I think it might be worth you guys check your faction system again. Other than that, playing as the Gall Goidel / Norsegael under a Goidel / Irish king, trying to put a claimant to the throne repeatedly ended inconclusively repeatedly.
[HIP Release 2017-08-29 (Cacao4)]
EMF (V7.03 - 2017-08-29)
ARKOpack Armoiries [COA] (2017-04-25)
ARKOpack Interface (2017-04-25)
Arumba and Internal Tab Shortcuts (2017-05-04)
CPRplus (v2.8.4 - 2017-08-28)
SWHM (v3.04 - 2017-08-28)
Lindbrook's Texture Map (C- 2017-03-20)
Started playing as Basil I, according to tiers of imperial reconquest at the start of the game I should only have reconquest on Anatolia. I don't know why but when I play at that start I immediately have imperial reconquest on every single tier.
What could be the cause of this ?
Regions shown in black are ''No Culture'' regions. German and Turkish cultures only appear after their respective melting pot cultures have appeared (late 13th cent). I have only shown the 867 start date here but the map would look the same in 1180. As soon as a liege with a culture appears over a no-culture region, that province immidiately converts to that culture. This isnt a major or a gamebreaking bug but one that leads to absurd results like irish and danish sub sahara, french germany, polish morroco and greek italy
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I think it might be worth you guys check your faction system again. Other than that, playing as the Gall Goidel / Norsegael under a Goidel / Irish king, trying to put a claimant to the throne repeatedly ended inconclusively repeatedly.
Invalidation of scripted invocations of the CB used for the claimant faction CAN happen, but it ideally would almost never happen on the first game day of the war. Scanning through the "debug logs" (run the game with the -scriptlog command line parameter, and EMF will print information about all wars, their outcomes, and all sorts of other neat stuff in the <user dir>/logs/game.log file) of a recent observe of 175 years done for other purposes right now, I see literally over a hundred successful (in the sense that they did not invalidate -- fewer were actual wins for the rebels, of course) claimant faction wars and, at least from scanning, I don't see a single instance of a same-day invalidation of the CB. So it seems to be working fine from my POV, and I need details in order to be able to come to your viewpoint (i.e., there must be something fairly special about your Irish situation to be provoking such a bug, or you're just running some other mod alongside HIP that affects it somehow, or something like that).
Why are you running Cacao1? That's for CKII v2.7.0.2. The current version of CKII is 2.7.2, and 2.7.1 came before that and after 2.7.0.2. In 2.7.1, the way secret religion stuff works was completely changed in hard-code, so Cacao1 won't work with the current version of CKII, and that is your problem.[HIP Release 2017-03-22 (Cacao1)]
EMF: Extended Mechanics & Flavor (v7.0 - 2017-03-22)
Arumba and Internal Tab Shortcuts (2017-03-22)
ARKO Interface (2017-03-20)
SWMH (v3.0 - 2017-03-22)
MiniSWMH: Performance-Friendly SWMH (v1.3.0 - 2017-03-22)
SED: English Localisation for SWMH (v2.2.11 - 2017-03-22)
ARKO Armoiries (2017-03-20)
LTM (C - 2017-03-20)
CPRplus (v2.8.1 - 2016-03-20)
I get a CTD whenever I try to play the game. I select a character and it seems to load fine, but as soon as the loading bar is full, the game crashes.
