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Hardradi

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(In the context of the heirs of the Diadochi)

Epigoni Mod combines all of my previous mod work into one mod. It includes Africa Mod 1.2, Sertorius Mod 0.81, River Trade Mini-Mod, Wonders Mini-Mod and Balkans Mod.

It is primarily a historical mod but also includes new game features.

Links to the mods included:

DOWNLOAD THREAD FOR EPIGONI MOD


Epigoni Mod to the Hindu Kush v2.01b for EU:R Vae Victis 2.32 and 2.35BETA

Summary of new features in Epigoni Mod to the Hindu Kush v2.01b (8/02/2011):
- Bug fixes

Epigoni Mod to the Hindu Kush v2.01a for EU:R Vae Victis 2.32

Summary of new features in Epigoni Mod to the Hindu Kush v2.01a (7/02/2011)

Bug fixes
More Roman characters

Epigoni Mod to the Hindu Kush v2.01 for EU:R Vae Victis 2.32

Summary of new features in Epigoni Mod to the Hindu Kush v2.01 (5/02/2011)

Expanded timeline, backwards 9 years to 298BC
Bug fixes
More characters, war, battles and diplomacy
Five new countries and three new bookmarks


Epigoni Mod to the Hindu Kush v2.0 for EU:R Vae Victis 2.32

Summary of new features in Epigoni Mod to the Hindu Kush v2.0 (23/12/2010)

Map EXPANSION to the east
New Arabian provinces and countries added
More provinces added throughout the old vanilla part of the map
Minor Interface changes
Changes to Sparta: two new governments, 5 specific laws
Naming of republic laws changed for greek culture



PRE MAP EXPANSION VERSION below

Epigoni Mod v1.32i for EU:R Vae Victis 2.32

Summary of new features in Epigoni Mod 1.32i (30/09/2010):

Additional Game Time 265 to 272 (lots of work) and new bookmarks
Bug Fixes
Trade Goods (reintroduced)
Many New Countries (lots of Germanic)
Historical Character Title (and one for their offspring)


Epigoni Mod v1.32h for EU:R Vae Victis 2.32

Summary of new features in Epigoni Mod 1.32h (28/08/2010): 294 downloads

Other Mods
- Umbrian flag from Descartes Imperium 2 mod

Bug Fixes
- NO_CHAR localisation issue fixed (thanks to Lofman for pointing this out)
- Triballi and Maedi no population at new start date fixed (thanks to Lofman for pointing this out)
- fixed province buildings setup (thanks to Appius for pointing this out)
- added flags to Saguntum Punic War events to stop them from firing mutliple times (thanks to Oolog for finding this)

Countries
- added Piceni (for future use)
- added Umbri (for future use)
- added Senones (for future use)
- Rome: added consols for new start date

Provinces
- revamped for new start dates

Characters
- Romans: Marcus Valerius Maximus Potitus, Gaius Servilius Tucca, Publius Cornelius Dolabella


Epigoni Mod v1.32g for EU:R Vae Victis 2.32

Summary of new features in Epigoni Mod 1.32g (22/08/2010):99 downloads

Other Mods included
- Cheexsta's Total Conquest Lite Mod to version 2.2

Additional Game Time 272 to 274 (lots of work)

Bug Fixes
- fixed culture of Kush, now Nubian (thanks to Lofman for finding this)
- fixed leader tag of the Gatae (thanks to Lofman for finding these)
- fixed sea crossing from Euboea to Greek Mainland - now crosses new sea zone, Eubocius Sinus (thanks to Lofman for finding this)
- fixed three more character double ups
- fixed incorrect character references in other character files
- fixed double up of provinces in Panhellenic Games trigger
- fixed double up of revolt risk effect in Frontiers... Strategic Modifiers
- fixed military_republic localisation file (thanks to Lofman and Surgünoglu for finding this)
- cleaned up new tribal objectives to account for change of governments (thanks to Achab for pointing this out)

Countries
- added Bononian Boii - splitting the Boii tribe (as suggested by Achab and somone else a while back)

Characters
- added Heracleides of Cyme

Events
- adjusted event 545 so it wont fire for Atropatene (thanks to Surgünoglu for reminding me of this)

Epigoni Mod v1.32f for EU:R Vae Victis 2.32

Summary of new features in Epigoni Mod 1.32f (14/08/2010):1472 downloads

- Fixed crash bug on resignation and exit (mostly fixed)

