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schatten5 said:
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.

Are you quite sure there's no other changes involved? Nobody has ever reported a problem like this before. I can think of two things: 1) You used the improved map mod and didn't remove it completely before trying this mod
2) A corrupt file, in which case you should uninstall the mod and then reinstall.
Also, this mod's text files are (for the most part) in english only, so it's not really designed for any other version.
 
Vindicare said:
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.

Hmmm...this event hasn't been changed in the history of the mod. Under your circumstances, it shouldn't take more than 50 years to fire. If you could sen me something by private message it would be helpful - open colony.txt in "europa universalis - Rome\mod\events" folder, and copy event 4002 and post it to me in PM. Otherwise I can't tell what's happening.
 
RUDOLF12 said:
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!!!

This problem arises from mercs.txt and will be fixed for the next version. Sorry I never noticed it before now. Auto govs can be done, but no one's ever asked for auto build before, why would you want auto build?
 
battlecry said:
Are you quite sure there's no other changes involved? Nobody has ever reported a problem like this before. I can think of two things: 1) You used the improved map mod and didn't remove it completely before trying this mod
2) A corrupt file, in which case you should uninstall the mod and then reinstall.
Also, this mod's text files are (for the most part) in english only, so it's not really designed for any other version.

no i dont use other mods as unlimited time and german translation (since those paradox translation is a bad joke).

but as its looks the problem is that the translated version have in first place the english name,description etc. and in second place the german one. even if you change the language to english the file is still the same.

now if you change anything (like in your mod) and you delete/dont place the german descriptions/stats etc at their place (behind the english names) in the file you see what you can see at my screens...

looks this is the problem...

a auto builder of governeurs would be nice since you need them and later in the game, in bigger empires they die nearly every week....very annoying to replace them...
 
Last edited:
schatten5 said:
no i dont use other mods as unlimited time and german translation (since those paradox translation is a bad joke).

but as its looks the problem is that the translated version have in first place the english name,description etc. and in second place the german one. even if you change the language to english the file is still the same.

now if you change anything (like in your mod) and you delete/dont place the german descriptions/stats etc at their place (behind the english names) in the file you see what you can see at my screens...

looks this is the problem...

a auto builder of governeurs would be nice since you need them and later in the game, in bigger empires they die nearly every week....very annoying to replace them...
Ok, I'm really not sure what you mean. Do you mean the problem is with my mod (which is, for the most part, only in English) or with the German translation mod?
Yes an event which places a random governor, if you don't choose one yourself within a month or two, is in the works (it was implemented in an earlier version, but didn't work properly)
 
battlecry said:
Ok, I'm really not sure what you mean. Do you mean the problem is with my mod (which is, for the most part, only in English) or with the German translation mod?
Yes an event which places a random governor, if you don't choose one yourself within a month or two, is in the works (it was implemented in an earlier version, but didn't work properly)

in localisation folder there are excel files with all those datas and into them is first the english name and behind them the german translation of them....you have leave the german names empty in your mod, ....you can see it here "horse_archers_gallic;Horse Archers;;Berittene Bogenschützen;;;;;;;;;gallic" , in your mod you have "Berittene Bogenschützen" not inside, that that was the source of the problem.
I have received the changed files with german names inside and now it works
 
battlecry said:
Hmmm...this event hasn't been changed in the history of the mod. Under your circumstances, it shouldn't take more than 50 years to fire. If you could sen me something by private message it would be helpful - open colony.txt in "europa universalis - Rome\mod\events" folder, and copy event 4002 and post it to me in PM. Otherwise I can't tell what's happening.

Alright, I'll do it as soon as I can. (Have to study for English and Philosophy exams)
 
battlecry said:
This problem arises from mercs.txt and will be fixed for the next version. Sorry I never noticed it before now. Auto govs can be done, but no one's ever asked for auto build before, why would you want auto build?

