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I uploaded 1.3b as a small update to hopefully reduce general AI aggression.

I noticed that the Belligerent states have the Expand Core Territory strategy, which seems to be much more common. But it also seems to be miscallibrated, because, for example, Brazil has that strategy which means it should expand at the expense of its neighbors, but instead Brazil too wants to conquer my states in Germany.
I disabled other AI strategies in very limited scenarios...e.g. if an AI has valid claims, they will always take expand core territory to try and get the AI to take their claims back. But i did not do anything specific for countries like Brazil, only very specific scenarios. The desire for certain states is largely due to how much pop is in the state, which is how the AI values states in vanilla, but theres nothing that specifically makes Brazil target Germany.

I will look into this more when i have time but try to see if 1.3b makes a difference, especially when starting a new game as AI strategies and such seem to take a while to update when loading a save.
 
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I uploaded 1.3b as a small update to hopefully reduce general AI aggression.


I disabled other AI strategies in very limited scenarios...e.g. if an AI has valid claims, they will always take expand core territory to try and get the AI to take their claims back. But i did not do anything specific for countries like Brazil, only very specific scenarios. The desire for certain states is largely due to how much pop is in the state, which is how the AI values states in vanilla, but theres nothing that specifically makes Brazil target Germany.

I will look into this more when i have time but try to see if 1.3b makes a difference, especially when starting a new game as AI strategies and such seem to take a while to update when loading a save.
It doesn't seem to have worked - playing as Sweden, no matter how many times I restarted I would have at least two out of Austria/Britain/Prussia/Russia marked as "Belligerent" towards me from the start with a Strategic Desire of "Wants to conquer Sweden". This was rapidly followed by fun things like this
 
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Same, playing as Prussia currently and even most of the little German minors were/are belligerent to me, which made forming the NGF take rather longer than it might have.

Unrelatedly, is this mod making travel to distant fronts instantaneous (well, take 1 day) again? I didn't play before Vic3 1.12 but I understand the base game had this issue before and it was fixed.
 
It doesn't seem to have worked - playing as Sweden, no matter how many times I restarted I would have at least two out of Austria/Britain/Prussia/Russia marked as "Belligerent" towards me from the start with a Strategic Desire of "Wants to conquer Sweden". This was rapidly followed by fun things like this
I can't replicate this. I started multiple games and checked the attitudes at start, and i am not seeing mass red everywhere. As an example :

1672706641374.png

This looks pretty normal, britain wants to dominate sweden but thats just vanilla RNG. I did not increase the chance of picking the dominate goal btw.

Out of 10 games starting as Sweden, these were the results I got :

3 : UK dominate Sweden
4 : All European GPs friendly to Sweden
1 : UK antagonize Sweden
2 : UK and Austria antagonize Sweden

Scenarios where a GP was hostile to Sweden always had at least one other GP that was genial/protective towards Sweden.

I couldn't get anyone to start as belligerent/conquer to Sweden. I checked a few other countries like Brazil and Persia and I didnt see mass reds attitudes either.

Do note that theres always going to be some RNG involved, thats in vanilla as well and the mod doesnt try to remove all the RNG from the AI. Perhaps you got unlucky. I would recommend trying to improve relations with hostile GPs at the start of the game. to reduce the chances of them attacking you and/or improving relations with a GP who can protect you.

I also played a Dutch East Indies game till 1878 and I did not see anything strange at all, no european powers mass invading south america or anything like that.

Just in case, can you try unsubscribing and resubscribing to the mod? Also go to Documents\Paradox Interactive\Victoria 3\mod\pdx_52798\.metadata and open the metadata.json file, it should say version 1.3b. I had some weird issues with Anbeeld's mod earlier myself, it was subscribed and activated, but ingame it simply did not function and i had to re-subscribe to get it to work. Perhaps something similar happened here.

Edit : Wondering if something might have corrupted the version i uploaded, i will see if i can upload another version.
 
Same, playing as Prussia currently and even most of the little German minors were/are belligerent to me, which made forming the NGF take rather longer than it might have.

Unrelatedly, is this mod making travel to distant fronts instantaneous (well, take 1 day) again? I didn't play before Vic3 1.12 but I understand the base game had this issue before and it was fixed.
Yes, this mod makes travel 1 day only as a workaround for fronts deleting randomly and other issues.

Please see the post i made above.
 
OK i uploaded 1.3c, i think the last few versions had some corrupted files or something, because the aggression issues were not present on my system, they were only present if i used the version subscribed from paradox plaza.

I tested 1.3c subscribed from paradox plaza and im no longer getting the weird mass aggression issues at game start. Just in case, unsubscribe then resubscribe to it again.
 