Epigoni Mod v1.32e for EU:R Vae Victis 2.32

Summary of removed/new features in Epigoni Mod 1.32e (8/08/2010):104 downloads

Patched to 2.32
Lots of bug fixes
Removed Cursus Honorum
Removed military units available in all provinces (except elephants)
Removed 4 new trade goods
Added form Panhellenic League decision

Epigoni Mod v1.32d BETA for EU:R Vae Victis 2.32 BETA

Summary of new features in Epigoni Mod 1.32d (19/06/2010):815 downloads

Patched to 2.32 Beta
Military units available in all provinces (except elephants)
4 new trade goods
New Laws (2 Roman)
12 new missions for Carthage

Epigoni Mod v1.32c for EU:R Vae Victis 2.31c

Summary of new features in Epigoni Mod 1.32c (31/05/2010):457 downloads

Bug Fixes
New Laws (3 Punic, 2 Greek)
Reduced cost of triremes to 7.5

Summary of new features in Epigoni Mod 1.32b (16/05/2010):126 downloads

RIMP climatic system (provided by kirstoff)
13 new provinces (Asia Minor and northern Italy)
4 new sea zones (3 in the Aegean Sea plus the Gulf of Corinth)
8 new regions (7 in the east plus Crete)
3 new nations (greeks)
Strategic decisions for Empires (based on Luttwak)

Summary of new features in Epigoni Mod 1.32a (21/03/2010):249 views

Patched to 2.31c
Provinces adjustment in the Mesopotamia

Summary of new features in Epigoni Mod 1.32 (14/03/2010):

New Provinces in Greece, Thracia, Italy and Sicily
Red Sea - three new sea zones
Bug fixes
New characters and wars
17 new countries



Summary of features in Epigoni Mod 1.3 (26/01/2010):
Other Mods included:
- Stryf's Concubine Mod (modified)
- Vanin's Martial Mini_mod (slightly modified)
- Descartes tribal migration (modified)

- Tons of new historical nations in Italy, Iberia, Gaul and Media/Persia includng one new migrating tribe the Iazyges which appear in the north mid game
- New latin, gallic and iberian sub-cultures
- Weakened manpower of the four major powers: Rome, Carthage, Seleucid Empire and Ptolemiac Kingdom.
- Seleucid Empire now starts as Imperium Government
- Sea migration to the British Isles from Gaul and internally
- Land holdings titles, allow monarchs to grant and remove lands to their subjects
- new family titles the Craterae, Seleucid, Deinomenid, Agathocles and Dionysiud dynasties
- Limited control of marriage (already got a wife, divorce her and choose a new one from your subjects or take a concubine and hold out for someone better).
- battle won Crowns Titles for Romans: Grass, Civic, Naval, Mural and Camp that increase character prominance and family prestige
- play the Mutina Civil War of Marc Anthony and the Liberators Civil War of Brutus and Cassius
- Experience a more intense Phyrric War as Rome where you must battle the Etruscans, Lucanians, Bruttians, Tarentines and Epirus simutaneously. As Phyrrus be frustrated by your multiple allies in Italy and take on the Carthaginians when you recieve an embassy from strife ridden Syracuse.
- new histroical wars including the Barca conquest of Spain, Celtiberian Wars and Transalpine Gallic Wars
- refound the legendary celtic Cubi kingdom of king Ambicatus
- refound the great Belgae kingdom of Diviciacus king of the Suessiones
- refound the old empires of the Near East for countries with Assyrian, Persian and Median cultures
- added Imperium government to standard Monarchy events

New features in Epigoni Mod 1.2:
Africa Mod 1.2 includes
- Egypt is now called Ptolemiac Kingdom
- new nations: Mauri tribe (pre Muaretanian Kingdom); Upper Egypt, Lower Egypt and Egypt for decision purposes;
- change colour of carthage on map (borrowed from Tribes and Empires);
- Titles for chief librarian and librarians at Alexandria, including historical librarian characters;
- instal monarch in Cyrenaica decision;
- event to generate four extra ships for Carthage pre 1st Punic War;
- from Darkarbiter's mod Rise of the Diadochi: Various characters from the Ptolemaic faction history are now either Greek or Macedonian depending on their birthplace; and
- more.​
Despotic Punishment - imprison your enemies and let you torturer's go to work on them - strictly for use by despots, tyrants and maniacs :wacko:
 
Last edited:

Hardradi

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WHAT IS THE AFRICA MOD ?

