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ekorovin

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I actually have no idea what is going on here, but it's go to be a bug. In the list of patriarchs Tariku of Abbysinia is listed twice, plus some random guy named Abiasalom, who isn't even a bishop:

zG17Byn.jpg
 

Jorlem

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Say, are country flags supposed to change on succession?

Edit:
Just noticed that there is a new version out. I'll see if that fixes this.
 

frank2368

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I actually posted this as a problem for vanilla on the main forums, but after checking it seems I was wrong. It's a bug exclusively with HIP.
.It seems that AI only want to use Cavalry retinue. 99% of the time, they raise Cavalry and nothing else.
 

Think0028

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Is Cavalry their cultural retinue? If not, then there's nothing we do with retinue logic. Retinue logic, FYI, is REALLY DUMB, and will generally pick the first one they qualify for.
 

frank2368

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Is Cavalry their cultural retinue? If not, then there's nothing we do with retinue logic. Retinue logic, FYI, is REALLY DUMB, and will generally pick the first one they qualify for.

Cavalry is a generic retinue, every AI seems to pick Cavalry over anything else. In vanilla AI at least gets its cultural retinue but in HIP everyone goes for Cavalry.
 

frank2368

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Well, just did a bit of testing and I found the cause of the bug. The entry RETINUE_CONSTANT_COST in defines.lua seems to mess with the "Projected Monthly Cost" of retinue units (when it's not 0.0) which in turn messes up AI's selection of retinue.
 

SnayerX

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I wanted to start a new game with the recent release of HIP, playing as a count of vestisland which is a vasall to the republic of Iceland. The problem comes with a greyed out play button, informing me of my inability to play republics. Naturaly I checked the DLC and it was still activated. I tried other vasalized counts in Pisa and Genua and never came across the same problem.

I used every module besides SWMH.
 

Black Conqueror

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Last edited:

Jorlem

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In addition to the localization issue, I'm fairly sure I'm not getting the correct events as those appear to be from his perspective, not mine.


Also, I'm not sure if this is a vanilla issue, or something that was changed for the mod, but I seem to remember that in vanilla prisoners were moved to the captors court. This does not appear to be the case with this mod, which causes issues with "too distant to interact with". I noticed this when I could not educate a prisoner I took in a raid. (I sometimes like to raise prisoners to be my characters' concubines. Something to add to the "this game makes you evil" list.)
 

AnaxXiphos

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I wanted to start a new game with the recent release of HIP, playing as a count of vestisland which is a vasall to the republic of Iceland. The problem comes with a greyed out play button, informing me of my inability to play republics. Naturaly I checked the DLC and it was still activated. I tried other vasalized counts in Pisa and Genua and never came across the same problem.

I used every module besides SWMH.

Was the unplayable count in question republican? The game only allows you to play feudal counts, so it's possible the count you were trying to play was republican and therefore blocked.

So a magic Egyptian Republic owns ALL of the trade posts on Earth and when I click on the trade post icon, the game crashed.
Using the first EMF release.

And 5 minutes later, said Republic and its flags dissapear.

This sounds like a vanilla bug. I'm assuming you selected an earlier bookmark after having selected a later one? Because if you do that, the game massively screws up the trade posts. The only solution is to never go backwards in time when selecting bookmarks. Supposedly this will be fixed in the next vanilla patch, but who knows.

Also, I'm not sure if this is a vanilla issue, or something that was changed for the mod, but I seem to remember that in vanilla prisoners were moved to the captors court. This does not appear to be the case with this mod, which causes issues with "too distant to interact with". I noticed this when I could not educate a prisoner I took in a raid. (I sometimes like to raise prisoners to be my characters' concubines. Something to add to the "this game makes you evil" list.)

What court did the prisoners end up in?
 

AndreiTLC

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playing as a vlach count,I keep getting transfered under a pecheng duke.

Problem is I already beat the duke in a war of independence,and then I got immediatley assigned back under him by my king.This is extremly annoying,there should be something preventing this !

Playing with all modules
 

AndreiTLC

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also i can t fabricate a claim on my liege :|
 

SnayerX

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@AnaxXiphos
Yeah. Problem solved. Actually I was stupid. The count was in fact a mayor but the selection screen showed him as a count. -.-
Besides this matter I am really pleased with the new release. ^^
 

Jorlem

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What court did the prisoners end up in?
As far as I can tell, she's still located at the court she was in when I took her prisoner.

