• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

AnaxXiphos

Colonel
21 Badges
Jun 25, 2013
961
68
  • Crusader Kings II: Charlemagne
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Teleglitch: Die More Edition
  • Victoria 2
  • War of the Roses
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Humble Paradox Bundle
  • Crusader Kings II: Horse Lords
  • Shadowrun Returns
  • Shadowrun: Hong Kong
  • Prison Architect
I have the problem that the duels in a battle don't start. I click "charge" and then happen nothing.

This happens sometimes. It's only a bug if it is happening every time. (That said, I do hope to update our duel engine in the near future to avoid this issue, along with other improvements.)
 

zijistark

HIP Lead
58 Badges
Jan 29, 2013
5.118
3.074
zijistark.com
  • Crusader Kings II
  • Stellaris: Apocalypse
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: The Old Gods
  • Cities in Motion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Rights of Man
  • Victoria 2
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • 500k Club
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
I tried to update HIP to the latest version, got this error:View attachment 127077
It might be a bug in the installer. For now, reinstall using the COPY method. [At first, you're prompted about MOVE vs. COPY-- say 'no' to MOVE to use the COPY method.]
 

nika1010

Recruit
56 Badges
May 30, 2013
5
0
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Common Sense
  • Humble Paradox Bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Ship Simulator Extremes
  • Sengoku
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • For the Motherland
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Battle for Bosporus
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • War of the Roses
  • Victoria 2
"2015-04-24" I got this in version.txt

I noticed a very minor mistake, on Georgian culture (I chosen more realistic/cultural names, don't remember whats it called)

"Kartvelebi" means "Georgians" not "Georgian". "Kartveli" means "Georgian" I assume it was meant to be "Georgian/Kartveli" in culture.

So, Kartvelebi should be Kartveli.

Kartvelebi --> Kartveli

Here's picture:
939fd8a39090f99676bde0871d219da2.png


Source: I am Georgian myself.
 

AnaxXiphos

Colonel
21 Badges
Jun 25, 2013
961
68
  • Crusader Kings II: Charlemagne
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Teleglitch: Die More Edition
  • Victoria 2
  • War of the Roses
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Humble Paradox Bundle
  • Crusader Kings II: Horse Lords
  • Shadowrun Returns
  • Shadowrun: Hong Kong
  • Prison Architect
In EMF, should crusades/jihads be firing if the holy site is controlled by an infidel, even if the top liege is the correct religion?

Yes, that is how the events are written. (They're mostly vanilla, at the moment.) Of course, one could question whether they should work that way, but it's definitely not a bug.
 

zijistark

HIP Lead
58 Badges
Jan 29, 2013
5.118
3.074
zijistark.com
  • Crusader Kings II
  • Stellaris: Apocalypse
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: The Old Gods
  • Cities in Motion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Rights of Man
  • Victoria 2
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • 500k Club
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
Yes, that is how the events are written. (They're mostly vanilla, at the moment.) Of course, one could question whether they should work that way, but it's definitely not a bug.

The Pope would say, "Why is that infidel controlling that holy site? That's our holy site." I think direct control probably ought to be the deciding factor, as opposed to top liege religion since crusades/jihads specifically wrest control over regional land and give it directly to somebody of the "right" faith.
 

Palfouri

Colonel
26 Badges
Jul 25, 2009
953
95
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III Complete
  • Divine Wind
  • Rome: Vae Victis
  • Heir to the Throne
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Rome Gold
  • Supreme Ruler: Cold War
  • Crusader Kings III
  • Crusader Kings Complete
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Cities: Skylines
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
The Pope would say, "Why is that infidel controlling that holy site? That's our holy site." I think direct control probably ought to be the deciding factor, as opposed to top liege religion since crusades/jihads specifically wrest control over regional land and give it directly to somebody of the "right" faith.