version.txt said:[HIP Release 2017-08-29 (Cacao4)]
EMF: Extended Mechanics & Flavor (v7.03 - 2017-08-29)
Arumba and Internal Tab Shortcuts (2017-05-04)
ARKO Interface (2017-04-25)
SWMH (v3.04 - 2017-08-28)
ARKO Armoiries (2017-04-25)
LTM (C - 2017-03-20)
CPRplus (v2.8.4 - 2017-08-28)
[title.cpp:10313]: Removed non-potential building from province! building: "ca_shipyard_1", province: "b_conisbrough"
[title.cpp:10313]: Removed non-potential building from province! building: "ct_port_1", province: "b_st_peter_port"
[title.cpp:10313]: Removed non-potential building from province! building: "tb_shipyard_1", province: "b_dunboy"
[eu3idler.cpp:13357]: Attempting to interface texture on inexistent sprite type: GFX_ally_orders_bg
[eu3idler.cpp:13345]: Failed to find a re-skinned texture: gfx/interface/pagan_interface/laws_inheritance_bg
[eu3idler.cpp:13345]: Failed to find a re-skinned texture: gfx/interface/pagan_interface/laws_currentlaws_bg
[eu3idler.cpp:13345]: Failed to find a re-skinned texture: gfx/interface/pagan_interface/laws_entry_bg4
[eu3idler.cpp:13345]: Failed to find a re-skinned texture: gfx/interface/pagan_interface/laws_currentlaws_bg
[eu3idler.cpp:13345]: Failed to find a re-skinned texture: gfx/interface/pagan_interface/council_laws_entry_bg
Both of you are using ARKO Interface as well (which explains the logs but not your problem).Our saves are only 5 years apart as well.
version.txt said:[HIP Release 2017-08-29 (Cacao4)]
EMF: Extended Mechanics & Flavor (v7.03 - 2017-08-29)
Arumba and Internal Tab Shortcuts (2017-05-04)
ARKO Interface (2017-04-25)
SWMH (v3.04 - 2017-08-28)
MiniSWMH: Performance-Friendly SWMH (v1.3.4 - 2017-08-28)
SED: English Localisation for SWMH (v2.2.15 - 2017-08-29)
ARKO Armoiries (2017-04-25)
LTM (C - 2017-03-20)
CPRplus (v2.8.4 - 2017-08-28)
error said:[title.cpp:10313]: Removed non-potential building from province! building: "ct_port_1", province: "b_st_peter_port"
[title.cpp:10313]: Removed non-potential building from province! building: "tb_shipyard_1", province: "b_dunboy"
[militarycomposition.cpp:146]: Military composition has reference to invalid troop type! type: none, location: file: save games/Crash Bug 1144_01_01.ck2 line: 593052
[militarycomposition.cpp:146]: Military composition has reference to invalid troop type! type: none, location: file: save games/Crash Bug 1144_01_01.ck2 line: 593078
[militarycomposition.cpp:146]: Military composition has reference to invalid troop type! type: none, location: file: save games/Crash Bug 1144_01_01.ck2 line: 593104
Looking at the above bug report, and my log, it looks like we have a very similar log.
I don't have such log using Arkopack.Both of you are using ARKO Interface as well (which explains the logs but not your problem).
There's a lot that's broken with that release of CKII. Perhaps you'd have better luck on the most recent version of the game.[HIP Release 2017-03-22 (Cacao1)]
EMF: Extended Mechanics & Flavor (v7.0 - 2017-03-22)
Arumba and Internal Tab Shortcuts (2017-03-22)
ARKO Interface (2017-03-20)
SWMH (v3.0 - 2017-03-22)
MiniSWMH: Performance-Friendly SWMH (v1.3.0 - 2017-03-22)
SED: English Localisation for SWMH (v2.2.11 - 2017-03-22)
ARKO Armoiries (2017-03-20)
LTM (C - 2017-03-20)
CPRplus (v2.8.1 - 2016-03-20)
I think mercenaries are really bugged out for me. The weakest of the starting ones I can find had something like 11K soldiers in it, all one troop type. It still only costs 100 gold up-front, but costs 71 per month. The AI does not seem to be handling this well, Rum (at -150 gold, with lucky ruler trait) is bankrupting itself because the AI thought it found a great deal (Tens of thousands of men for only a few hundred bucks), but didn't factor in the ongoing costs. I'm guessing it stopped working not long ago, because I haven't seen any mercenary invasions pop-up, but it's annoying, because I can't hire any mercenaries for any length of time, and any large enemy will just end up bankrupting itself by trying to get some mercenaries. Checksum is not the same, I changed the defines for start date, and messed around with some of the Kesranid history files. Using beta version 2.7.0 of CK2, with the right HIP version (Cacao1).
version.txt (see OP)?I've just reinstalled HIP, with all the trimmings, and all the coat of arms have disappeared.
I have all the DLCs, too, if that is pertinent information, and I was running only HIP as a mod.