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Not sure if this is WAD, but my Macedonian rebels are using Atropanene's flag:

questiontm1.png
 
The Patrician said:
Not sure if this is WAD, but my Macedonian rebels are using Atropanene's flag:

questiontm1.png

delete the flagfile.dds in your mod-folder and restart the game - this file will be new created by the game and than it should work. sometimes, this problem happens - nobody knows exactly, when or why...? :wacko:
 
TheLand said:
That's interesting. I was pondering making this kind of change, so thanks for your feedback :)


Next update on my "experiment": The year is now 530

The Seleucid Empire is always at "0" manpower, but that didn't stop them from achieving a major victory against the Egyptians.

After two middle scale aggressive wars with Carthage, Egypt was unable to fend off the Seleucids.

Carthage: after two minor aggressive wars with Rome, two wars (both defensive) with Egypt and one war with Epirus/Magna Grecia, Carthage seems to be at a severely weakened state (no manpower, and possibly not many existing armies). Lusitani lauches two aggressive wars against Carthage. The result: Carthage is out of Spain, leaving the Lusitanians ruling half of the Iberian peninsula.

Rome (me): I have no manpower problems. I successfully colonise the Alps and palleoveneti. I DOW Magna Grecia and get Anger Bruttus and Syracusae. I also take advantage of the Carthaginian second war with Egypt and I DOW them. I quickly capture Sardinia, Corsica and Panormus. I demand Corsica but the Carthaginians refuse. I land some forces at Africa and get two provinces there, while the Lusitanians DOW the Carthaginians a second time. Being in such a desperate state, the Carthaginians accept to cede control of Corsica, Sardinia and Panormus to me. The addition of new "imperial" provinces vastly imrpoves my economy, and the future seems bright.

My conclusion: An increase in manpower gain from allied provinces (maybe i should remove their manpower penalty) or imperial provinces (from nothing to 10%) is necessary. This was the first time i saw a minor (Lusitani) humiliate a major power, and this can only be explained by their manpower reserves (tribal brotherhood). Carthaginian wealth was not enough to hold back the Lusitanians.
 
Keep it coming :)

DesertSnow said:
This was the first time i saw a minor (Lusitani) humiliate a major power, and this can only be explained by their manpower reserves (tribal brotherhood). Carthaginian wealth was not enough to hold back the Lusitanians.

Some tribal nations also get free troops by event when they're at war.

The intention behind the various bonuses for the tribes is to make them more of a threat to majors. Hordes of angry Celts should be a threat for an imperial power, not an opportunity to snap up and annex.

This will be further enhanced in the next version of the mod: tribal nations will get an early Morale boost, while the major powers will have more Organisation, but will have to work for their Morale.
 
macdaddy_o said:
uhm, I am a neophyte at this. How do I install this mod using the mod folder (I assume thats what it is there for).

Extract the zip into the /mod folder.

You should end up with 2 files and one directory in the /mod folder. One file is the .mod file; the other is the readme. The directory should contain a lot of folders with the mod files in.

Then when you run the launcher, you should see a drop-down list in the bottom centre of the launcher screen, and select SPQR 0v3from that. Tell it to run the game and it will load you up with the mod.
 
A question:

Are the "provinces seceding to enemy" events dependant on the culture group of the "controller"? A quick glance gave me the impression that the controller doesn't even need to be in the same culture group as the occupied province.
 
DesertSnow said:
A question:

Are the "provinces seceding to enemy" events dependant on the culture group of the "controller"? A quick glance gave me the impression that the controller doesn't even need to be in the same culture group as the occupied province.

Is this the event which fires for occupied allied provinces?

If so, then no, the occupier need not be the same culture group.
 
Another question, this time on this event


###Generic non-secondary culture -> imperial
province_event = {

id = 20002

trigger = {
owner = {
not = {
primary_culture = THIS
culture_group = THIS
}
}
not = { has_province_flag = full_citizen_flag }
not = { has_province_flag = allied_province_flag }
not = { has_province_flag = imperial_province_flag }
not = { has_province_flag = conquered_province_flag }
not = { has_province_flag = tribal_province_flag }
not = { has_province_flag = civ_tribal_province_flag }
not = { culture_group = gallic }
not = { culture_group = germanic }
not = { culture_group = thracia }
not = { culture_group = iberia }

civilization_value = 55
not = { barbarian_power = 1 }

}

mean_time_to_happen = {
days = 1
}

title = "EVTNAME20002"
desc = "EVTDESC20002"

option = {
name = "EVTOPTA20002"
set_province_flag = imperial_province_flag
add_province_modifier = {
name = imperial_province
duration = 150000
}
}

}


Why shouldn't provinces belonging to these culture groups be able to get the "imperial province" flag?
 
Had an issue in my Macedonia game above where as I was the rebels and won, Epirus became my capital. As a resultit keeps on cycling between conquered province and full citizen events.