My problem is that, for instance, jihads were unlocked in the first year in my Alexiad bookmark game because the emir of Jerusalem decided to give Jerusalem to a Miaphysite for some reason. I get the intent but I've seen a a few random jihad activations presumably due to things like this.
 

zijistark

HIP Lead
58 Badges
Jan 29, 2013
5.118
3.074
zijistark.com
  • Crusader Kings II
  • Stellaris: Apocalypse
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: The Old Gods
  • Cities in Motion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Rights of Man
  • Victoria 2
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • 500k Club
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
My problem is that, for instance, jihads were unlocked in the first year in my Alexiad bookmark game because the emir of Jerusalem decided to give Jerusalem to a Miaphysite for some reason. I get the intent but I've seen a a few random jihad activations presumably due to things like this.
Unfortunately, where and how to draw the line is rather arbitrary, as were crusades/jihads.
 

Urzhail64

Lt. General
44 Badges
Dec 1, 2012
1.204
382
  • Crusader Kings II
  • Hearts of Iron IV: Cadet
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Semper Fi
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Divine Wind
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
[HIP 2015-04-24]
Enabled HIP modules:
ARKO Armoiries (2015-02-07)
ARKO Interface (2015-02-07)
SWMH - Native localisation (v2.859 - 2015-04-24)
NBRT+ (v2.1 - 2014-03-28)
VIET Events (v1.9.2 - 2015-01-22)
EMF: Extended Mechanics & Flavor (v3.10 - 2015-04-24)
Cultures and Portaits Revamp (v2.1.3 - 2015-04-06)

Minor naming bug:

Toscano (Tuscan) culture as the Duchess of Firenze. My Cavalleria Training Ground building for my castle holdings change to "Militia Training Ground" when leveled up giving me two "Militia Training Ground" for each castle holding. However the Cavalleria stats remain unchanged even if the title now reads "Militia Training Ground" instead of "Cavalleria Training Ground"
 

IoannesBarbarus

El Ingenioso Hidalgo
46 Badges
Dec 2, 2014
982
470
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Horse Lords
  • Crusader Kings III
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Cossacks
Minor naming bug:

Toscano (Tuscan) culture as the Duchess of Firenze. My Cavalleria Training Ground building for my castle holdings change to "Militia Training Ground" when leveled up giving me two "Militia Training Ground" for each castle holding. However the Cavalleria stats remain unchanged even if the title now reads "Militia Training Ground" instead of "Cavalleria Training Ground"
Looks like an EMF–SWMH conflict. PB (PB_buildings.csv:21) defines ca_culture_italian_0 through ca_culture_italian_5 (as Cavalleria Training Ground), but SWMH (Buildings Cultural.csv:20) defines ca_culture_italian_1 through ca_culture_italian_4 as Militia Training Ground. There are probably other conflicts caused by the PB file; I would guess it’s not supposed to be in there.
 

crukin

Captain
34 Badges
Apr 13, 2013
305
102
  • Europa Universalis IV: Res Publica
  • Stellaris
  • Cities: Skylines Deluxe Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Victoria 3 Sign Up
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Prison Architect
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • BATTLETECH: Flashpoint
  • Age of Wonders III
  • BATTLETECH
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: Pre-order
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV
1. Characters captured by rebels will stay imprisoned until they die and can't get ransomed or released.

2. Characters born by mothers in rebel captivity will always be swedish catholic

rN2sQNe.jpg


3. Characters that has gone into hiding will stay that way forever if their relative loses their title before he can call them back. Maybe have an event that removes in hiding from people that have no landed relatives, or after a few years.
 

AnaxXiphos

Colonel
21 Badges
Jun 25, 2013
961
68
  • Crusader Kings II: Charlemagne
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Teleglitch: Die More Edition
  • Victoria 2
  • War of the Roses
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Humble Paradox Bundle
  • Crusader Kings II: Horse Lords
  • Shadowrun Returns
  • Shadowrun: Hong Kong
  • Prison Architect
1. Characters captured by rebels will stay imprisoned until they die and can't get ransomed or released.

2. Characters born by mothers in rebel captivity will always be swedish catholic

3. Characters that has gone into hiding will stay that way forever if their relative loses their title before he can call them back. Maybe have an event that removes in hiding from people that have no landed relatives, or after a few years.