Thanks, for the reply. Auto gov... would be fantastic. Auto build is isn't such a good idea..money of course..but auto gov.. there is just too many stops.. Especialy during a great war... I'm new too EU.. I have them all but never play except for this Rome. I mod HOI over at another site.. i LOVE HOI but now I'm into this..hoi AI sucks.. Your mod is the best thus far even with all bugs.. seriously thanks again and keep up the good work!! dolf
 
Is this mod going to last through the entire lifetime of EU:R, or is it just temporary? I would love for this to last, but I see trouble with this, by having all of the mods put together and not having their creators (like me :rolleyes: ) help so much with it. I also wonder if any of the bigger mods, like SPQR (which is awesome), are going to ever get incorporated into this (or vice-versa). Or if we are going to have a community thing like they did with CORE, where it is the entire community and a couple mod-leaders decide what goes into it.

I guess I am getting ahead of myself though, I should get this out of my mind and start coding more events for SPQR :D .
 
2763r57651265 said:
Is this mod going to last through the entire lifetime of EU:R, or is it just temporary? I would love for this to last, but I see trouble with this, by having all of the mods put together and not having their creators (like me :rolleyes: ) help so much with it. I also wonder if any of the bigger mods, like SPQR (which is awesome), are going to ever get incorporated into this (or vice-versa). Or if we are going to have a community thing like they did with CORE, where it is the entire community and a couple mod-leaders decide what goes into it.

I guess I am getting ahead of myself though, I should get this out of my mind and start coding more events for SPQR :D .
Well, my mod was wholly incorporated into this one and I'm still working on it, with plans to help on other portions if/when needed. Most of the mods that make up R:E seem to be small and more or less complete, so they can be maintained. The only problem that may come up is trying to make new versions of a mod work right.

That said, I personally think it's a great idea to combine as much effort as possible, which is one of the reasons I stopped working on my stuff separately (well that, plus no one was using it alone :D ), but it would require a lot of effort and cooperation. Really, for larger mods to be incorporated I think it would take the developers of those mods working with the goal of incorporation. If something is worked on separately with no regard for how it interacts with other pieces of this mod, it's going to get impossible to keep adding new versions as the complexity goes up. As a simple example, when my War and Peace was incorporated, it took several long days to figure out how to balance it all so that it worked with the other pieces, and War and Peace wasn't that big of a mod.

The question really is do we all want to work on one mod, focusing on our areas of interest but with the goal of working together, or are our ideas too different such that we would rather just work on separate projects? I'm of the opinion that we'd be better off working together, but it entirely depends on whether all of the various developers can sync their goals enough to create a cohesive mod that everyone is happy with.
 
2763r57651265 said:
Is this mod going to last through the entire lifetime of EU:R, or is it just temporary? I would love for this to last, but I see trouble with this, by having all of the mods put together and not having their creators (like me :rolleyes: ) help so much with it. I also wonder if any of the bigger mods, like SPQR (which is awesome), are going to ever get incorporated into this (or vice-versa). Or if we are going to have a community thing like they did with CORE, where it is the entire community and a couple mod-leaders decide what goes into it.

I guess I am getting ahead of myself though, I should get this out of my mind and start coding more events for SPQR :D .

I never intended the mod to be temporary. I would love to be involved in a large mod union, but I've seen little interest in such a thing so far. The modders currently have such differing "visions" of what a mod should be, that any sort of union, and a collective decision making apparatus, might be difficult to achieve. For instance, I originally offered my services to TheLand for the SPQR mod, but as I wanted to add more nations and he did not, I went ahead with my own mod instead.
As for the level of interaction with the makers of mods already incorporated into R:E, virtually all of them have helped in many ways - indeed a number of them, while not usually team members, are regular contributors to the R:E forum (the red >HERE< link in my signature). Making the mods work together, in the framework of R:E, has been mostly my own task - perhaps because of my unique familiarity with the "big picture" of everything added so far.

Overall, if R:E can be amalgamated with others to form a unified mod project, let it be known that I'm willing to compromise on just about any issue to achieve that goal.