Here's a save. The prisoner in question is named Ahu.

Edit:
So you know, that save was made with all modules except for EMF active.
 
Last edited:

TheCardozo

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Not sure if this has been mentioned. Tried a search, but was unable to filter out non-relevant hits, and sifting through pages upon pages didn't appeal.

Anyway:

Recently downloaded and installed the HIP pack, with all the bits and bobs. Went through the install, and selected "n" (or no, etc) for the localisation add-on, as I wanted to retain the original titles, realms, etc. Installs and loads fine. However, when I'm in game, as soon as the De Jure Kingdoms map mode is selected, I get a CTD.

It works fine with the localisation installed via the installer.

Am I missing something here? The instructions on the main thread say to retain original English, simply decline the relevant add on during the install. I did this, and it's causing issues. In fact, my realm is shown as being in the de jure Kingdom of Angliterrie. So, even if I refrain from clicking the DJK mapmode, it seems the changed titles are creeping in...

Oh, while I'm here: do the greyed-out provinces of "No Character" disappear/get filled as the game goes on? I don't like having "wasteland" strewn across England...


EDIT:


Now, even with a clean install, I'm getting a CTD on DJK map mode, even with a regular install. Help?
 
Last edited:

Polskers

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The heir to the Kingdom of England is called "tanist" because Leinster & Meath are set to tanistry. Upon their accession to being owned by the English crown (1172 and 1185 respectively) their succession law should be changed to primogeniture.

Also, why does England have French/Norman localisation? Saxon England being called "Anglièterre"? Very strange. Should be fixed for next patch in landed_titles/e_britannia.txt

Everything except SWMH installed.
 

John Tzimisces

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Historical Immersion Project (2014-08-30)
Enabled modules:
ARKO Armoiries (2014-08-03)
Project Balance (v3.5.12 - 2014-08-30)
SWMH - Native localisation (v2.854 - 2014-07-14)
NBRT+ (v2.1 - 2014-03-28)
VIET Events (v1.7.0 - 2014-08-30)
Cultures and Portaits Revamp (v2.0.4 - 2014-08-30)

Anglo-Norse exists in the west-germanic group, but there is no melting pot event (although there is for Norse-Gael), so they will never appear. Indeed there are no references to the culture "anglonorse" in the entire event folder.

For some reason this seems particularly annoying because in the 8-30-14 patch notes, one line reads: "Norse-Gaelic and Anglo-Norse now get the Norse cultural building." I don't see a reference to this being corrected in the 9-13-14 patch notes, but I'm checking to see if this is still the case...

edit: ok, it still holds true in this new patch too...so:
Historical Immersion Project (2014-09-13)
Enabled modules:
ARKO Armoiries (2014-08-03)
Project Balance (v3.5.13 - 2014-09-13)
SWMH - Native localisation (v2.854 - 2014-07-14)
NBRT+ (v2.1 - 2014-03-28)
VIET Events (v1.7.1 - 2014-09-13)
Extended Mechanics & Flavor [EMF] (v1.0 - 2014-09-13)
Cultures and Portaits Revamp (v2.0.5 - 2014-09-13)

Anglo-Norse still doesn't appear outside of the various files which accomodate anglo-norse characters for purpose of cultural buildings, retinues, names, and localization.

Less pressing since TOG isn't the recommended bookmark, but Norse culture splitting still doesn't appear to accomodate Gautr/Gothic characters; if nothing else has changed regarding the norse culture splitting events then characters/provinces in the SWMH de jure Gautariki/Geatland/whatever will remain norse rather than change to Gautr/Gothic/Geatish.

The Finnish pagan holy site of perm is still the barony, not the temple holding.
 
Last edited:

zijistark

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Well, just did a bit of testing and I found the cause of the bug. The entry RETINUE_CONSTANT_COST in defines.lua seems to mess with the "Projected Monthly Cost" of retinue units (when it's not 0.0) which in turn messes up AI's selection of retinue.

How does it mess up the AI's selection of retinues? We've used RETINUE_CONSTANT_COST for years. The Projected Monthly Cost is the constant cost + the reinforcement cost. Both are directly proportional to the retinue troop composition, so no particular retinue type could be directly preferred over another due to RETINUE_CONSTANT_COST.