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battlecry said:
Are you playing v0.5 or v0.4? There are a number of fixes for this in 0.5, including the removal of negative growth rates associated with negative stability. It could also be the result of the AI destroying provinces (which it should do extremely rarely), and we're working to resolve any 0 pop issues from this for 0.51 - exactly how many provinces are you looking at with 0 pop, just for reference sake?

I completely missed the new update. hopefully that will solve the issue. Imagine my disappointment when I conquered the Levant as Armenia and found everything from anitoch to judea had a pop of one or below.

since I'm still playing .4 I don't know if you still want to know but i've counted at least 12.
 
apeman32 said:
I completely missed the new update. hopefully that will solve the issue. Imagine my disappointment when I conquered the Levant as Armenia and found everything from anitoch to judea had a pop of one or below.

since I'm still playing .4 I don't know if you still want to know but i've counted at least 12.

yeah 0.4 had some friggen serious issues...0.5 fixes a whole lot of them.
 
Jane_Doe said:
Eh? They are? I didn't code in an option to slow the process...

If the second option is titled "don't make waves", then it's designed to basically duck out on the reforms altogether, at the cost of most of your allies, a minor amount of stability, and picking up a couple of negative character. It shouldn't fire again after that... Oops, looking at the code, the character tag for refusing the reforms is, well, missing, if you chose Roman Warfare, Closed Nobility, Form, or Small Ships >_< . I don't know why it's missing, since I literally copy/pasted the first event, and reversed all the tags for it...

Oh, wait, it's in version .021... Why isn't it in .022 or .1? Weird.



"New vs. Traditional" warfare is code for Roman vs. Hellenistic, "New Faces vs. Established Families" is code for Open vs. Closed nobility, so on and so forth...

It basically represents how not everyone in your country necessarily agrees with your tech choices, and their ability to reverse them if they eventually gain power.

Hm... Your post allows me to note that with hereditary rule, the player chooses the children's stances on such issues as well... I should fix that...

(Oh, and you can fix it by adding set_character_flag = Hellenistic_Reforms_Refused to option b in event 80008, set_character_flag = Closed_Nobility_Reforms_Refused to option b in event 800204, set_character_flag = Function_Reforms_Refused to option b in event 800304, and set_character_flag = Small_Ship_Reforms_Refused to option b in event 800404... Though, that's a bit wordy ^_^0 .)




Thanks for pointing out the bug ^_^0 ! It's been fixed for version .11 now.



















...Seriously, why was the tag removed in point twentytwo :confused: ?

Glad to be of some help :) Just for your information, to simulate the real situation in which a ruler (me) knew about the stability consequence of being so innovative with his country I have edited my savegame file and restore stab to +3, also because I wanted to stick to this campaign which is too exciting thanks to the mod :p

Later in the game I had the following additional events over the next 30 years (IIRC):

1. Reforms turmoil passed
only one option: +2 stab

1. Reforms turmoil passed
only one option: +1 stab

3. Reforms turmoil passed
only one option: +1 stab

4. Reforms turmoil passed
only one option: +1 stab

Meaning that the stability would have been restored on time anyway.
 
Oh, did I forget to mention that part ^_^ ?

I assumed that while the sudden shift in direction (or surprising lack thereof) would create a lot of problems, many of them would be solved by a bit of time without intervention by the government. The overall stability hit for changing technology should be -2.

Which, incidentally, suggests that I have a missing flag... Which I do, drats, and again, it was present in version .021 >_< .

Event 80021 should have a clr_country_flag = Warfare_Reforms_Passed, which it doesn't., event 800216 should have a clr_country_flag = Social_Reforms_Passed, event 800316 should have clr_country_flag = Architectural_Reforms_Passed, and event 800416 should have clr_country_flag = Ship_Reforms_Passed.

It's quite irritating that I seemed to have gotten distracted while making such an important change, and never noticed that I hadn't put the flags back in... Unless my cat erased them or something >_< .

So, yes, you should put those clr_country_flags in, unless you want to be at permanent +3 stability for the rest of the game ^_^0 ...
 
Jeez Jane...I guess I'll wait a while to tell you the other things you missed... ;)
 
Please tell me you're joking ^_^0 ...

(Though I <i>do</i> know there's a couple of other things not working as intended, but they're not spamming stability hits and gains, so there's no dire need fix them until .11 is finished)
 
battlecry said:
yeah 0.4 had some friggen serious issues...0.5 fixes a whole lot of them.
thats good to hear. I missed the update because of exam week. now that its over I can waste my summer with your mod
 
Jane_Doe said:
Please tell me you're joking ^_^0 ...

(Though I <i>do</i> know there's a couple of other things not working as intended, but they're not spamming stability hits and gains, so there's no dire need fix them until .11 is finished)

Lol well I'd have to see what you have for .11 to know if they're still there.
 
Don't mean to bitch, but I thought the flood of men thingy was suppose to be fixed (so you could say no) during the civil wars???? I'm playing with your newest mod, and I'm just getting my "1st" civil war, the "noble deed" event is worse now then ever before. The war is not a few days old, and all ready I've hit with the event 10 times!!! Sorry, but this is a bit of a game buster for me. If Paradox (or someone) can't fix this, I'm giving the game away, and going back to Victoria or some other game....

With your last mod, I don't think I ever got the "more men" event more than 6 times during any civil war, which was workable. But this last game really sucks, I couldn't close the pop ups fast enough.... so I just quit.

I think I'll go back to painting my ACW 15mm figs...
 