It started off as a simple project, where I was going to use the gallicanation event for Numida, ie, an event to unite the two main tribes of Numida. A full list of changes is in the enclosed text file.
This mod aims to more accurately reflect the tribes of Northwest Africa. Version 1.0 focused purely on the lands west of Cyrenaica and covering the time period up to the death of Caesar. Version 1.1 covers the land west and south of Egypt. The mod includes new nations, new characters, new sub-cultures, new titles, new missions, alliances and war adjustments. Version 1.1 includes Hotfixes Minimod V2.12b (thanks to mate0815). Version 1.1a adds eunuch titles and changes a few flags. Vesion 1.1b add new title icons (thanks to Descartes). Version 1.1c adds new flags and colours for all nations added by Africa Mod (thanks to Descartes). Version 1.2 includes...see post #1.

From Imperium 1.2:
- New flags and colours for all nations added by Hardradi

From RIMP:
- New culture group Nilotic

New nations include:
Numidians - in the third century BC the Numidians comprised of two great tribal groups the Massyli in eastern Numidia and the Massaesyli in the west. The two tribes were merged by Massinissa after the Second Punic War to form the nation of Numidia. The two tribes had a significant impact during the Second Punic War taking opposite sides and then switching. Ultimately, Massinissa came out on top after switching to the Roman side towards the end of the war. After the war he united the two tribes and ruled Numida as a Kingdom. During the wars of the first triumvirate the western portion of Numidia was annexed by Bocchus II of Eastern Mauretania Kingdom.

Mauretania (and Mauretania Tingitania) - the Mauretanian Kingdom first appeared in recorded history during the Second Punic War under King Baga, where he briefly assisted Massinissa. The Kingdom was able to expand north after this war because of the decline of Carthaginian power. At the end of the Jurgurthine War, King Bocchus cut a deal with the Roman's betraying Jurgurtha and received parts of western Numidia as consideration for this betrayal. After a period of weakness (Tingi seceding) and stagnation, the Kingodm was split into east and west after the death of King Sosus. During the wars of the first triumvirates the eastern portion of Numidia was annexed by Bocchus II of the Eastern Mauretanian Kingdom. The two monarchs Bocchus II and Bogud II supported opposite parties during the wars of both the first triumvirate and the second triumvirate. The aggressive Bocchus II was able to annex western Mauretania from Bogud II and re-unite the Kingdom. He died with no heir in 33BC and willed the kingdom to Rome.

Tingi - during the twilight years of the reign of Bocchus I, a Pheonician dynasty arose in Tingi and was able to partially secede from the Kingdom of Mauretania and achieve some independence. The semi-independence was for a brief period.

Theveste - the great numidian city-state of 100 gates, founded by Heracles in the well watered and fruitful uplands of Numidia. It was well known for its prosperity up to the time of its capitulation to Carthage in 247BC. During the time of the Roman Empire it was used as a legionary base.

Gaetuli - nomadic tribes living on the southern slopes of Aures and Atlas Mountains. First mentioned during the Jurgurthine War, as part of the domain of Jugurtha, they served with him against the Romans. Marius granted them independence in 105BC. Towards the end of Sulla's Second Civil War, Pompey crossed to Africa and defeated Gnaeus Domitius Ahenobarbus and the Numidian king Hiarbas. Pompey reinstated Hiempsal II to the Numidian throne and included part of the lands of the Gaetuli in his domain. The Gaetuli supported Ceasar against Juba I of Numidia. In 25 B.C. Augustus gave part of Gaetulia to Juba II, together with the kingdom of Mauretania but the Gaetulians rose and massacred the Roman residents in their lands. It was not till a severe defeat had been inflicted on them in 6 A.D. that they submitted.

Nasamones - nomadic Libyan tribe which migrated seasonally betwen the Gulf of Syrtis Major and an oasis called Augila (modern Awjila). The Nasamones are known for threatening the Greek towns of the Cyrenaicia, fighting a battle with the Spatran general Gylippus during Peloponnesian War, expelling the Psylli (another tribe on the shores of the Syrtis Major) and fighting the Roman's toward the end of the 1st century BC. In war, they were known to fight from chariots. Partially subjected in 15BC, they were finally driven from the shores of the Mediterranean a century later.