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OK i uploaded 1.3c, i think the last few versions had some corrupted files or something, because the aggression issues were not present on my system, they were only present if i used the version subscribed from paradox plaza.

I tested 1.3c subscribed from paradox plaza and im no longer getting the weird mass aggression issues at game start. Just in case, unsubscribe then resubscribe to it again.
Yeah, that seems to have worked, thanks.
 
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I saw a complaint on reddit that this mod "bugs legitimacy" with no further details specified. Is anyone else experiencing issues with legitimacy from this mod (and not the vanilla issues)?
 
I saw a complaint on reddit that this mod "bugs legitimacy" with no further details specified. Is anyone else experiencing issues with legitimacy from this mod (and not the vanilla issues)?
There seems to be a common perception on the Vicky 3 subreddit that this mod only fixes Legitimacy issues for some reason.
 
There seems to be a common perception on the Vicky 3 subreddit that this mod only fixes Legitimacy issues for some reason.
It was some guy complaining that the mod caused his legitimacy to drop, which sounded like he was using an outdated verison of the mod before it had gotten updated for 1.1....perhaps the auto subscribe didnt update properly for him or something.
 
Reminder : If you are experiencing anything weird in the mod, first check that you have no other mods that could be causing it, and try removing/resubscribing to the mod again. Feel free to report issues here.
 
I'm glad to see you have tried to correct the bug I outlined for the duel in character_events.3 .

Unfortunately the were more errors, mainly the fact that a random list item should apparently not contain more than one modifier, but there can be several math tags inside the modifier instead.

Also, the implementation was not entirely correct, making characters more likely to survive if very old, and repeating the same scope issue for the admiral/general role.

This code for the random list should work as it was probably intended:
Code:
        random_list = {
            50 = {
                modifier = {
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                age >= 50
                            }
                        }
                        add = -10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                age >= 60
                            }
                        }
                        add = -5
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                age >= 70
                            }
                        }
                        add = -10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                has_trait = bandit
                            }
                        }
                        add = 10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                has_trait = wounded
                            }
                        }
                        add = -10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                has_trait = beetle_ear
                            }
                        }
                        add = -5
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                has_trait = kidney_stones
                            }
                        }
                        add = -5
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                has_trait = shellshocked
                            }
                        }
                        add = -5
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                has_role = general
                            }
                        }
                        add = 10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                has_role = admiral
                            }
                        }
                        add = 10
                    }
                }
                scope:duel_participant_2 = {
                    kill_character = yes
                }
            }
            50 = {
                modifier = {
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                age >= 50
                            }
                        }
                        add = -10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                age >= 60
                            }
                        }
                        add = -5
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                age >= 70
                            }
                        }
                        add = -10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                has_trait = bandit
                            }
                        }
                        add = 10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                has_trait = wounded
                            }
                        }
                        add = -10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                has_trait = beetle_ear
                            }
                        }
                        add = -5
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                has_trait = kidney_stones
                            }
                        }
                        add = -5
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                has_trait = shellshocked
                            }
                        }
                        add = -5
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                has_role = general
                            }
                        }
                        add = 10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                has_role = admiral
                            }
                        }
                        add = 10
                    }
                }
                scope:duel_participant_1 = {
                    kill_character = yes
                }
            }
 
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Reactions:
I'm glad to see you have tried to correct the bug I outlined for the duel in character_events.3 .

Unfortunately the were more errors, mainly the fact that a random list item should apparently not contain more than one modifier, but there can be several math tags inside the modifier instead.

Also, the implementation was not entirely correct, making characters more likely to survive if very old, and repeating the same scope issue for the admiral/general role.

This code for the random list should work as it was probably intended:
Code:
        random_list = {
            50 = {
                modifier = {
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                age >= 50
                            }
                        }
                        add = -10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                age >= 60
                            }
                        }
                        add = -5
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                age >= 70
                            }
                        }
                        add = -10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                has_trait = bandit
                            }
                        }
                        add = 10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                has_trait = wounded
                            }
                        }
                        add = -10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                has_trait = beetle_ear
                            }
                        }
                        add = -5
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                has_trait = kidney_stones
                            }
                        }
                        add = -5
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                has_trait = shellshocked
                            }
                        }
                        add = -5
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                has_role = general
                            }
                        }
                        add = 10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_1 = {
                                has_role = admiral
                            }
                        }
                        add = 10
                    }
                }
                scope:duel_participant_2 = {
                    kill_character = yes
                }
            }
            50 = {
                modifier = {
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                age >= 50
                            }
                        }
                        add = -10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                age >= 60
                            }
                        }
                        add = -5
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                age >= 70
                            }
                        }
                        add = -10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                has_trait = bandit
                            }
                        }
                        add = 10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                has_trait = wounded
                            }
                        }
                        add = -10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                has_trait = beetle_ear
                            }
                        }
                        add = -5
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                has_trait = kidney_stones
                            }
                        }
                        add = -5
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                has_trait = shellshocked
                            }
                        }
                        add = -5
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                has_role = general
                            }
                        }
                        add = 10
                    }
                    if = {
                        limit = {
                            scope:duel_participant_2 = {
                                has_role = admiral
                            }
                        }
                        add = 10
                    }
                }
                scope:duel_participant_1 = {
                    kill_character = yes
                }
            }
Thanks for the heads up!
 
