit the tooltip description of the law. Perhaps I'm just understanding the law improperly.

Finally since the game began a lot of wars have started, not sure how common this is.

-----------

Next decided to try out a 474 Illyria game. Just pop in look around, not a long term play.

Law 'Citizenship for Sale'
National Tax Modifier +10%
Freemen to Citizen +2%

Seems odd based on the tool tip that selling citizenship would increase both areas. Especially since the opposite law 'Service Guarantees Citizenship' has:
Heavy Infantry Discipline +20%, Freemen to Citizen -2%

Debt Slavery seems to have a very high manpower requirement to make it available. 80000 in a 474 Illyria game. Encourage Small Holders, also has an odd manpower value. I think the intention was to be 80% and 20% of the max, not 80000 and 20000 as the max.

Proclaim Theocracy, the last requirement is "Have character flag 'deified_ruler'" might not be quite what was intended for there.

-----------

Finally a brief glance at Rome in 474.

In a republic all the factions had 100% 'faction opinion' in favour of peace with Magna Graecia, but most had very low favour with Epirius. This is despite having a mission to claim the enemy, and their terms being exceedingly poor. (Rome against Magna Graecia, their army is dead and capitol taken, they offered 1 gold)

Military faction is not in favour of triumphs apparently

Lex Calpurnia says that the ruler must be a member of the civic faction, however my consul is military faction, the next consul is civil though.

---------------

Now in terms of comments about the update.
*Some way to track which tribal chief family has someone employed would be useful, there is also no mention in the patch notes if the stability bug of the tribes is fixed.
*Catuvellauni didn't start with enough characters to fill every office uncertain if a randomized thing or not.
*Added a new, smaller gold icon for texts -> not sure what that means :)
*since age is so important to positions, some way to easily track it would help
*Ability to switch between tribal governments might be helpful, since they're all most all military tribes.
*The requirements for the Grant Titles, so you know why someone can be a Plebeian Aedile and another can't for example

-----------

Hopefully these points are somewhat helpful, or in the case where I'm just not understanding some part of the game, someone can correct me.

Keep up the good work
 
The bug where new nations lack culture and religion sometimes is still present (and it does make the game crash as soon as they build some troops).
I was using the RIMP map but I don't think this is related to that (can't be sure though so better to mention it ;)).

are you sure? i played more than 100 years and a lot of regions declared independence, but the noculture-bug i never noticed...

can it be, that you are using the "original" rimp 1.3.1? ´cause there were some small bugs inside (wrong tag for garamantes revolt, missing defines for tyre, some cultureless provinces and such stuff) which can occur crashes sometimes...



btw: the objective "have son" has a little bit wrong trigger, which occurs, that women older then 45 can get that ambition and lose it next day. so it spams for that ladies...
i using these defines of the objective and it works fabulous:
Code:
obj_have_a_son = {
	type = character
	allow = {
		NOT = {
                        any_child = {
				is_female = no
			}
		}
                [COLOR="DarkOrange"]NOT = {
                        spouse = {
		               is_female = yes
                               age = 45
                        }
                }
                NOT = {
                        female = yes
                        age = 45
                }[/COLOR]
	}
	chance = {
		factor = 100
		modifier = {
			factor = 2.0
			traits = loving
		}
	}
	success = {
		any_child = {
			is_female = no
		}
	}
	abort = {
	      [COLOR="DarkOrange"]OR = {
	      	spouse = {
		       is_female = yes
                       age = 45
                }
                AND = {
                        female = yes
                        age = 45
                }
              }[/COLOR]
	}
	effect = {
		family_prestige = 5
		religious_conviction = 3
	}
}

in this way, women older than 45 and men with spouses older than 45 don´t get this ambition and it will be aborted, if the woman or the wife will become 45.
 
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can it be, that you are using the "original" rimp 1.3.1? ´cause there were some small bugs inside (wrong tag for garamantes revolt, missing defines for tyre, some cultureless provinces and such stuff) which can occur crashes sometimes...

Not sure, I downloaded rimp from the thread here on the forum. The country causing the crash was arabia though, and it went away after I manually fixed it. Since then I've been using the hotfix to avoid the issue in the future.
 
Last edited:
The Mithridatic family has some rather odd stuff going about:

Mithridates IV is apparently the father of Ariarathes Ariarathid, who is 11 years old in 639. Mithridates IV died in 604, and the mother of Ariarathes is his brother's granddaughter Laodice. Hmm.

Don't know the importance of such a bugreport, but it is quite weird. Can't even remember if this was something already in 2.1 and earlier.
 
Questions about tech
Being able to see what attribute is good for what job before posting someone would be useful.
It mentions the effect of charisma for various tech offices, but little is commented on for finesse.

Bug
Gaining War Exhaustion, but not in any conflicts. Appears to be tied to army maintenance. ie: maintenance = 0 war exhaustion increases

Missions:
Get loyal soldiers as a tribe is hard. They ask for 5 loyal regiments, but you can only have like 1-2 without going over force limit if you play as say any tribe in Britain.

Feature:
Cancel missions
Notification when a new tribal chief rises so your first warning isn't the event that loses you a stability.
 
I've gotten events that try to give women characters offices (or fleets, can't remember) a few times. Nothing happens if I accept and their portrait is not shown in the event.

Also I think the looted province effect on populism is too severe. There's nothing to be done about it and in a long war (especially if it's a civil war) it can easily increase populist support to above 80% without any other bigger factors...

On the whole populists seems to have gotten stronger with the new changes to how they gain support. I've seen rome descend into populist civil war several times (when playing another country). Something I've never seen in this game before (I've only played the last patch before though).

EDIT:
I've also seen a 7 year old as the leader of the civic faction once.
 
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The bug where new nations lack culture and religion sometimes is still present (and it does make the game crash as soon as they build some troops).
I was using the RIMP map but I don't think this is related to that (can't be sure though so better to mention it ;)).

Please please please. Report bugs you encounter with this beta patch *only* if you play with absolutely no mods. Reports where you have some mods enabled are absolutely no use, because it is impossible to know wether the bug is in the mod or in the beta-patch; more over, if nobody else report similar bugs your efforts have been of zero use because it is practically guaranteed the mod you use is the culprit.
 
found a bug wich makes units lose their loyality if you split them up into new armies

Could you tell a bit more about this? I just did split up several armies with loyal troops, but I didn't see any change (except the commander losing slightly loyalty to the ruler as usual).
 
Flying troops.

Noticed several times already that AI armies move much faster than my own.

Just experienced situation where I beaten an enemy army, immediately started pursuit to the neigbouring provice, and the flying enemy not only arrived 20 days before me but even managed to move to another province before I could engage him. Both the armies were infantry only, and it was in an inland mountaineous area of asia minor.
 
Could you tell a bit more about this? I just did split up several armies with loyal troops, but I didn't see any change (except the commander losing slightly loyalty to the ruler as usual).

when i have a army where most of the units are loyale to a commander i click on the split button, then i move all the units over to the new army and then when i click on the new army all the units have lost their loyalty
 
Noticed several times already that AI armies move much faster than my own.

Just experienced situation where I beaten an enemy army, immediately started pursuit to the neigbouring provice, and the flying enemy not only arrived 20 days before me but even managed to move to another province before I could engage him. Both the armies were infantry only, and it was in an inland mountaineous area of asia minor.

experienced something simelar, think it has something to do with the commanders martial value

Eedit: sorry for double post, but i dont know how to put to qoutes in one