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Epicmarkvan

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As someone who plays both Middle Earth and Elder Kings, you're both wrong. EK gets updates often on the SVN, and it's a simple process to use. Middle Earth was dead until pretty recently, but a new team of folks took over about a month ago and have been tidying things up. Should say though that this is probably not the place to talk about the status of other mods, it being a topic for CK2Plus.
 

Mr. Alipin

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Every spam post in this thread delays realease for a week.
Ah just like mentioning fat jokes to a certain beloved game developer, at this rate the release of v5.0 would be around the time Elon Musk uploaded his consciousness into an eco-friendly android body while he declares sovereignty over mars.
 
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LordPeter

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Ah just like mentioning fat jokes to a certain beloved game developer, at this rate the release of v5.0 would be around the time Elon Musk uploaded his consciousness into an eco-friendly android body while he declares sovereignty over mars.
Precisely.


Wait a minute - that still hasn't happened? I thought Elon just didn't make it public yet.
 

zeress

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LordPeter

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Is there some reason why the map is suddenly all janky? Why is the capital of the Zunbil duchy now an uninhabitable desert? I don't approve.
A lot of real, totally uninhabitable deserts were added to the map. It's simply the vanilla map being inaccurate, if you check SWMH they have even more.
But part of why now is that a recent patch now allows wasteland to be colored if you own enough of the surrounding area, so it doesn't look shabby for all eternity anymore.
 

zeress

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But part of why now is that a recent patch now allows wasteland to be colored if you own enough of the surrounding area, so it doesn't look shabby for all eternity anymore.

Exactly. If you don't like there being a patch of desert not in your color, conquer your way to removing it :) The other main idea is that armies shouldn't be wandering through that desert at all.
 

zeress

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quick question (sure it's been asked before) how do you tell the version number of the mod from the files itself rather than launching the game - if that's even possible

Could probably find the main menu art file in /gfx/, though it'd still be easier to just load in. Note, that doesn't help for beta builds specifically.
 

MasterOps

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Addition of deserts to Persian area is cool and all, but now some counties like Qazwin and Kalat don't connect correctly to the other counties of their respective duchies which bugs me a bit (for me the only acceptable reason for counties of the same duchy to don't border at least one of each other is water between them).
 

LordPeter

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Addition of deserts to Persian area is cool and all, but now some counties like Qazwin and Kalat don't connect correctly to the other counties of their respective duchies which bugs me a bit (for me the only acceptable reason for counties of the same duchy to don't border at least one of each other is water between them).
How that? I see no disconnected duchies in Persia or elsewhere.
Screenshot?
 

zeress

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Addition of deserts to Persian area is cool and all, but now some counties like Qazwin and Kalat don't connect correctly to the other counties of their respective duchies which bugs me a bit (for me the only acceptable reason for counties of the same duchy to don't border at least one of each other is water between them).

Don't use old saves on new betas, they're not save compat
 

vukica

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uw0aiI8.png


Version 4.07 Released!
Compatible with CK2 2.8.1.1
Checksum: JDBO

SAVE INCOMPATIBLE WITH PREVIOUS VERSIONS

MAP:
  • Split Jylland into two provinces, "Jylland" and "Nørrejylland"
  • Helmand River added
  • Added duchy of Nevers
  • Split duchy of Brittany into "Upper Brittany" and "Lower Brittany"
  • Samoyed duchy removed due to a lack of historical basis
  • Syrian duchies changed and provinces are now more accurate
  • Merged in the 3D settlements from "Culturally Different Cities Remix", courtesy of @Nendur (original mod by @Velho e Bom Joe)
  • Added duchy of Holstein (Nordalbingia)
  • The Karakum and Kyzlkum deserts added
TWEAKS:
  • For Trade Posts; Mercenary Garrisons can now also be built by MRs on any trade route in general
  • ERE won't HW for Jerusalem before it has complete control over Syria
  • ERE will try to HW everyone in south-east Europea and Asia Minor first, before moving on.
  • Removed succession law tooltips which refer to vice royal titles
  • MRs may not build TPs in the Caspian Sea, except if they own a province on the silk road there
  • AI made slightly more willing to prioritize income buildings
  • In bookmarks after William the Conqueror becomes king of England he starts with "Title Revocation Law" at allowed
  • In 1066 if William abolishes the Witan he gains the "Title Revocation Law" at allowed
  • Trade post map 3D object removed
  • Adjusted localizations to allow some which had been hidden by circumstances to show in correct situations
  • Changed Icelandic history to more closely match reality
  • Reduced China's diplomatic range significantly to try to prevent mass-proliferation of Chinese influence
  • Made Iceland's provinces more realistic
  • Tweaked static age modifiers
  • More winters in parts of the map, for example in the Atlas Mountains
  • Moved Germanic holy site of Thunær's Oak to c_wurzburg to be closer to its historical location
  • Many CBs now also clear out Trade Posts on success
  • The cost of most JD boons have been increased by 40%
  • For TPs; Mercenary Garrisons now cost wealth per year instead of generating but provide much bigger boons in fort levels and garrison size

FIXES:
  • Fictional Dukljanin dynasty used in medieval Serbia/Montenegro. Rulers with known dynasties updated to Vojislavljevic and Vukanovic
  • Allowed all Reaper's Due epidemics to appear past the vanilla end date
  • Eastern Indian trade route pathing
  • Missing localisation for Desert Cavalry V and VI
  • Incorrect tooltip for unjust Imprisonment
  • Immediate war in 1066 between HRE and Republic of Genoa because of patricians holding wrong baronies
  • Mongol invasion being invalidated because the script created a second Temujin
  • Anhalt unplayable between 1170 and 1252

DELETE OLD MOD FILES BEFORE INSTALLING THE NEW VERSION!
 

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TATERSALAD15

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YAY!!! Just hoping that the converter gets updated when Rule Britannia comes out for EUIV. Though I now know how to mod the converter, so it wouldn't be that hard to add the new provinces from EUIV.
 
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