Garamantes - The Garamantes ruled a large inland Saharan empire. They hunted cave-dwelling troglodytes in four horse chariots and appeared late in the 1st century BC raiding Roman coastal settlements. The Garamantes were on the losing end of a clash with the Romans in about 20BC. A further expedition was send against them by Rome in the following century.

Marmaridae - libyan tribe from the lands east and south of Cyrene. They thwated the attempt of Magas of Cyrene to invade Egypt in 274BC forcing him to return to face down their revolt. They were still active in the later part of the first century BC being defeated by the Roman Publius Sulpicius Quirinius. Towards the end of the first century BC and early in the first century AD, troops had to be drafted in Cyrenacia to deal with their incursions (the Marmaric War). The problem was eventually settled under Emperor Tiberius by the erection of a line of forts manned by auxiliaries along the deserts edge.

Kingdom of Kush - ruling the lands south of the first cataract of the Nile was the nubian Kingdom of Kush. Sharing many of the customs of egypt to the north the also disputing the possession of Lower Nubia (Syene in game) with Ptolemies of egypt. In 274Bc Ptolemy II conquered Lower Nubia (giving him direct access to elephants to match the forces of the Seleucids). Circa 270BC Arkamani managed to overthrow the power of the Kushite priestly elites. The Kingdom does not re-emerge in game until the time of the Thebiad revolt where they retake Lower Nubia and support the revolt with troops. After the fall of their allies in Thebes they were once again driven out of Lower Nubia during the reign of Ptolemy VI (circa 173BC). They reappeared late in the first century BC under Queen Candice to recover Lower Nubia and take on the legions of Augustus.

Thebiad - during the reign of Ptolemy IV a rival pharaoh was declared in Thebes. During their war with the Ptolemies they were supported by the resurgent Kingdom of Kush in the south. The secession lasted for around 20 years before the little known native dynasty was crushed during the reign of Ptolemy V.
New Titles:
Horsemaster - for all tribes
Chariot Driver - for Nasamones and Garamantes
Pharaohs Chariot Driver - for Kush, Thebiad and Egypt
Eunuch and Chief Eunuch - for "eastern" monarchies and selected greek monarchies

WHAT IS SERTORIUS MOD ?

This mod aims to more accurately reflect the Sertorian War in Spain and the movements of Sertorius following the death of Marius senior and the defeat of the Populares (Cinna and Marius junior). Also included is the failed civil war of Lepidus and Brutus (senior). Sertorius established himself as proconsul in Hispania Citerior under the authority of the Populares. Initially unsuccessful and driven out of spain by Sulla's generals, Sertorius returned as the leader of the Lusitani and carried on the civil war for almost another decade.

In vanilla Rome and Vae Victus the Sertorian War has been seriously underrated as a mere rebellion (all be it throughout most of Spain). The Sertorius Mod, brings about the revival of Lusitani under Sertorius and then merges the conflict into a full scale civil war after he is reinforced by the remnants of the army Lepidus lead by Perperna.

It features new characters, custom events and a unique decision allowing you to convert Sertorian Lusitani into a Roman civil war.

PLAYING SERTORIUS MOD (lusitani or roman civil war)
------------------------
Playing as the Lusitani under Sertorius, is a real challenge. The following points should be kept in mind by the player:

- use your money and the money donated by Sertorius (and Roman benefactors) wisely
- break the Roman Empire by sowing descent and hopefully triggering a civil war (it will take a while before these opportunities arise)
- convert to a military republic to get access to more national ideas
- after you have become a military republic, look to upgrade the Lusitani tribe into a full blown Roman civil war
- the timing of the civil war upgrade may be critical, Rome most be defeated within the 8 year time limit​

Levels of difficulty, as I see it:

Average - 678.1.1 - Sertorian Spain has developed into a full scale civil war with most of Spain under the control of Sertorius. A second front has opened in the east for the Romans, with Sertorius's ally Mithridates of Pontus and his ally Tigranes of Armenia, both at war with Rome.
Hard - 677.1.1 - at this stage of the game Sertorius (lusitani) is rampaging through Spain, Lepidus is "marching on Rome" from Cispaline Gaul and the tribes of Transalpine Gaul are revolting.
Very Hard - 676.1.1 - the Lusitani state has expanded under the leadership of Sertorius. Rome is intact and Lusitani has no allies
Iron Man - 674.1.1 - the Lusitani re-emerge under Sertorius. Rome is intact and Lusitani has no allies.
Mithridates option - play Mithridates of Pontus, having a full scale civil war in spain may be just what you need to liberate Asia and Greece.​

