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Xia

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Just had a slightly odd scenario where my capital became the holy region for two different religions - and my chaplain became prophet of both religions. Also is reforming possible yet? One of the requirements for the decision is "Realm Province: Don't have the province modifier The Holy Region of the Norse Faith" which... seems strange.

Edit: Seemingly as a result of the dual holy region, I'm having to fight constant rebellions ever 3-4 months.
 
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Nivve

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Just had a slightly odd scenario where my capital became the holy region for two different religions - and my chaplain became prophet of both religions. Also is reforming possible yet? One of the requirements for the decision is "Realm Province: Don't have the province modifier The Holy Region of the Norse Faith" which... seems strange.

Edit: Seemingly as a result of the dual holy region, I'm having to fight constant rebellions ever 3-4 months.
I will see to tone them down in the next version. If they are really annoying you can use this event file, it disables them.

I will also see whether the prophet event needs some tweaking to prevent double prophets. They already get a flag which prevents them from becoming another prophet, but I suspect that he branched in the event chain and followed two religion braches at once.
Edit: Can you mention which religions are founded? That may provide insight to where the fault lies.

Edit2: just noticed I skipped your intermittent question. The decisions for reform are in-game, but may not work, as I implemented them all but haven't tested them yet. Main reason is that I know without testing that it's not complete yet. What you mention about not having the holy region is the second holy site requirement. Essentially the decision for reformation requires you to have a norse holy site AND another holy site which does not have the norse holy site. This is a somewhat crude way of attempting to stay with the vanilla mechanic (needing to capture holy sites). I will make a custom tooltip if the game keeps this confusing description for the requirements.
In short; You can try to reform, but I doubt that the current reformation is very useful if the decision actually works.
 
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Xia

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I will see to tone them down in the next version. If they are really annoying you can use this event file, it disables them.

I will also see whether the prophet event needs some tweaking to prevent double prophets. They already get a flag which prevents them from becoming another prophet, but I suspect that he branched in the event chain and followed two religion braches at once.
Edit: Can you mention which religions are founded? That may provide insight to where the fault lies.

Edit2: just noticed I skipped your intermittent question. The decisions for reform are in-game, but may not work, as I implemented them all but haven't tested them yet. Main reason is that I know without testing that it's not complete yet. What you mention about not having the holy region is the second holy site requirement. Essentially the decision for reformation requires you to have a norse holy site AND another holy site which does not have the norse holy site. This is a somewhat crude way of attempting to stay with the vanilla mechanic (needing to capture holy sites). I will make a custom tooltip if the game keeps this confusing description for the requirements.
In short; You can try to reform, but I doubt that the current reformation is very useful if the decision actually works.

Well I have to wonder if the decision as a whole worked - after all I held two holy sites due to the double spawn, though in the end my game crashed (not from the mod - it is a problem I've been having with my graphics card which is causing all games to crash occasionally) so I was unable to get the MA up to the required amount to test if it would let me reform anyway (though I doubt it going by the text in the previous post I made)

Out of curiousity, would it be possible to set up normal vanilla style holy sites and simply scatter them across Europe? whilst it might not make much sense per se, it would resolve the need of a reformation decision and the holy site mechanics - equally I guess if there were 5 different branches of each religion would it be possible to then place a holy site in each of the founder's capital? I dunno if holy sites can be set to be created or not; but if possible it would probably make that element of the coding easier.

EDIT: As a side note - the lack of mercenaries really hurts republics before they become a Kingdom and get a vanilla culture to gain access to said Mercs, possible assign a 1000 group to each of the possible cultures in order to allow republics to actually grow and survive (particularly can see it being a problem with AI republics as they aren't going to be smart enough to rush troops in their mansion holding)
 

Nivve

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Well I have to wonder if the decision as a whole worked - after all I held two holy sites due to the double spawn, though in the end my game crashed (not from the mod - it is a problem I've been having with my graphics card which is causing all games to crash occasionally) so I was unable to get the MA up to the required amount to test if it would let me reform anyway (though I doubt it going by the text in the previous post I made)

Out of curiousity, would it be possible to set up normal vanilla style holy sites and simply scatter them across Europe? whilst it might not make much sense per se, it would resolve the need of a reformation decision and the holy site mechanics - equally I guess if there were 5 different branches of each religion would it be possible to then place a holy site in each of the founder's capital? I dunno if holy sites can be set to be created or not; but if possible it would probably make that element of the coding easier.

