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zijistark

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I don't know if that is the best mechanic to have in place. You still get the holy war modifier but you can only conquer single counties, not dutchies. Granted that you can also declare a holy war for a single county, but most of the time you go for an entire Dutchy. I can see why it wouldn't be that much of a deal, figuring that a peace after a war is about the same time as a holy war cool down. The problem for me however is when I want to declare two wars at the same time to say complete a Dutchy by conquering a few counties, I can only conquer one every five years.(You can argue that you should make the Dutchy title and press de-jure claims, but money is tight as a Tribal.)
See the customization decision (game rule in the beta) regarding 'No CB Cooldowns' / 'No Extra CB Cooldowns' if you prefer to not be impeded in such a way.
 
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dskod1

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Version:
[HIP Release 2016-09-06 (Hades2)]
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Description:

Currently, playing as the byzantine empire, it is impossible to give out king titles if you have any of the kingdom creation laws set to "anyone". This could also be possible for setting it to "emperor" but I have not been able to test it.

Reproduction:
  1. Start game as byzantine empire
  2. Click the "`" (tidle) key to bring up the console
  3. type in "allow_laws"
  4. Click enter
  5. Change the kingdom creation law to "anyone"
  6. Create a kingdom title
  7. Try to grant kingdom title to anyone

Expected:
Can hand out kingdom title
Actual: Can't hand out kingdom title

Can provide a save game if it is required however am not at my computer with the save right now.
 
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CraziestIvan

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After doing a fresh install of the latest HiP mod all counties, countries, kingdoms, and such disappear on the selection screen. Only a few places are playable and once the game start it auto random populates the rest of the world with single counties associated with the province culture and religion. This is the same for all bookmarks and only the Mid-East and certain parts of Scandinavia have anyone in them, as well as the Iberian Peninsula.

I have attempted to reinstall on top of other solutions, but nothing has worked.

Version:
[HIP Release 2016-09-06 (Hades2)]
EMF: Extended Mechanics & Flavor (v6.01 - 2016-09-06)
Arumba's Keyboard Shortcuts (2016-08-31)
ARKO Armoiries (2016-08-31)
LTM (C - 2016-04-10)
VIET Events (v2.0.1 - 2016-09-03)

HiP Edits:
None

Active Mods:
None, but HiP
 

dskod1

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@CraziestIvan
Just in case you haven't, try the following:
  1. Verify the integrity of CK2 through the steam library
  2. Go to your "...\Documents\Paradox Interactive\Crusader Kings II" and delete the "HIP" folder
  3. In the same location delete the "dlc_signature" file
  4. Delete the mod folder
  5. Recreate the mod folder
  6. Download hades2 HIP mod
  7. Reinstall mod
  8. Run vanilla game with all DLCs activated but all mods disabled
  9. Re-run game with HIP activated

One last thing you could try if the above failed is to completely delete your install of CK2 and do a clean install. This is really a clutching at straws action but you never know,
 
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m n

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What is this? i'm "playing" with hades 2, every thing on except VIET and i get this weird window on every county i click.

daf.png
 

2ndPorphyry

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[HIP Release 2016-08-22 (Zeus10)]
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@zijistark it seems like I may have found another exception to the merchant republic protections from AIs. Just noticed that Genoa had been destroyed by a claim war a few decades ago in my current game. Not sure how this happened, but here are some screenies and I can provide a save if you like. It looks like a neighboring duke simply fabricated a claim on the duchy title and then successfully pressed it.
ck2_83.png ck2_84.png ck2_88.png ck2_89.png
On an unrelated note, it appears that a grand mayor in Corsica created the titular duchy of Amalfi. This does not seem WAD, but is it because I'm still playing an old Zeus game?
ck2_82.png
 

Rylock

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What is this? i'm "playing" with hades 2, every thing on except VIET and i get this weird window on every county i click.

When you installed the update, you didn't delete the old HIP folder to get rid of the pre-patch files.

Reinstall, and delete that folder first.
 

m n

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[HIP Release 2016-09-06 (Hades2)]
EMF: Extended Mechanics & Flavor (v6.01 - 2016-09-06)
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Okay, so there is somethings about Prepared Invasions, i dont know if it's HIP's or Vanilla's problem, but anyway.