I need to know the contents of your version.txt file in your HIP mod installation directory so I can tell which HIP modules you're using. Otherwise it's hard to diagnose. But at any rate, assuming you're using EMF:

1 & 2: Characters aren't supposed to be getting captured by rebels, so something has probably gone awry and needs investigating. Do you happen to know what kind of rebels captured these characters? (And are you using Old Gods DLC or no?)

3: If you're referring to the In Hiding which happens due to sieges, they already will eventually come out of hiding whenever there's no war going on in the realm. Their relative losing a title has no relevance, as the event which handles it only requires that they're in the court of an AI ruler. Currently the only time they could get stuck would be if they're In Hiding from plots (that's pure vanilla) or if they're courtiers in a player's court. If the latter becomes a problem for folks I can add another event to address it, but it's currently low priority. (You can also fix it by using the new banish from court option. As soon as they're in another court in your realm they'll come out of hiding within a month or so, assuming no war.)
 

crukin

Captain
34 Badges
Apr 13, 2013
305
102
  • Europa Universalis IV: Res Publica
  • Stellaris
  • Cities: Skylines Deluxe Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Victoria 3 Sign Up
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Prison Architect
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • BATTLETECH: Flashpoint
  • Age of Wonders III
  • BATTLETECH
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: Pre-order
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV
I need to know the contents of your version.txt file in your HIP mod installation directory so I can tell which HIP modules you're using. Otherwise it's hard to diagnose. But at any rate, assuming you're using EMF:

1 & 2: Characters aren't supposed to be getting captured by rebels, so something has probably gone awry and needs investigating. Do you happen to know what kind of rebels captured these characters? (And are you using Old Gods DLC or no?)

3: If you're referring to the In Hiding which happens due to sieges, they already will eventually come out of hiding whenever there's no war going on in the realm. Their relative losing a title has no relevance, as the event which handles it only requires that they're in the court of an AI ruler. Currently the only time they could get stuck would be if they're In Hiding from plots (that's pure vanilla) or if they're courtiers in a player's court. If the latter becomes a problem for folks I can add another event to address it, but it's currently low priority. (You can also fix it by using the new banish from court option. As soon as they're in another court in your realm they'll come out of hiding within a month or so, assuming no war.)

[HIP 2015-05-08]
Enabled HIP modules:
EMF: Extended Mechanics & Flavor (v3.11 - 2015-05-08)
ARKO Armoiries (2015-02-07)
NBRT+ (v2.1 - 2014-03-28)
VIET Events (v1.9.5 - 2015-05-05)
Cultures and Portaits Revamp (v2.13 - 2015-05-03)

I am using Old Gods DLC. I can't remember what kind of rebels they were, but i think the king and his family was captured in a siege in his capital. He is bedouin sunni, the province is levantine sunni.
He's imprisoned by this guy.
1000182518=
{
birth_name="Kol"
birth_date="737.11.8"
attributes=
{
3 5 3 8 3 }
traits=
{
5 91 93 100 76 }
religion="noreligion"
culture="swedish"
dynasty=0
dna="czttzfllgby"
properties="al00a000000"
designated_heir=0
fertility=0.600
health=5.000
prestige=127.100
piety=44.750
demesne=
{
liege_troops=
{
}
my_liegelevy_contribution=0
military_techpoints=0.143
economy_techpoints=0.000
culture_techpoints=0.000
peace_months=87
liegelevy_reinforcements=
{
0.000 0.000 0.000 0.000 0.000 0.000 0.000 0.000 }
}
wealth=125.68496
employer=1000182518
host=1000182518
estimated_monthly_income=0.00097
averaged_income=0.00097
ledger=
{
}
flags=
{
flag_wounded_opponent=776.1.4
flag_maimed_opponent=776.1.4
}
ambition_date="774.8.7"
}

