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Yes, I'm up-to-date. The steam version forces as much.
The dejure bit just looks like a localisation bug, as the "X" goes green at 50%, but requires 75%.
As for the buildings, it happens when the player holds the imperial-level title. You can build them in any of your holdings. If you build it, then give that province away or start it and give it away, it vanishes. This is for both the buildings.
I really am clueless. The dejure thing can not be a localization issue, because there is no localization for that string! The number '50' comes directly from the engine and the only moddable thing about all this is that new value in defines.lua (the one I changed from 75 to 50). I would say it's a Vanilla issue, but the problem is that it works for me! Just as the buildings... I triple-checked this issue of the imperial buildings every way I could think of. If I, as a player, become Imperator of the Imperium Galliarum I can build those buildings only in my Capital. And I mean only in the single capital settlement, not even in the other castles of the same province. And definitely not in other provinces. So I don't really know how to fix it since on my PC there is nothing to fix!
I've added the cavalry unit for Arthur, but decided not to give the title directly to him because that would conflict with a lot of initial game mechanics. Instead, I created a 75-men heavy cavalry unit, called it 'The Brotherhood Horsemen' and gave it to Sagramor the Numidian. The title is count-level, while other mercenaries usually are duke-level. The unit is recruitable only by Arthur as long as he lives (and he seems to be using it during the civil war for Dumnonia that usually erupts early in the campaign), and if he becomes King then Sagramor will automatically swear fealty to him and become his vassal.
When Arthur dies, the unit becomes recruitable by any briton or romano-british ruler.
Definitely not a big change, but some flavor never hurts...
so... I've had two games now where i ctd trying to load my last save. The first time had an error with it(though i don't remember what) this time it just ctd'd. While i do save edit, I always keep an untouched back up, and it ctd's as well...
I love the idea behind this mod, but i think i'm going to wait for a more stable release before playing....
so... I've had two games now where i ctd trying to load my last save. The first time had an error with it(though i don't remember what) this time it just ctd'd. While i do save edit, I always keep an untouched back up, and it ctd's as well...
I love the idea behind this mod, but i think i'm going to wait for a more stable release before playing....
As Ixor said, the latest patch from Paradox has introduced CTDs during saves (for all mods and vanilla too as far as I know). But your description is different: you crashed while loading. So it could be something else. Make sure you correctly installed the mod... that means in your documents folder and not in the game main folder. Also make sure you're running no other mods at all along with it.
No one else has been reporting crashes or unstability as you describe, so I'm confident it's something (solvable) in your installation. Or just memory leak crashes I can't do anything about.
You're right. They probably should. They should even become vassals. But I'm seriously afraid of making the Imperium Galliarum too strong... during my last 'observe' mode run today (while I was out for a couple of hours), the Imperium took over 90% of Britannia and restored Ius Imperii around 680 AD. All AI controlled. I was scared when I got home and looked at the screen...
As usual, remember that the mod must be placed in your documents folder (<your user documents>\Paradox Interactive\Crusader Kings II\mod), and NOT in the game main folder. Also make sure you delete any older versions of the mod (including "Britannia.mod") and the settings folder (usually it is <your user documents>\Paradox Interactive\Crusader Kings II\Britannia) before installing the latest release. In other words, please delete anything related to the mod before updating.