1- I don't get event spawned troops.
2- I prepared a invasion on the current ruler of france's father, which died, and now i cant declare a Prepared invasion, only county conquest or tributary.

aaaaaaaaaaaaaaaaaaa.png



And it appears to be HIP's problem, in Vanilla it does work wonders:
wwwww.png
 

milkan

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[HIP Release 2016-09-06 (Hades2)]
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Okay, so there is somethings about Prepared Invasions, i dont know if it's HIP's or Vanilla's problem, but anyway.

1- I don't get event spawned troops.
2- I prepared a invasion on the current ruler of france's father, which died, and now i cant declare a Prepared invasion, only county conquest or tributary.

And it appears to be HIP's problem, in Vanilla it does work wonders:

Also having issues with PI's in HIP but differently. I can launch PI's in HIP but sometimes the events for troops won't fire as frequently as in vanilla. Other times it seems to work correctly in test games. I kinda have shelved Norse viking games for the moment.
 

Rylock

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I know you guys would like to draw a causal relationship for your Prepared Invasion RNG woes to HIP, but I'll say it once again:

The Prepared Invasion events are unchanged in HIP (or EMF, specifically). The on_action monthly pulse uses the exact same chances for the individual events to fire, and the only change made to the individual events is to make the extra troops gained non-inheritable. That's it. What you're seeing is vanilla behavior -- period.
 
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The majority of my tribal vassals appear to massively in debt. I have a total of 54 vassals and 34 of those have between - 4 and - 160 gold. The most common being -30 to -60 and -100 or more gold. 21 of my vassals do have gold, ranging from between 4 - 10 gold to 100 or 200 gold. Five of these vassals, with the most gold, are my priests and mayors directly under me. Leaving 16 chiefs without debt. 12 of those chiefs have between 1 to 14 gold. Two have 40 - 60 gold and two high chiefs have over a 100 gold.

I figure that this may be because of my calls to arms and them not being able to afford the cost of raising their armies. The issue I face now is that all their lands have several negative opinion modifiers, some up to five. This includes rulers with the genius or quick traits with generally impeccable stats. They don't have any gold because the modifiers completely destroy any medicore income they may pull from their holding, and they have modifiers because they don't have gold. This seems to be an endless cycle with more and more negative modifiers appearing.
 

zijistark

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The majority of my tribal vassals appear to massively in debt. I have a total of 54 vassals and 34 of those have between - 4 and - 160 gold. The most common being -30 to -60 and -100 or more gold. 21 of my vassals do have gold, ranging from between 4 - 10 gold to 100 or 200 gold. Five of these vassals, with the most gold, are my priests and mayors directly under me. Leaving 16 chiefs without debt. 12 of those chiefs have between 1 to 14 gold. Two have 40 - 60 gold and two high chiefs have over a 100 gold.

I figure that this may be because of my calls to arms and them not being able to afford the cost of raising their armies. The issue I face now is that all their lands have several negative opinion modifiers, some up to five. This includes rulers with the genius or quick traits with generally impeccable stats. They don't have any gold because the modifiers completely destroy any medicore income they may pull from their holding, and they have modifiers because they don't have gold. This seems to be an endless cycle with more and more negative modifiers appearing.
Yeah, TBH, tribals are in a sorry state right now. Lots of economic 'downward spiral' / bootstrap rough edges in the way they're working with the rest of the game. We've recently been working to try to address this in force.

EDIT: FYI, the hardest part is making tribal AI work well. Some of the most recent problems are due to the fact that EMF's standard levy maintenance cost has significantly increased-- something that's fine for feudals and indeed quite important to making war more uncertain, unpredictable, and risky for them. They, of course, are a higher-priority if forced to choose. And we are forced to choose, because there's no way to give tribals a different maintenance cost. But there are some workarounds we are exploring; the most challenging will just be getting the AI to stop certain behaviors like players do, as we really lack control of this. But, yes, nevertheless: it is very much on our radar, and thank you for the feedback.
 
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SvenO100

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Yeah, TBH, tribals are in a sorry state right now. Lots of economic 'downward spiral' / bootstrap rough edges in the way they're working with the rest of the game. We've recently been working to try to address this in force.