EDIT: As a side note - the lack of mercenaries really hurts republics before they become a Kingdom and get a vanilla culture to gain access to said Mercs, possible assign a 1000 group to each of the possible cultures in order to allow republics to actually grow and survive (particularly can see it being a problem with AI republics as they aren't going to be smart enough to rush troops in their mansion holding)

In your case it wouldn't work anyway as the second holy region is specified as 'any province in the realm that has a holy region and is not the holy region of our religion'. This was the easiest way to scope to 'a holy region of not our religion', however indeed it appears to be flawed in very specific situations. Due to this statement the second one will be invalid if the same province has two holy regions, as it has the holy region of your religion.

The holy regions as they are now are a last resort/workaround. The only way to have the normal vanilla holy sites and said reformation would be with fixed holy sites predetermined. There is no 'set_holy_site' code available and hence they are fully static predetermined properties of the religions. So I came up with this system, which indeed is imperfect. The alternatives would be: 1. holy sites scattered throughout Europe (with a terribly low chance of getting enough for reformation) or 2. limit the religions to certain regions and have holy sites relatively close by. Comparing to the alternatives, I rather had an imperfect system that allowed complete freedom in regard to the religions.
An additional advantage is actually precisely because it is difficult to code. Since it is actually a normal decision, I have much more freedom to experiment. I am currently playing with the idea to have a 'decision tree' of reformations, so you can get a pope-like system or a pagan system. This freedom is not available with the normal reformation system of vanilla.

On the mercenaries. Afaik all mercenaries in-game (and in vanilla) are only restricted on the basis of religion, so there should be no difference between a feudal or republic ruler ont hat part. However I may have missed something (very likely actually), so I add it to the list to take a look at later.


btw, I ninja'd an update (0.26) this morning due to the new ck2plus patch. Felt like a good opportunity.
 

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Just encountered something really strange at the beginning: the only religions are shamanist, selenist and ancestor worship

2014-03-15_00001.jpg

Is this supposed to happen?
 

Nivve

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Just encountered something really strange at the beginning: the only religions are shamanist, selenist and ancestor worship

View attachment 103743

Is this supposed to happen?

Hmm, no it isn't. Is it the 0.26 ck2plus version? What is your checksum?
Then I will see whether I get the same issue and what is causing it.
 

Nivve

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Xia

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On the mercenaries. Afaik all mercenaries in-game (and in vanilla) are only restricted on the basis of religion, so there should be no difference between a feudal or republic ruler ont hat part. However I may have missed something (very likely actually), so I add it to the list to take a look at later.

In regards to this, I meant that republics by default have less troops as cities have less base troops and lower amounts early in the game; as a result the various cultures and religions (it is restricted by culture as well, from experimentation) which have no mercenaries mean that the republics are at a dire disadvantage from their neighbours, often numerically in the hundreds per county, and then if I recalled correctly they suffer somewhat on the quality front as well.

Edit: I'm really tired so the above seems a bit garbled when re-reading it, I'll check back when I wake up to see if I need to clarify it.
 

Nivve

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In regards to this, I meant that republics by default have less troops as cities have less base troops and lower amounts early in the game; as a result the various cultures and religions (it is restricted by culture as well, from experimentation) which have no mercenaries mean that the republics are at a dire disadvantage from their neighbours, often numerically in the hundreds per county, and then if I recalled correctly they suffer somewhat on the quality front as well.

Edit: I'm really tired so the above seems a bit garbled when re-reading it, I'll check back when I wake up to see if I need to clarify it.

I think it's clear enough. It also makes sense that they have less levies structurally indeed; I will see how to reinforce them a little bit. And of course make the mercs available for them (added as two separate issues tot he issue list).

Edit: I will release a patch this afternoon for the bug where only a few basic religions actually spawn. They still have a random list and since random lists don't really work... I will get them out.
 
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Hmm, no it isn't. Is it the 0.26 ck2plus version? What is your checksum?
Then I will see whether I get the same issue and what is causing it.
I have the same problem then apparently. I've noticed what I thought to be more advanced forms of these religions to be popping up, like animist and polarist after a few years.
 

Nivve

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I am struggling with the double holy regions, so I would really like it when some one can provide me with a savegame in which this happened (and the auto save before it happened, if possible). This will provide me some insight into where the event chain messes up and follows two chains instead of one.
 