WHAT IS WONDERS MINI-MOD ?
This is my attempt to bring alive the ancient wonders of the world in EUR. It includes the traditional seven wonders of the world, other fantastic monuments which were once on the list of the wonders of the world and a selelction of other monuments. The mod allows you to follow in the footsteps of Alexander and attempt to rebuild and finish construction of some monuments.

WHAT IS RIVER TRADE MINI-MOD ?

This started as an add-on to the next version of Africa Mod. It was so easily implemented that I thought I might as well do the whole map. I did a bit of research on each river and as a consequence I have left out a few which were not navigatable by heavy craft for much of their length or that had unreliable flows. I am certainly no expert in the area of ancient river trading or the areas I have modded.

In game effect:

1 River - +1% local tax modifier and +1 trade transit capacity
2 Rivers - +1.5% local tax modifier and +2 trade transit capacity
3 Rivers - +2.0% local tax modifier and +3 trade transit capacity

It operates basically like a road but without the movement bonus, connecting non-adjacent provinces and allowing trade between them. Trade transit capacity allows you to trade with provinces over land in a fashion similar to coastal provinces. Trade transit capacity only needs to be between two provinces to improve the range of their Trade Routes, not necessarily in both provinces (or all three). This means that provinces either side of a river will be able to take advantage of it

It works but it untested. I presume it will have minimal in game effect in vanilla. Tribes in Mods particularly in the spain, gaul, northern europe and central europe, should be a bit more interesting as it will increase their trade scope just like a road (including tribes adjacent to the river). It should also allow for more use of the Request Trade Access diplomacy option.

WHAT IS THE BALKANS MOD ?

Balkans Mod was originally previewed as a joint project between Descartes and I in this thread: http://forum.paradoxplaza.com/forum/showthread.php?t=401600

Most of the coding is my work (except where I have borrowed a few pieces from other mods). Descartes has contributed flags for many of the nations and I thank him for the contributon - luckily for all of us he produced Imperium instead. ;)

This mod aims to more accurately reflect the tribes and nations of Balkans Peninsula, Carpathian Mountains and other lands north of this region all the way to the Crimea (doesnt cover Germania). Like Africa Mod it is designed so that you can play at any start date not just 474, different nations will appear and disappear as you move through the EUR timeframe. The mod includes new nations, new characters, new sub-cultures, new titles, new missions, alliances and war adjustments. Apart from this it will have few special features as follows:

1) The Epigone (the heirs) – attempt to re-found the glory of the Diadochi, by reconstituting the kingdoms of:
  • Antigonus Monophthalmus through the Antigonid Dynasty
  • Antipater through the Antipatrid dynasty
  • Lysimachus through the Agothoclid dynasty
  • Re-found Alexander's Empire - any macedonian ruler
2) Re-live Pyrrhus’s march on Sparta, with a new decision where you can instal your own Spartan king (from house Agiad or Eurypontid). Plus other instal monarch decisions for male members of house Ptolemy and Aeacidae.
3) The owner of Argolis province will have a swag of decision choices:
  • Instal a tyrant of your choosing in Argos and release the nation
  • Instal a tyrant of your choosing in Corinth and release the nation
  • Release Athens as a democracy
  • Release Athens as an oligarchy
4) Reform state decisions for many greek nations and leagues
5) New Tribal Confederacy government including conversion decisions to/from
6) Tyranny government and conversion decision to tyranny government
7) New nation formation event in a barbarian province
8) New triggered modifiers
9) Basic AI in relation to points 3 and 4 above (for the AI of course)
10) Decision blocks for decision management
 
Last edited:

henkalv

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oh, this makes me want to dump my Vae victis

EDIT: first
 

Woody Man

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I love it! Fantastic work Hardradi, great to see all your mods in one place!
 

mate0815

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good work. :rolleyes: and i like it to play.

two small bugs i found at first try, can be fixed quickly:

1. events/balkanmods.txt: id 185412 is given twice, changing the first event (The thracians emerge) to 185410 fix the problem. this bug is only noticed playing macedonian revolters - than it spams, ´cause the first part of this event will start and the option is given from the second event with this id (Pannonii has formed into a nation).

