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Hidenoriz

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Today i downloaded the newest version of HIP, but once i opened the archive it looked like it was empty, as you can see in the image i posted. I tried downloading the older version (from HL) and it works fine. When i try to extract the new version it simply does not work. If any of you could help, it would be appreciated.
8ANcYxy.png
 

Toa Kraka

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I want all the mods (other than CRPlus), i said yes to all but when i looked into version.txt it is missing 2 mods.

ARKOpack Interface and VIET Events isn't there.

Maybe VIET Events is in EMF too but i don't understand why i didn't get the ARKOpack Interface?
 
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Toa Kraka

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ARKOpack Interface and VIET Events isn't there.
See these quotes.
VIET Events will no longer be supported by HIP. In fact, we failed to be able to compatch it correctly for 2.6/RIP, so we've been in error shipping it at all in Hades1 or Hades2. It will not be included in Hades3; it will never again be part of HIP. No HIP team member is willing to support it, and it is now no longer just a question of whether cock/urine/fart/vomit jokes are OK with you while playing CK2: it's now dysfunctional and would require a lot of work to update properly.
ARKOpack Interface proved to have some issues shortly after release, and it's thus been pulled from the download. We'll have to fast-track Hades4 with a fix for that.
 
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Rompa

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Does the version of the mod in this thread include a fix for the "unable to convert tribes to castles" bug?
 

Crispin

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I got an event I haven't seen before. Something about wanting more, so I sent out a scouting party which cost me about 50g, and after a while a mystic pagan woman came to my court. I accepted here as my master\teacher. My first quest was to either sacrifice a deer or some grain. I sacrificed a deer and that went well. But the next part - about the snake, no matter how many times I reload(yes scummy but I want to see what could happen since it's an exciting event) I always fail, no matter the option I take.

Could anyone elaborate? Kondolns sacred jar - II always get the serpent's kiss ending, no matter if I grab the snake or throw a book on it.
 

RodriguesSting

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Playing as Semien on the Viking Age, which is quite interesting, because it seems to be the very first time a jewish start is viable (to me). Got some okay starting demense size, good troops (heavy infantry armies at the very least are good to intimidate the neighbor's light infantry/archer armies, and may massacre them on melee phase, assuming they survive to get there), and somewhere to expand to (pagans at south and, if hardpressed, central africa).

However I have been having some trouble with the pagan tribal holdings, in, namely, I am not sure what to do with them. My first strategy was to land zealous (and lacking that, high military at least) vassals on them to 1 - expand the jewish gene pool (try to start the eugenics program), 2 - hopefuly convert the place's religion and culture, and 3 - get some vassal levy.

That eventually showed to not be a very good idea. First off, my vassals never converted a single province, culture or religion, even the zealous ones. Maybe judaism's conversion rate is ridiculously low, maybe not even zealous jews proselytise anymore. Second off, they didn't seem to be investing nowhere enough on their demense. The average warchiefe can get around 600 prestige on his lifetime according to my experience, and, at least when vassalized, they appear to try to hoard all of it. As unlike gold, it doesn't go to the next generation, it was largely a waste of my time. Finally, the levies didn't cut it. Had to increase tribal authority, had to deal with bad relationship maluses, no fun.

So I am looking to try to keep the tribal holdings for myself next game, in hopes to improve them just enough to upgrade them (namely, market village 2 at least, so I can start getting some dough. Maybe warcamp 2 as well to get a starting barracks). Still, I would like some suggestions. Regardless, having loads of fun with the mod.

PS: I deal with the holy wars by subjugating smaller myaphysite neighbors and microing my diplomate between Axum and the norther kingdoms if they get that far south. It is reasonably effective, as I got almost 100 year without direct war against Axum (although they joined a one province independent's holy war against me that made me ragequit).

PS 2: Invited Ashknazi courtiers also trigger the usual bonuses they do on Christian courts?

PS 3: Slightly unrelated, but on this mod, are commander traits still vastly more important than martial skill, considering the tactics trigger chance and whatsoever?
 

zijistark

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PS 3: Slightly unrelated, but on this mod, are commander traits still vastly more important than martial skill, considering the tactics trigger chance and whatsoever?

Commander traits do not directly influence tactic selection in EMF. They simply have the effect on damage/defense/morale/supply/speed etc. that those traits describe & that are shown in the combat bonus breakdown for them while leading. We've tried to avoid arbitrary things like mostly-randomized traits affecting tactic selection to make battle outcomes more intuitive for both player and AI (i.e., since AI only assigns commanders based upon martial skill, it makes sense to not screw up its logic by tossing a bunch of factors only players could game into tactic selection chance).
 
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Fraemi

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In the last 4 games I've played from 1066, Byzantium has stopped existing in roughly a hundred years from the start date and the Anatolian/Greek region fragments into Seljuk branches.

Seljuks start with an excessive 30k event troops (for a sum of nearly quadruple the troops of Byzantines) in 1066 and Rum also can get event troop revitalization, which at one point I noticed being around 20k. During my last game I even manually disbanded Seljuk starting event troops and then the Rum event troops when I noticed they'd spawned, yet the result was the same; Byzantium was gone in a century with no other outside player involvement.