Long LEE said:
Don't mean to bitch, but I thought the flood of men thingy was suppose to be fixed (so you could say no) during the civil wars???? I'm playing with your newest mod, and I'm just getting my "1st" civil war, the "noble deed" event is worse now then ever before. The war is not a few days old, and all ready I've hit with the event 10 times!!! Sorry, but this is a bit of a game buster for me. If Paradox (or someone) can't fix this, I'm giving the game away, and going back to Victoria or some other game....

With your last mod, I don't think I ever got the "more men" event more than 6 times during any civil war, which was workable. But this last game really sucks, I couldn't close the pop ups fast enough.... so I just quit.

I think I'll go back to painting my ACW 15mm figs...

It is still fixed, I didn't change this event in any way, it's the same as it has been since 0.1 The MTTH is 24 months, and none of the modifiers alter this number by more than 10%, so having it fire several times in a year (let alone a few days) is nearly impossible, and there is still an option to say no.
I'd suggest backing up your save game and re-installing the mod (v0.5), because I think file corruption is the only thing that could be causing this problem.
 
battlecry said:
It is still fixed, I didn't change this event in any way, it's the same as it has been since 0.1 The MTTH is 24 months, and none of the modifiers alter this number by more than 10%, so having it fire several times in a year (let alone a few days) is nearly impossible, and there is still an option to say no.
I'd suggest backing up your save game and re-installing the mod (v0.5), because I think file corruption is the only thing that could be causing this problem.

Yea, something is just a little "scewy" to say the least. I went back to try and finsih the game, and before the civil war was over (only 3 prov revolted) I had over 270 units I was paying for!!! and the war lasted less that a year. I installed the mod to a copy of the game so I will just delete it and make a new copy.

Thanks for the reply. :)
 
I think I may know what the problem was. When I deleted the O.3 (or what ever one) Mod in the Mod file, I deleted the "dummy file" as well. So could this have screwd things up like I mentioned??
 
Long LEE said:
I think I may know what the problem was. When I deleted the O.3 (or what ever one) Mod in the Mod file, I deleted the "dummy file" as well. So could this have screwd things up like I mentioned??


The dummy file doesn't do anything apart from making sure the mod folder is installed when Rome is installed, so I'm pretty sure you're safe to delete it.
 
battlecry said:
It is still fixed, I didn't change this event in any way, it's the same as it has been since 0.1 The MTTH is 24 months, and none of the modifiers alter this number by more than 10%, so having it fire several times in a year (let alone a few days) is nearly impossible, and there is still an option to say no.

Actually, I don't think it is entirely fixed. Confusingly, there are near-duplicate events in mercs.txt and morecivilwar.txt.

The first time I tried to fix it I changed morecivilwar.txt only - and I think it's that version of "TheLand's Mod" which is incorporated here. So people will still get no-choice troopspam from the mercenary version of the event.

I eventually borrowed some improved versions of the events from someone else (Keraunos, I think) and suggest you do likewise.

I would also suggest that, actually, there's little point in including the colonisation changes from TheLand's Mod in Rome:Enhanced, because the way this mod handles tribes means that it is going to end up with a "fill-in-the map" solution rather than a "colonisation but slowly" solution.
 
Actually, I don't think it is entirely fixed. Confusingly, there are near-duplicate events in mercs.txt and morecivilwar.txt.

The first time I tried to fix it I changed morecivilwar.txt only - and I think it's that version of "TheLand's Mod" which is incorporated here. So people will still get no-choice troopspam from the mercenary version of the event.

I eventually borrowed some improved versions of the events from someone else (Keraunos, I think) and suggest you do likewise.

I'll have a look. Thanks for letting me know.

I would also suggest that, actually, there's little point in including the colonisation changes from TheLand's Mod in Rome:Enhanced, because the way this mod handles tribes means that it is going to end up with a "fill-in-the map" solution rather than a "colonisation but slowly" solution.
None of your colonization changes are still included, I'm fairly certain. When I started adding new nations I modded the province histories from scratch. Was there something besides province histories that you modded regarding colonization? (other than the colony.txt events, which have been further altered anyway)
 
TheLand said:
Civ-value spread in defines.txt
Has to remain lowered due to the added events which add civ to provinces, but I'm still working out an exact figure for this. Lol I still don't want friggen Massilia owning the entire Med coast of Gaul/Iberia.
 
hmm, the wrong province/sea zones name bug looks fixed, the wrong icon name bug too but the units still have no descriptions and no stats if you pick them.

and the religion names look strange....for rom you see a strange name like "Insubren" in diplomacy or start menue or "Tauriskisch" for Karthago.

I have make some screens of the problems
Yes i use the latest 0.5 mod

the problem is in both german and english version of the game the same.
 

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Alright, there might be a problem with my version.

It is now 539 AVC, game started at 474 AVC, and not one of my same culture group provinces has converted to Roman, despite above 7 charisma and finesse governors with the best traits to convert.

Mind you, the religion of newly conquered provinces converts within 6 to 10 months after the conquest, so religion isn't a problem.

When I play EU3, such problems usually take a month or two after the max time requiered for the event to occur for it to finally activate.

I'm personally at a loss. I figure that if it persists I'll simply edit the save game to change it, but it's bothersome and will not fix the issue, if there is one.
 
Hi I read the above.. Also nice work. These events during the civil war is really driving me nuts. they just won't stop every 5 seconds :wacko: . All the rest seems really great.. This game really sucks without this mod.. Also this game needs and auto build and auto assign the govs. it hate it when they die I'm always right in the middle of something good then the beloved pop up..

Looking forward for the next version buddy!!!