EDIT: FYI, the hardest part is making tribal AI work well. Some of the most recent problems are due to the fact that EMF's standard levy maintenance cost has significantly increased-- something that's fine for feudals and indeed quite important to making war more uncertain, unpredictable, and risky for them. They, of course, are a higher-priority if forced to choose. And we are forced to choose, because there's no way to give tribals a different maintenance cost. But there are some workarounds we are exploring; the most challenging will just be getting the AI to stop certain behaviors like players do, as we really lack control of this. But, yes, nevertheless: it is very much on our radar, and thank you for the feedback.

I don't know the slightest thing about coding, but perhaps I can throw out some ideas that may or may not be viable. Perhaps you can make it so that bad holding modifers only appear if the ruler has very low stats as opposed to having no gold. The second thing I would propose is building temples and cities by using Piety and Prestige. This way Tribal rulers do have a way of gaining holdings in their counties, and because they now have holdings that give them more gold, they can eventually dig themselves out of debt.

The benefit of this is also that AI Tribal rulers can now eventually manage to upgrade themselves to Feudalism. Perhaps make it so that to upgrade to Feudalism you need to atleast be a Duke in rank. (That avoids lots of single county Feudal rulers to appear scattered throughout Tribal land.)

Now, I don't know how codeable that would be and whether or not you and team like the idea, but I figured that I would share my thoughts. Keep up the good work, we all appreciate what you guys are doing.
 

m n

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About Prepared Invasions again. In theory there is no difference on PI on HIP and Vanilla, but from personal experience It does not seem to be the case.

Look at the rise of the clones here, after getting no troops for most of the 2 years i'm supposed to wait, a renowed hero showed up "drottnigga Joturm" (something like that), than another one showed: "Inge", than another Inge showed up, than another, and another, and another, and another....

clones.png


There's something really wrong, i'm sorry to be annoying you instead of the vanilla's developers, but i really dont feel like posting there.
 

Rylock

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Look at the rise of the clones here, after getting no troops for most of the 2 years i'm supposed to wait, a renowed hero showed up "drottnigga Joturm" (something like that), than another one showed: "Inge", than another Inge showed up, than another, and another, and another, and another....

There is a bug (also present in vanilla) which causes some events to fire repeatedly when they fire (as you can see here: https://forum.paradoxplaza.com/foru...ing-multiple-times-in-quick-succesion.964779/). We can't do anything about that. Hopefully it's something Paradox fixes.

There's something really wrong, i'm sorry to be annoying you instead of the vanilla's developers, but i really dont feel like posting there.

Except for the above mentioned bug, there's nothing for us to fix (and that one we cannot). The frequency of event troops appearing for Viking Invasions is exactly as in vanilla. The answer is simple: don't rely on event troops to appear when doing viking invasions. If you do, you may end up being screwed. Please stop reporting this as if expecting us to increase the frequency for you.
 
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There is a bug (also present in vanilla) which causes some events to fire repeatedly when they fire (as you can see here: https://forum.paradoxplaza.com/forum/index.php?threads/reaper´s-due-events-firing-multiple-times-in-quick-succesion.964779/). We can't do anything about that. Hopefully it's something Paradox fixes.



Except for the above mentioned bug, there's nothing for us to fix (and that one we cannot). The frequency of event troops appearing for Viking Invasions is exactly as in vanilla. The answer is simple: don't rely on event troops to appear when doing viking invasions. If you do, you may end up being screwed. Please stop reporting this as if expecting us to increase the frequency for you.

Than Haesteinn Af Haesteinn is dead.
 

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Than Haesteinn Af Haesteinn is dead.

Sure, because besides people who report that they do get event troops, clearly it's impossible and never happens, and if a player got event troops while playing vanilla that one time then it must be the mod.

Just for fun, I loaded up the mod and declared a Prepared Invasion on Scotland. Got this before long:

preparedinvasion.png


And also ones after it. Three within the next four months, to be exact.

Like I said, it works as in vanilla. There are a number of things which case raise or reduce the chance of an event firing -- the most significant one being the comparison in power between you can the target. If you're more powerful, then you'll get the events far less frequently. At 4x their power, you won't get any at all. Beyond that? If you're not using a mod, then your guess is as good as ours.
 
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not sure if it is a problem with reapers due and HIP but whenever I try to play a game as baldwin the leper king of jerusalem in 1175 the game crashes when initializing. My theory is that his leper condition clashes with the new diseases in reapers due.