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For my latest Vic3 game I tried you mod instead of "Ra'zac's Bug Fixes", since I wasn't happy with that. Before my games went well, but with your mod I got regular crashes.

Currently on my latest save I got stuck, so the game crashes immedatly when a day rolls over. I can progress from morning to evening, but when the a day would tick, it instantly crashes.

When I use the debug console to disable_ai all, the games still runs, but as soon as I enable the ai again, it crashes again, even when I create a new save some days later with using the disabled ai trick.

The error.log has nearly 2k lines of this:


[21:28:23][pdx_data_factory.cpp:1464]: Could not find data system function 'GetAltName' in 'COUNTRY.GetDefinition.GetAltName('NOM')'.
[21:28:23][pdx_data_factory.cpp:1079]: Failed converting statement for 'COUNTRY.GetDefinition.GetAltName('NOM')'

I have several mods active, but they were all stable for several games. I also tried moving your mod from top to bottom of the load order, still crashes.

Do you have any idea what that NOM tag is, and if that could cause the crashes?
 
It's hard to build ports fast to avoid the border gore rebellions when colonizing, especially oceania. I got a Maori rebellion in july 1936.

Maybe the event could have a popup that offers to build a port instantly for something like twice the base cost, or some other mild penalty?
 
For my latest Vic3 game I tried you mod instead of "Ra'zac's Bug Fixes", since I wasn't happy with that. Before my games went well, but with your mod I got regular crashes.

Currently on my latest save I got stuck, so the game crashes immedatly when a day rolls over. I can progress from morning to evening, but when the a day would tick, it instantly crashes.

When I use the debug console to disable_ai all, the games still runs, but as soon as I enable the ai again, it crashes again, even when I create a new save some days later with using the disabled ai trick.

The error.log has nearly 2k lines of this:


[21:28:23][pdx_data_factory.cpp:1464]: Could not find data system function 'GetAltName' in 'COUNTRY.GetDefinition.GetAltName('NOM')'.
[21:28:23][pdx_data_factory.cpp:1079]: Failed converting statement for 'COUNTRY.GetDefinition.GetAltName('NOM')'

I have several mods active, but they were all stable for several games. I also tried moving your mod from top to bottom of the load order, still crashes.

Do you have any idea what that NOM tag is, and if that could cause the crashes?
The NOM tag isnt in the vanilla game and neither is it in this mod...if you disabled Ra'zac's mod mid save and loaded the save afterwards, missing data from the mod could be causing the crashes. Alternatively it could be a mod conflict with one of your other mods.

Are you still crashing if you start a new game?
 
Last edited:
It's hard to build ports fast to avoid the border gore rebellions when colonizing, especially oceania. I got a Maori rebellion in july 1936.

Maybe the event could have a popup that offers to build a port instantly for something like twice the base cost, or some other mild penalty?
The way the border gore event works now is that as long as a state is under colonization, a modifier will be applied for 6 months which you can see in the state view. You wont get radicals as long as the state has that modifier. So you have 6 months to build 1 port when colonizing.

If this is not happening for you, try unsubscribing and resubscribing.

This is how it looks like btw :

1673140407387.png
 
The way the border gore event works now is that as long as a state is under colonization, a modifier will be applied for 6 months which you can see in the state view. You wont get radicals as long as the state has that modifier. So you have 6 months to build 1 port when colonizing.

If this is not happening for you, try unsubscribing and resubscribing.
It's working the way you intended, but there are 13 potential colonies in oceania alone. 6 months to build 13 ports in the first months of the game is unreasonable. And I don't want to wait because otherwise britain will colonize them instead.
 
Also, I assume the test_states file was intended to replace Ghana and Granada, but the replacement isn't working and instead it's duplicating the substates and making new empty states that lay on top of the old ones. Ashanti doesn't have market access to itself while Dutch Ghana, British Ghana, and Gibraltar don't have any pops or ports.


2023_01_07_1.png