2. interface/traits.gfx: the path-information for the fertile-picture in line 657 contains a placeholder to much (mod/ Epigoni Mod/gfx/traits/fertile.tga instead of mod/Epigoni Mod/gfx/traits/fertile.tga) so the traitspicture isn´t shown ingame.


and for one point i have no idea, whats happenend:
i noticed, that the texts for the open/close-decissions for greek states, diadochi and wonders not working in the correct way. sometimes, the descriptions where shown isntaed of the names, sometimes english texts instead of my germanized ones, sometimes the valuename was shown.
i tried to change the text in localisation-files, remove the colour-def (btw: the end-tag should be §W instead of only §), split the combined country_decissions in the txt-files into extra parts - nothing helps. at last i commended out the lines with # in the localisationfiles and put the lines into a new file with high loading priority (filename starting with !). and viola: it works like a charm. anybody an idea, why? :wacko:

btw: i hope, i can send you an german translation for your mod at the end of next week.
 
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Hardradi

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good work. :rolleyes: and i like it to play.

two small bugs i found at first try, can be fixed quickly:

1. events/balkanmods.txt: id 185412 is given twice, changing the first event (The thracians emerge) to 185410 fix the problem. this bug is only noticed playing macedonian revolters - than it spams, ´cause the first part of this event will start and the option is given from the second event with this id (Pannonii has formed into a nation).

2. interface/traits.gfx: the path-information for the fertile-picture in line 657 contains a placeholder to much (mod/ Epigoni Mod/gfx/traits/fertile.tga instead of mod/Epigoni Mod/gfx/traits/fertile.tga) so the traitspicture isn´t shown ingame.
You are the champion bughunter. Big thanks mate0815.

and for one point i have no idea, whats happenend:
i noticed, that the texts for the open/close-decissions for greek states, diadochi and wonders not working in the correct way. sometimes, the descriptions where shown isntaed of the names, sometimes english texts instead of my germanized ones, sometimes the valuename was shown.
i tried to change the text in localisation-files, remove the colour-def (btw: the end-tag should be §W instead of only §), split the combined country_decissions in the txt-files into extra parts - nothing helps. at last i commended out the lines with # in the localisationfiles and put the lines into a new file with high loading priority (filename starting with !). and viola: it works like a charm. anybody an idea, why? :wacko:
All is working fine at my end. I have added the W's. One thing I just noticed is that I had a double up of the "Release greek state" decision block, one in Balkans CSV and once in Africa CSV. Could this be causing your issue ?

btw: i hope, i can send you an german translation for your mod at the end of next week.
Great, I will certainly include it. Good luck with the translation of the Wonders.CSV file. :)

EDIT: Version 1.1 uploaded, see Post #1
 
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mate0815

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All is working fine at my end. I have added the W's. One thing I just noticed is that I had a double up of the "Release greek state" decision block, one in Balkans CSV and once in Africa CSV. Could this be causing your issue ?
yes. thats it. :wacko:
after outcommending the lines in africa.csv all works fine. now its clear: africa is loading before balkan and so nothing of all my changes in balkan.csv come to work. thx for the tip. ;)

Great, I will certainly include it. Good luck with the translation of the Wonders.CSV file. :)
actually i removed the wonders parts from the mod and it will replace eventually after the rest of the work is done. :D


EDIT: Version 1.1 uploaded, see Post #1
are there more changes than the two fixes or can i longer work with the (corrected) v1.0?


a new small issue:
decisions/africa_mod_setup.txt: the last bracket is missing, so the country_decisions-part is not closed. but i haven´t noticed any problem. maybe it´s a flaw. ;)

and: is it correct, that the balkan_mod_setup.txt contains only outcommended lines? is it really unnecessary?
 
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Sarayakat

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It looks like you should have your own sub-forum with all this content! I'll check this out. Thanks for all the hard work.
 

Maupertuis

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Each time, I launch Epigoni 1.1, Rome crashes.
Is it only me ?

Imperium beta 2 works fine, so my installaton of Rome seems OK.
I'll try Epigoni 1.0 and a new download of 1.1.

EDIT : Resolved. Downloaded 1.1 again and deleted map cache. All is fine now.
 
