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BrokenSky

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Looks interesting. Thanks for suggesting this, I'll probably try it out in the future : )
 

zeress

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It's not compatible. Only reason I know is because a friend of mine already looked into it. It does not support our terrain, Savanna, so it can't be compatible. Iirc the dev of it was made aware of it though.
 

InDeoSperamus

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It's not compatible. Only reason I know is because a friend of mine already looked into it. It does not support our terrain, Savanna, so it can't be compatible. Iirc the dev of it was made aware of it though.
Shouldn't simply copying the savanna terrain to their terrain.txt and making some adjustments on supply limits, etc. suffice?
 

zeress

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Shouldn't simply copying the savanna terrain to their terrain.txt and making some adjustments on supply limits, etc. suffice?

Doesn't fix events present in that mod not factoring them in
 

Acularius

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After chatting with the mod creator, simply deleting 'terrain.txt' in ./map folder should alleviate most issues.
It does play and work, the issue I was experiencing was a CTD when you moused over tooltips that referenced CK2+'s new terrains but were overwritten by Settlement Populations.
 

vukica

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After chatting with the mod creator, simply deleting 'terrain.txt' in ./map folder should alleviate most issues.
It does play and work, the issue I was experiencing was a CTD when you moused over tooltips that referenced CK2+'s new terrains but were overwritten by Settlement Populations.

That is a bad solution. You're basically breaking the terran, map, and any functionality linked to it (e.g. combat tactics).
 

Acularius

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This is what I get for doing this from my phone :p
I meant of the submod, removing its instance of the terrain.txt works well since the issue is caused by it overriding ck2+ terrain.txt.
Past that, at a cursory glance nothing else conflicted.
 

InDeoSperamus

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After chatting with the mod creator, simply deleting 'terrain.txt' in ./map folder should alleviate most issues.
It does play and work, the issue I was experiencing was a CTD when you moused over tooltips that referenced CK2+'s new terrains but were overwritten by Settlement Populations.
I've found out all the instances in the submod related to terrains:

Main Part:
- In population_main_events.txt: population.3 event. You should add the savanna terrain modifier to the supply limit calculation event.

Extension Part:
- In \common\buildings\00_tribal.txt: all desert stables should allow savanna, too.
- In \map\terrain.txt: you should add savanna from CK2Plus mod, balance the numbers, and don't forget to substitute the text_13 row to
text_13 = { type = savanna color = { 13 } priority = 13 }

As long as you've edited all the above places, you're good to go.