I've noticed that all muslim faiths get an intrinsic +10% moral authority, why is that? They already have the extremely powerful +25% levy size bonus on top of the best succession law, which results in reconquista never happening. The liege opinion penalty is a trivial malus, since it is easy to overcome with traits and events.

In starts where England controls parts of France, the French have little interest in reclaiming southern France due to the de jure status of Aquitaine. Worst case in 1204. Same happens if the French lose any part of the region otherwise.

In 1066, the Pechenegs perpetually remain in the Wallachian/Bulgarian region without being challenged by Bulgarians/Romanians.

The Rurikovich states are very weak, I see them constantly being picked apart by the surrounding pagans and nomads. A perfect example are the Galindians which take large chunks of land in the region despite being alone and isolated.

Personally, I also think the duel system should be toned down in occurrence. Quite a few GWHs are decided by a duel between the main defender/attacker being captured by some lowborn general.

Cultures with the "can raid infidel neighbors" can still raid in the same religion group, i.e. catholic hungarians can raid orthodox rulers.
 
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zijistark

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Toa Kraka

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I've noticed that all muslim faiths get an intrinsic +10% moral authority, why is that?
common/religion_modifiers/emf_religion_modifiers.txt says:
Code:
# For dealing with the apparent imbalance in Islamic vs. Christian RA, applied once
# at scenario start to any non-heretic Islamic characters|provinces in the game
# (i.e., once for Sunni, once for Shi'ite, once for Isma'ili, and once for Ibadi)
ra_islamic_handicap = {
  authority = 10
  years = 400
}

---

They already have the extremely powerful +25% levy size bonus
This is meant to offset how SWMH hasn't added quite as many holdings to the eastern, typically-Muslim portions of the map as it has added to the western, typically-non-Muslim areas. However, this measure doesn't work too well when Muslims hold the western, holding-rich areas (such as Spain, as you point out), or when non-Muslims hold the eastern, holding-poor areas...
 

zijistark

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This is meant to offset how SWMH hasn't added quite as many holdings to the eastern, typically-Muslim portions of the map as it has added to the western, typically-non-Muslim areas. However, this measure doesn't work too well when Muslims hold the western, holding-rich areas (such as Spain, as you point out), or when non-Muslims hold the eastern, holding-poor areas...

In reference to your quote but just expanding upon it -- I suspect this is not news to @Toa Kraka.

Honestly, if you go into the holding view for a holding in your capital county (window where you can build buildings there) and you hover-tooltip over the total levy number, it'll show you a breakdown of most of the factors affecting the holding levy. The +25% from Islamic religion (or any of the Eastern-ish religions in EMF+SWMH) doesn't have a name associated with it, but you'll see the +25% in there, and you'll also see a shit-ton of other modifiers affecting the holding levy; these other modifiers tend to dwarf the +25%.

So while a +25% modifier may sound like something super-significant (as if it were actually troops_after_religious_modifier = 1.25 X troops_before_religious_modifier, which would be mistaking a modifier for an actual net percentage increase, a major misunderstanding and most definitely NOT the case), it's actually just a +25% lost in a sea of other +X% figures, and the total change in levy sizes with the modifier vs. without it is a much smaller percentage.

It is true that making this a property of these religions is just an imperfect compromise due to some modding limitations that make more direct & accurate approaches to the underrepresentation of total development outside of Europe in SWMH rather over-complicated, intrusive, and difficult to manage, but it also doesn't have super-dramatic downsides on its own.

Hopefully a more direct & accurate approach will indeed happen in the not-so-distant future. Mainly, it's going to require some tedious effort, and aside from that, the direct approach (tying directly to location rather than the religions that happen to primarily be in such locations) would benefit greatly from some upcoming modding improvements (and already has theoretically gotten easier with 2.6 -- I need to verify that a certain long-standing bug has been fixed w/ the game before I can say that with certainty, though).
 
Last edited:
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ebenezer7

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Hello, I'm trying to install hip and after the compiling is done, hip folder doesn't appear in ...\Program Files (x86)\Steam\steamapps\common\Crusader Kings II\mod directory, instead it appears in ...\Documents\Paradox Interactive\Crusader Kings II\mod\HIP_-_RD_-_2016-10-25\Historical Immersion Project directory. Should I simply transfer the files to steam directory although that doesn't seem all that right cause the is a text file there that is titled DontPutModsHere.

First time trying to install a mod, I'd appreciate any help :)
 

HandicapdHippo

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instead it appears in ...\Documents\Paradox Interactive\Crusader Kings II\mod\HIP_-_RD_-_2016-10-25\Historical Immersion Project directory.
You need to move the Historical Immersion Project folder and its .mod file up one level out of the HIP_-_RD_-_2016-10-25 folder to the \Documents\Paradox Interactive\Crusader Kings II\mod folder
Should I simply transfer the files to steam directory although that doesn't seem all that right cause the is a text file there that is titled DontPutModsHere.
That file is there for a reason, NEVER install mods there, they will be broken.
 
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