This code should fix it in event 20100
Code:
	trigger = {
		any_province = {
		   OR = {
			AND = {
				controller = { NOT = { TAG = THIS } }
				controller = { NOT = { primary_culture = THIS } }
				controller = { NOT = { tag = REB } }
				controller = { NOT = { tag = BAR } }
				has_province_flag = full_citizen_flag
				NOT = { is_capital = YES }
			}
			AND = {
				is_capital = YES
				controller = { NOT = { TAG = THIS } }
				controller = { NOT = { tag = REB } }
				controller = { NOT = { tag = BAR } }
				has_province_flag = full_citizen_flag
			}
		  }
		}
	}
 
@desertsnow

as a part of making europe tribes more succesfull against rome expansion, they should have more fill_citizenship provinces. first idea was making triggers with tribal governments but since patch 1.2 (the golden age events) one-province-nations can change to other governments - so the triggers should be culture-influenced.


@the patrician
the reason, that non-state-culture capitals change the stat is an unremoved siege- or conquered-flag. if that happens more than one time, please post a savegame here...

normally, after conquering a non-state-culture capital (happens often by barbarian conqueres or during civilwars) it gets the conquered status, changed to "normal" citizenship triggered by civvalue (imperial, allied or tribal) after some times of peace and changed finally after some years of peace to full_citizenship. that should reflect the idea of "government in exile" and exclude an elsewhere possible spam of full_citizenship provinces during civilwars.

was it realy a cycle (more than one running) or was it exactly going the line, i described?
 
mate0815 said:
@the patrician
the reason, that non-state-culture capitals change the stat is an unremoved siege- or conquered-flag. if that happens more than one time, please post a savegame here...

normally, after conquering a non-state-culture capital (happens often by barbarian conqueres or during civilwars) it gets the conquered status, changed to "normal" citizenship triggered by civvalue (imperial, allied or tribal) after some times of peace and changed finally after some years of peace to full_citizenship. that should reflect the idea of "government in exile" and exclude an elsewhere possible spam of full_citizenship provinces during civilwars.

was it realy a cycle (more than one running) or was it exactly going the line, i described?

It would follow your line and then revert back to conquered cycle through again. My modification seemed to stop that.

Furthermore:

I managed to conquer an OPM and annex them without giving the game enough time to trigger the conquered modifier. The province is now on Full-Citizen without reverting. Not sure if it was my modification or I simply didn't give enough time for the events to kick in before annexing.
 
The Patrician said:
I managed to conquer an OPM and annex them without giving the game enough time to trigger the conquered modifier. The province is now on Full-Citizen without reverting. Not sure if it was my modification or I simply didn't give enough time for the events to kick in before annexing.

Unless you happen to have the same culture as them, the province will become Conquered within a few months.
 
The Patrician said:
It would follow your line and then revert back to conquered cycle through again. My modification seemed to stop that.

but in the case of annex by non-same-culture aggressor it doesn´t work correct with the other events. we need solves for all cases incl. barbarian invasions of one-province-nations (and quick change of there to the annexed nation by changing the stateculture, -religion and govermenttype) and also for the ownerchange in the case of longterm alien control during wars.
and during civilwars the possible "capitalhopping" for example to a province under alien control makes new problems...

maybe its not an elegant solve, that capitals change there stat after siege or conquering and gets back full_citizenship after a longer time, but it works.

but i will think a little bit more about your suggestions, in this moment i´m not convinced...
 
Installation help

This may seem like a stupid question, but how do you install the mod?, i downloaded the zip file and extracted it into the /mod folder in EU Rome files, but now what do I do? (I also looked on the launcher, it's not there...) maybe its because it calls the .mod file a .mpeg file??
thanks in advance-
 
Last edited:
Still not working?!

Tubz said:
chenoireb: See this thread on the SPQR forums:

http://terranova.dk/viewtopic.php?t=2962

Thank you for the help on the instalation, but the for some reason, i can't get the file to stop thinking its a movie clip, and it won't appear on the launcher, and theres no way for me to open the file and save it as a different extension... does anyone know what's wrong?
thanks in advance--
 
chenoireb said:
Thank you for the help on the instalation, but the for some reason, i can't get the file to stop thinking its a movie clip, and it won't appear on the launcher, and theres no way for me to open the file and save it as a different extension... does anyone know what's wrong?
thanks in advance--

This is an operating system problem, not a mod problem... My computer assumed that .mod files were movies until I told it otherwise.

There will *somewhere* be a method for you to change the file extension back to .mod, or to stop it automatically associating it.

Are you using Vista?
 
Re: Still not working

TheLand said:
This is an operating system problem, not a mod problem... My computer assumed that .mod files were movies until I told it otherwise.

There will *somewhere* be a method for you to change the file extension back to .mod, or to stop it automatically associating it.

Are you using Vista?

My computer is Win XP Home, and i have Windows Media Player 9 if that makes a difference. how can you tell it to not call it a movie?
once again, thank you in advance--