3. That's it then, the new realm they escaped to was at war as well. I can see that they are not in hiding now.
 

Remke

Second Lieutenant
46 Badges
Feb 4, 2014
126
44
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Cities: Skylines - Mass Transit
  • Stellaris: Nemesis
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
  • Stellaris: Galaxy Edition
  • Crusader Kings II: The Old Gods
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Rajas of India
  • Europa Universalis IV
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris: Distant Stars Pre-Order
  • Stellaris
  • Stellaris: Synthetic Dawn
@AnaxXiphos, I'm guessing that he is talking about a group of rebels similar to these rebels over in Lykandos (right below the U in RUM). They don't have any casus belli and are just generally hostile to all powers. So they aren't the modern version of rebels, (nationalist, religious, or peasant). I think it's the pre-Old Gods rebellions, which is odd as I have the Old Gods enabled.
2015-05-09_00001.jpg

They also spawned in Massufa and a few other places. The spawning happened within a week of game start (at the Alexiad bookmark), and at least in Lykandos had now obvious cause (the revolt risk was zero).
2015-05-09_00002.jpg

I then intervened a bit to test some things. With the console, I gave this guy 5000 gold, so that he could buy his way out. He didn't even after 2-3 years. Eventually the rebellion army vanished (I'm not sure if someone won a battle or they just disappeared) so he got control of the territory back. He was happy to spend money on building upgrades, but never ransomed himself.
2015-05-09_00003.jpg

I also took control of him and offered to ransom people from the rebels. I got this - though I've also seen others (namely that Miaphysite Duke who controls Lykandos) be able to successfully ransom people from them when I controlled him.
2015-05-09_00004.jpg

I manipulated that Duke into a losing war against the Seljuks to prevent his troops from dispersing the rebels (the AI does this if possible). That let him and his family get captured. I was then going to get that army in Melitiene (it's mostly not Cilicia Perdian) to destroy the rebels. But they finished taking the province and turned it over to a new lord before I could. The new duke (his father died in prison - not especially surprising given that he starts in his sixties) never ransomed anyone.
2015-05-09_00005.jpg

Lastly, going back to Massufa, I used the pollinate command to impregnate the Emir's wife. Several months later this was the result. I can only assume that the rebels' secret dungeon is in the Paradox studios.
2015-05-09_00006.jpg

What's especially odd is that I've seen these rebels spawn in Lykandos (and a few other places) at around the same time in multiple starts of the Alexiad benchmark, using different variants of HIP, going back to before the new siege engine. Further, I have seen a couple of times that another rebel army spawns about 10 years later. I haven't done a run-through of another 1066+ benchmark where I was looking for this, but when I went to the 867 benchmark I didn't see any of these rebels in the about 1.5 years that I ran it. I have The Old Gods and all the other DLC except Sunset Invasion and the EUIV converter. The enabled modules for the above run-through are below. On the previous iterations I used the then-current versions of the same modules.

Enabled HIP modules:
EMF: Extended Mechanics & Flavor (v3.11 - 2015-05-08)
ARKO Armoiries (2015-02-07)
Arumba's Keyboard Shortcuts (2014-12-16)
SWMH - Native localisation (v2.859 - 2015-04-13)
NBRT+ (v2.1 - 2014-03-28)
VIET Events (v1.9.5 - 2015-05-05)
Cultures and Portaits Revamp (v2.13 - 2015-05-03)
 

AnaxXiphos

Colonel
21 Badges
Jun 25, 2013
961
68
  • Crusader Kings II: Charlemagne
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Teleglitch: Die More Edition
  • Victoria 2
  • War of the Roses
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Humble Paradox Bundle
  • Crusader Kings II: Horse Lords
  • Shadowrun Returns
  • Shadowrun: Hong Kong
  • Prison Architect
@crukin & @Remke: There is a holdover element from PB which spawns the old style rebels in cases of isolated provinces, which could be why you both have Old Gods but are having issues anyway. I use the same method for blocking Old Gods type rebels as vanilla does, but I am using a different method for blocking old style rebels and it appears it doesn't work properly. It's not a super serious bug (I think most people have Old Gods by now), but it's definitely a bug and will get fixed. (The outdated PB revolt thing also needs to be updated to the new system if one is using Old Gods, but that's another story...)