Edit: About the only reason that you (Mr. Numbers) haven't been asked for help with your part of the mod, is that it doesn't need much alteration (if any) to work with all the other additions.
 
I've been trying out this mod and greatly enjoy it so far. I've come across a possible bug related to the raze/pillage events. Playing as Bithynia, I used a war with Dacia to increase my slave population, with my capital city going from 20% up to 37% slaves. However, when I later founded a new colony, my capital's slave percentage fell back to 20%. After a bit of experimenting I found that if a province receives slaves from the raze/pillage event and later has population removed to found a colony, the slave percentage will be reset. I'm not sure if the actual province population is reduced past the two normally taken.

I also think the removal of money from the enemy's coffers from the raze/pillage event is too powerful. Just pillaging villages in Dacia removed 15 gold per province from the Dacian treasury, which meant that very quickly they were bankrupt and unable to recruit reinforcements. Instead it should simply give a smaller amount of gold to the pillager, unless you pillage/sack the enemy's capital.

Otherwise, I'm pretty happy with the mod, and I look forward to future improvements.
 
I'm having a ctd a little bit after july 594. It has happened continuously around the same time in two different games.
 
Code:
province_event = {

	id = 7409
	
	trigger = {
		owner = { religion = druidism }
		owner = {
			not = { religion = this }
			any_character = {
				has_office = religious_tech
				finesse = 4
			}
		}
	}
	mean_time_to_happen = {
		months = 96

		modifier = {
			factor = 0.85
			owner = { ruler = { traits = pious } }
		}
		modifier = {
			factor = 0.85
			owner = { ruler = { traits = zealous } }
		}
		modifier = {
			factor = 0.85
			owner = { ruler = { traits = devout } }
		}
		modifier = {
			factor = 0.85
			owner = { ruler = { traits = righteous } }
		}
		modifier = {
			factor = 0.85
			owner = { government = theocracy }
		}
		modifier = {
			factor = 0.85
			owner = { government = religious_tribe }
		}
		modifier = {
			factor = 1.0
			owner = { num_of_cities = 10 }
		}
		modifier = {
			factor = 1.0
			owner = { num_of_cities = 20 }
		}
		modifier = {
			factor = 2.0
			owner = { num_of_cities = 30 }
		}
		modifier = {
			factor = 3.5
			owner = { num_of_cities = 40 }
		}
		modifier = {
			factor = 2.0
			owner = { num_of_cities = 50 }
		}
	}
	
	title = "EVTNAME7402"
	desc = "EVTDESC7402"
	
	option = {
		name = "EVTOPTA7402"					# That is good to hear
		religion = druidism 
	}
}
province_event = {

	id = 7410
	
	trigger = {
		owner = { religion = animism }
		owner = {
			not = { religion = this }
			any_character = {
				has_office = religious_tech
				finesse = 4
			}
		}
	}
	mean_time_to_happen = {
		months = 96

		modifier = {
			factor = 0.85
			owner = { ruler = { traits = pious } }
		}
		modifier = {
			factor = 0.85
			owner = { ruler = { traits = zealous } }
		}
		modifier = {
			factor = 0.85
			owner = { ruler = { traits = devout } }
		}
		modifier = {
			factor = 0.85
			owner = { ruler = { traits = righteous } }
		}
		modifier = {
			factor = 0.85
			owner = { government = theocracy }
		}
		modifier = {
			factor = 0.85
			owner = { government = religious_tribe }
		}
		modifier = {
			factor = 1.0
			owner = { num_of_cities = 10 }
		}
		modifier = {
			factor = 1.0
			owner = { num_of_cities = 20 }
		}
		modifier = {
			factor = 2.0
			owner = { num_of_cities = 30 }
		}
		modifier = {
			factor = 3.5
			owner = { num_of_cities = 40 }
		}
		modifier = {
			factor = 2.0
			owner = { num_of_cities = 50 }
		}
	}
	