Nivve

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0.27 is up. It contains a bunch of needed additions and fixes.

If anybody is getting really annoyed by the number of holdings differences between provinces, I put a folder together you can use. It will downgrade all provinces to roughly 1/2 holdings. It's all regex work and hence there can be bugs. It was mainly a test to see how to do it when the india expansion is released. However since it appeared to work, I could as well make it available.
Overwrite KA_AND_<version>/history/provinces with the provinces in this 7 zip.
vanilla, ck2plus
 

Nivve

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I'm using the vanilla version, and I can't ever get the option to form a duchy (neither can the AI). The only duchy is 'Europa' and the titles simply don't exist.

I presume this is the same cause as you mentioned in the DD thread, not using the KA files?
 

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My game is crashing shortly after pressing play with this mod activated, with the error log:

[texturehandler.cpp:181]: Couldn't find texture file: gfx//event_pictures//aztec_court.tga.
[spritetype.cpp:370]: Error initialising texture: gfx\\event_pictures\\aztec_court.tga for spritetype GFX_evt_emissary_mesoamerican
[spritetype.cpp:370]: Error initialising texture: gfx\\event_pictures\\aztec_court.tga for spritetype GFX_evt_throne_room_mesoamerican
[texturehandler.cpp:181]: Couldn't find texture file: gfx//coats_of_arms//dynasties.tga.
[texturehandler.cpp:181]: Couldn't find texture file: gfx//coats_of_arms//dynasties2.tga.
[texturehandler.cpp:181]: Couldn't find texture file: gfx//coats_of_arms//dynasties3.tga.

Any idea what is happening? I only have this mod activated and i have never even bought SI, so the whole aztec_court stuff is puzzling
 

Nivve

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My game is crashing shortly after pressing play with this mod activated, with the error log:

[texturehandler.cpp:181]: Couldn't find texture file: gfx//event_pictures//aztec_court.tga.
[spritetype.cpp:370]: Error initialising texture: gfx\\event_pictures\\aztec_court.tga for spritetype GFX_evt_emissary_mesoamerican
[spritetype.cpp:370]: Error initialising texture: gfx\\event_pictures\\aztec_court.tga for spritetype GFX_evt_throne_room_mesoamerican
[texturehandler.cpp:181]: Couldn't find texture file: gfx//coats_of_arms//dynasties.tga.
[texturehandler.cpp:181]: Couldn't find texture file: gfx//coats_of_arms//dynasties2.tga.
[texturehandler.cpp:181]: Couldn't find texture file: gfx//coats_of_arms//dynasties3.tga.

Any idea what is happening? I only have this mod activated and i have never even bought SI, so the whole aztec_court stuff is puzzling

First of all, please report clearly which version you are using, the version number and whether you use vanilla or ck2plus compatible mod. This will make clear exactly what you have installed. This will prevent me from assuming which version you have and whether you indeed have the vanilla mod ('only this mod' can also mean ck2plus+AND, depends on your definition).
It wouldn't be the first time I start debugging and in the end it turns out to be another version or they neglect to inform they use another module... stuff like that. Hence the nit-picky information request ;)

- The first three lines are normal. The game doesn't find the aztec files, which is normal since you don't have the DLC. So if you didn't have these three lines you should worry.
- The dynasties error lines may suggest a bad install, but that will depend on which version you use. The reason why I suggest a bad install is because my mod doesn't overwrite, delete, or alter the dynasties.tga files. Have you installed the vanilla version and ck2plus, or use the ck2plus version without ck2plus? Do you have other modules of ck2plus enabled? That sort of thing.

To verify whether indeed it is a bad install or not, give me the exact version you use and mention the checksum you get on startup. I can rule out a bad install and start reproducing the problem when I get the same checksum on a fresh install.
 

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I am using the 0.2.7 vanilla version of the mod and I am on version 2.0.4 of ckII with a checksum of QQYI. I have tried uninstalling + reinstalling, but i still get the same error.

I tried a fresh install twice of AND v0.27 vanilla version and both times I get KSZB as checksum. I even validated ck2 and started it with only the old gods dlc, just to be sure, but that did nothing different.
All tests ran fine for at least the first 6 months.

Edit: just to be sure - do you have the KA folder also installed? It is required for the mod to run.
 
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