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mate0815

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i´m afraid i found a major bug which can crash the game:

the tag CA2 is missdefined, ´cause you want to use it for Cassandrian Kingdom Revolters, but is defined also for Carthaginian Revolters. So it happens if in Carthage starts a Civilwar, the revoltfaction gain the Cassandrian Revolters tag, flag and macedonian/greek culture and religion. and game crashes on quit.

its necessary to change the CA2-tag to CA3 in common/countries.txt, common/countries/Cassandrian Kingdom.txt (tagchange for civil war faction), localisation/balkans_mod.csv and the name of the files history/countries/CA2 - Cassandrian Kingdom Revolt.txt, gfx/flags/CA2.tga.
i hope, there are no defines in provincehistory-files, that i didn´t check.

after i made these changes, all works "normal".
 

Hardradi

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Thanks for all the great feedback everyone.

Thanks to mate0815 for his top notch bug hunting. I will upload a new version tonight.

I also want to change the Thracians emerge event again so that it works after the celts are gone, if the horde is repelled and goes back to Maedi, it can switch the province back to celtic.

EDIT: new version uploaded - 1.2
 
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mate0815

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*arrgh* you are realy quick with the updates - too quick for me... ;)

in this moment, i would you request checking the objectives and corresponding titles before publishing the 1.2:
chars can get the objective become_horsemaster, but you forgot to define that title. not good for the ambitionholders loyalty...:(
chariot_driver and pharaos_driver are only found in localisation-files, but there are no defines in title.txt nor objectives.txt.

and i´m not sure, if it´s clear, that only bodyguards can become tribal_enforcer - it should be added to the description or (what i would prefer) the objective should only get bodyguards. but its your mod - one of both suggestions should be implemented for more clearness, whats to do.

and the first point from 1.2 - it shouldn´t makes trouble, but should be corrected:
after your rework of the "The thracians emerge"-event there is a "relict" from the "Iapodes has formed into a nation!"-event in line 269-278, which should be deleted in next version. ;)

sorry for my late comments...

edit: ...and you forgot to rename the flagfile CA2.tga -> CA5.tga in gfx/flags/.
 
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Hardradi

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*arrgh* you are realy quick with the updates - too quick for me... ;)

in this moment, i would you request checking the objectives and corresponding titles before publishing the 1.2:
chars can get the objective become_horsemaster, but you forgot to define that title. not good for the ambitionholders loyalty...:(
chariot_driver and pharaos_driver are only found in localisation-files, but there are no defines in title.txt nor objectives.txt.
Yep, I definately left out the horsemaster and chariot driver titles. No objectives/ambitions were ever built for the chariot drivers titles in Africa Mod.

*
and i´m not sure, if it´s clear, that only bodyguards can become tribal_enforcer - it should be added to the description or (what i would prefer) the objective should only get bodyguards. but its your mod - one of both suggestions should be implemented for more clearness, whats to do.

and the first point from 1.2 - it shouldn´t makes trouble, but should be corrected:
Yes, I agree and welcome the comments.

*
after your rework of the "The thracians emerge"-event there is a "relict" from the "Iapodes has formed into a nation!"-event in line 269-278, which should be deleted in next version. ;)

sorry for my late comments...
:eek:o, the thracians will emerge when I am done with them :D


Once again I appreciate your help mate0815.
 

Hardradi

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Some new features that will be added to the next version of the mod:

HOLDINGS: Ability to grant and take away land holdings to/from characters. Thanks to Descartes for getting me over the line on this one. It will be for monarchies only is the first version.



CONCUBINES: Per the small mod developed by Stryf, with a few changes/improvements.



A DEGREE OF CONTROL OVER RULER AND HEIR MARRIAGE: Divorce and the ability to pick a bride from your own kingdom.




Also should include new historical nations, cultures, wars, alliances and characters of the Iberian Peninsula.
 

lucaluca

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this mod looks very interesting, i think I'll try it. But why some women would have to objective of being royal concubine? I mean they would rather marry than being a concubine:p
 

unmerged(92421)

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Ooh, good to see someone actually had heard of my old mod.

I'm playing again and I'm likeing a lot of what the patches have done, but there's a few gameplay features (and country colours) that are pissing me off atm. I think I'm gonna have to fix these and start up another little mod.

What's your opinion on my decision to make the Seleucids Macedonian?
 
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