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Ispil

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Hello,
Do you have a suggestion thread? Do you accept suggestions to the mod?
If it's in general for HIP, you can either post a suggestion here or make a proper thread for it. If it's something specific like a change to the map (SWMH) or interface (Arko thread), best that you post it in that thread.
 

theKing1988

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I have heard through the grapevine that come cultures are being reworked, particularly in Old Gods Iberia. Anything to share atm?

I don't know where you've heard that, but it's not true. If we actually had access to something concrete to base a rework on, it might happen. But until then, it's not likely to happen. It's a frequent request on the forum, i'm well aware of that, but so far i've not seen anything concrete brought to our attention, other than vague percentages.
 

zijistark

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I have a small but maybe obvious question.
I wanted to play as the Latin empire and I wondered if there is some sort melting pot event for them?
No, but they can restore the Roman Empire and use Imperial Reconquest like the ERE can. Cultural shift would happen as per normal.
 

Charles V

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I have a suggestion for the mod.
Since the great works patch came out, I found that a great deal of old great works that should been in the game are not in it. In addition many great works that were constructed during the course of the game didn't appear during their respective times.

I thought the mod community could add them In?

Here are some suggestions but by far not everything:

The Great Mosques in Cordoba, Mecca and Medina etc.

The great Carthaginian harbour in Tunis to be rebuilt

Theodosian walls in Constantinople

Great cathedrals in Europe: Notre Dame, Winchester and others

One of the Jerusalem's temples?

The Athenian Acropolis as a great fortress to be rebuilt.

Dogs palace in Venice

These are just some but I think adding them would add more flavour to the game. What do you think devs?
 

Arko

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I have a suggestion for the mod.
Since the great works patch came out, I found that a great deal of old great works that should been in the game are not in it. In addition many great works that were constructed during the course of the game didn't appear during their respective times.

I thought the mod community could add them In?

Here are some suggestions but by far not everything:

The Great Mosques in Cordoba, Mecca and Medina etc.

The great Carthaginian harbour in Tunis to be rebuilt

Theodosian walls in Constantinople

Great cathedrals in Europe: Notre Dame, Winchester and others

One of the Jerusalem's temples?

The Athenian Acropolis as a great fortress to be rebuilt.

Dogs palace in Venice

These are just some but I think adding them would add more flavour to the game. What do you think devs?
What about the pleasure to build them from scratch instead of having them bloating the map from start ?
 

Arko

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Charles V

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What about the pleasure to build them from scratch instead of having them bloating the map from start ?
I can concede that adding the ones that are made during the course of the game can be unnecessary and can be done by the player. However adding the ones that were there before the start should be added for historical accuracy.
 

Jurang

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Please bear with me, first byz playthrough with this mod, so I am unsure if these are mod mechanics or core game mechanics.

I just restored the Roman Empire and am now also an unreformed hellenic. Some questions:

1. I seem to have lost the ability to vote for my successor even though the law is still Imperial elective. Do I need to reform the religion to change that or is it a bug?

(EDIT: The ability reappeared upon reloading the save and reforming the religion as well as after the vassals had replied to my change of religion)

2. I also seem to remember that hellenics used to be able to take concubines....do I need to allow polygamy with the religion reformation decision for this to show up or is it permanently disabled now?
 
Last edited:

SacremPyrobolum

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Does the Kingdom of Rum no longer turn into the Kingdom of Iconium when Byzantium conquerors enough of its land? I gave myself a claim on the Kingdom of Rum so I could take it all in one war, does the interfere with the event that renames everything and give you "the Liberator" title? I can still make a titular Kingdom of Iconium title though.
 

G.Strategos

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Hey,

@zijistark I just saw the integration of Improved Genetics 2.0 in BETA.
I honestly think that it will surely balance and spice things up.

Are you planning to tweak it any further? I'm using Crimson's HIP compatible version since day 1 and it's amazing tbh.

Cheers,
G.S
 
Last edited:

zijistark

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Hey,

@zijistark I just saw the integration of Improved Genetics 2.0 in BETA.
I honestly think that it will surely balance and spice things up.

Are you planning to tweak it any further? I'm using Crimson's HIP compatible version since day 1 and it's amazing tbh.

Cheers,
G.S
Yes, we've already significantly improved and extended the system in EMF. Insofar as that feature, what is currently in the EMF Beta is probably exactly what will be released in EMF v9.06 / HIP Furry7, but future extensions are likely too. It's hard to resist going whole hog and really deepening the genetics simulation, but there are performance and memory concerns to consider. One thing I'd like to improve (as would Crimson) is better simulation of the effects of inbreeding & I'd also like to add phenotype expression cofactors (e.g., the genes for strength and health are relevant to the Agile trait, which remains one of the only genetic traits left in EMF that's still governed by the game's built-in system for congenital traits pretty much because it's difficult to sort out how to express the phenotype with real genetics).

Oh, and I'll probably add the hidden "fertile" and sterility/infertility traits to the new emf_dna module before Furry7 too.

As you know, I haven't yet written the proper changelog for the new DNA system in EMF, but the main extensions beyond Improved Genetics mostly center around making character DNA more coherent overall & generally improving the precision of the distribution of all the phenotypes/traits after ~100 year observes for data collection. Main extensions:

- Spawned characters, if they have been setup to have a father and mother as we frequently do for, e.g., Seljuk's family and the super-extended family of Genghis Khan and many other cases all over the code (e.g., History's Forgotten Daughters), will automatically receive proper genetic inheritance and random mutation as if they'd just been born. We already had the feature wherein spawned characters without parents would also get a default randomly-assigned set of genetic traits according to the desired distribution for the population in general.

- Random birth mutations are no longer handled by hard-code at all anymore. When they were, they could randomly appear on any character (born, spawned by script, spawned by hard-code as random courtiers, spawned by hard-code to hold titles at campaign initialization, etc.), and since we couldn't control it, we had no ability to properly correct the character's DNA to account for their genetic mutations so that they'd play a part in future generations' genes & traits. Now, it's all handled by script. Indeed, all those genetic traits cannot even appear on a character ever unless assigned via history or our DNA module.

- Much, much more accurate initialization of randomly-generated start-of-game characters. Previously, lots and lots of historical characters were also having their genetic traits randomly modified.

- Detection of randomly-generated courtiers after game start so that they too will receive proper genetic traits.

- Configurable genetics behavior for spawned characters, so we can sometimes guarantee the exact set of genetic traits we want on a character and bypass DNA inheritance & mutation.

- A bunch of tweaks & a few bugfixes of Improved Genetics that we discovered while analyzing observe savegame data.
 

G.Strategos

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@zijistark
Thank you for the detailed explanation. You're always most helpful.
Sounds great. I think it'll be an all-around improvement for HIP. Especially the inbreeding, mutations and your various extra tweaks. I have already downloaded the beta and I'll playtest it in the following days.

Keep it up ;)
Cheers,
G.S
 

Cardolam

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@zijistark
So, just to make sure, from Furry 7 onwards there is no point in playing with the Improved Genetics 2.0 separate mod?

Thanks
 

zijistark

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@zijistark
So, just to make sure, from Furry 7 onwards there is no point in playing with the Improved Genetics 2.0 separate mod?

Thanks
That'd be correct. However, the Improved Genetics for HIP mod had pretty old versions of our trait files in it (pre-release of Furry1), which included some traits that we never released in the Furry series, so if you're switching an old savegame that was using Improved Genetics for HIP to Furry7, well, you're screwed due to savegame trait incompatibility and would need to start a new game or not upgrade. Users of "plain" HIP will enjoy full save-compatibility for the upgrade, however.