	title = "EVTNAME7402"
	desc = "EVTDESC7402"
	
	option = {
		name = "EVTOPTA7402"					# That is good to hear
		religion = animism 
	}
}
province_event = {

	id = 7411
	
	trigger = {
		owner = { religion = shamanism }
		owner = {
			not = { religion = this }
			any_character = {
				has_office = religious_tech
				finesse = 4
			}
		}
	}
	mean_time_to_happen = {
		months = 96

		modifier = {
			factor = 0.85
			owner = { ruler = { traits = pious } }
		}
		modifier = {
			factor = 0.85
			owner = { ruler = { traits = zealous } }
		}
		modifier = {
			factor = 0.85
			owner = { ruler = { traits = devout } }
		}
		modifier = {
			factor = 0.85
			owner = { ruler = { traits = righteous } }
		}
		modifier = {
			factor = 0.85
			owner = { government = theocracy }
		}
		modifier = {
			factor = 0.85
			owner = { government = religious_tribe }
		}
		modifier = {
			factor = 1.0
			owner = { num_of_cities = 10 }
		}
		modifier = {
			factor = 1.0
			owner = { num_of_cities = 20 }
		}
		modifier = {
			factor = 2.0
			owner = { num_of_cities = 30 }
		}
		modifier = {
			factor = 3.5
			owner = { num_of_cities = 40 }
		}
		modifier = {
			factor = 2.0
			owner = { num_of_cities = 50 }
		}
	}
	
	title = "EVTNAME7402"
	desc = "EVTDESC7402"
	
	option = {
		name = "EVTOPTA7402"					# That is good to hear
		religion = shamanism 
	}
}

This is something that should be in the mod, religious conversion events for barbarian religions.
 
I've been trying out this mod and greatly enjoy it so far. I've come across a possible bug related to the raze/pillage events. Playing as Bithynia, I used a war with Dacia to increase my slave population, with my capital city going from 20% up to 37% slaves. However, when I later founded a new colony, my capital's slave percentage fell back to 20%. After a bit of experimenting I found that if a province receives slaves from the raze/pillage event and later has population removed to found a colony, the slave percentage will be reset. I'm not sure if the actual province population is reduced past the two normally taken.

This is a bug with the vanilla game. The ratio of the different types of citizens is reset to 40/40/20. Paradox has been notified about the bug, but there's nothing we can do about ti in the mod.
I also think the removal of money from the enemy's coffers from the raze/pillage event is too powerful. Just pillaging villages in Dacia removed 15 gold per province from the Dacian treasury, which meant that very quickly they were bankrupt and unable to recruit reinforcements. Instead it should simply give a smaller amount of gold to the pillager, unless you pillage/sack the enemy's capital.
The War and Peace mod (which contains these events) is constantly being tested, balanced and altered to eliminate such issues. There's a new version which will be integrated into 0.51, and we'll look at further changes.
 
Kanaric said:
Code:
province_event = {

	id = 7409
	

}

This is something that should be in the mod, religious conversion events for barbarian religions.

Please do not post anything this large in the thread. It can either be sent to me by Private Message, or even better, posted in the appropriate place at our mod's dedicated forum:
http://romeenhanced.freeforum.ca/
 
Last edited:
apeman32 said:
I'm having a ctd a little bit after july 594. It has happened continuously around the same time in two different games.

Ok? What version are you using? Do you have an error.log from right after it happened? Without any info there's not much I (or anyone) can do.
 
battlecry said:
Ok? What version are you using? Do you have an error.log from right after it happened? Without any info there's not much I (or anyone) can do.

i'm using the .5 and I'll get you an error log as soon as I can.
 
Gigalocus said:
Probably being ignoant so I apologise. Is this (fantastic) mod work for 1.2 ptah? Thanks :)

No actually, the mod will have to be rebalanced (and possibly rebuilt, we'll see) for v1.2. I'm just starting the spring semester of university, so it might take me awhile.