Here is the changes log:
Version 0.94 (Released Apr 9th, 2013)
- Fixed a bug with frisian characters being unable to use the Conquest CB (wars did end inconclusively)
- Fixed a bug (present since first version) that allowed a vassal to use the Conquest CB against his liege
- Fixed a bug with de jure titles shifting from Benoic to Gallia (caused CTDs in the title info panel)
- Removed the High Lordship of Trebes (necessary to fix the above bug, it was not really important anyway)
- The ruler of Soissons now gets a strong claim on the Imperium Galliarum on the death of Julius Nepos
- The High Lordship of Cynwidion/Jarldom of Northamtun will become de jure part of Icenia if/when the Kingdom of Icenia is created
- If Derfel Cadarn inherits the Kingdom of Anglia, he will create the Kingdom of Icenia and destroy the Anglian title
- The Legio VI Gallicana will now arrive immediately if the Imperium Galliarum is formed (but never after 575 AD)
- Byzantine culture renamed to Greco-Roman (byzantine was a bit anachronistic)
- Reverted the amount of controlled de jure lands necessary to create a title from 50% to 75%
- Added a small heavy cavalry company led by Sagramor the Numidian (initially recruitable only by Arthur Pendragon)
- Tweaked the factors involved in AI Kings acceptance/refusal of claimants to the High Kingdom of Britannia
- The Bretwalda of Aenglaland (AI) will grant newly formed Jarldoms to their de jure King (if such King exists and is a vassal)
- When Aenglaland is dissolved, its (direct-) vassal Jarldoms will be assigned to their de jure King (if such King exists and was a vassal)
- A few changes to de jure effects of Ius Imperii Edictus (Kingdom of Kernow becomes Praefecture of Cornubia)
- The Roman Legions are now de jure vassals of the Imperium Galliarum (but still some are independent, some outside the map, etc. in 479 AD)
- A few other improvements to landed titles (Devon was still shown as 'Titular High Lordship' instead of 'Jarldom', etc.)
I hope this will be save-game compatible with 0.93 but I am not sure about it. Anyway please delete at least your flags cache by removing the 'gfx' folder in <your user documents>\Paradox Interactive\Crusader Kings II\Britannia, or your flags could appear all messed up.
NOTE: I have noticed that two of the bugs I could not track nor fix are being experienced also with other mods. Users of TPATT reported being able to build structures where they should not be allowed to. Others have reported that to create a title they still needed 75% of de jure counties even if the tooltip said 50%. Exactly the same issues some of you have with The Winter King. I guess this means that the problems are not strictly related to this mod, they are most likely due to the general mess caused by the latest official patch.
And he used other barbarians to overthrown him. Again, he actually supported Nepos, and we all know what happened. Even if Nepos managed to reconquer Italy, now what? Theoderic and the Ostrogoths would have invaded Italy just after. And Nepos lacked anything to stop them.
Ok- but that just means that Nepos dies a bit later. I'm not hoping for full scale reconquista
@up: Great update, Luca! Btw- now Roman legions are de jure vassals of IG? So maybe these cohorts could be too? With possibility to reform them to legions?
About map: Is that necessary to put so much of sea in game? Map looks a little unnaturally, and slightly more of east would give possibility to introduce Byzantium a bit later.
You're right. They probably should. They should even become vassals. But I'm seriously afraid of making the Imperium Galliarum too strong... during my last 'observe' mode run today (while I was out for a couple of hours), the Imperium took over 90% of Britannia and restored Ius Imperii around 680 AD. All AI controlled. I was scared when I got home and looked at the screen...
That's a nice idea, but it would have to be very expensive, something to think about, a compromise of some sort. Otherwise it would really be overpowering for the Imperium Galliarum.
About map: Is that necessary to put so much of sea in game? Map looks a little unnaturally, and slightly more of east would give possibility to introduce Byzantium a bit later.
I love your enthusiasm, you're a dreamer... ...as I said even Rome would be impossible to include. The CKII engine do not support maps so large. To include Byzantium would require a map more than 7 times larger than the current absolute limit of 10 Megapixels.
About so much sea... well, it's the smallest amount possible if you want Scotland and Ireland in. Where can I 'remove' sea without removing land? Maps must be rectangular. Ireland will be close to the western border, and Scotland will be close to the top border, so all the sea around them is just... inevitable.
Well that's to be decided. Many in this thread have expressed doubts about it... because it's probably better to have the Vikings (which I plan to include for some serious late-campaign action) be off the map. Having just a small piece of Norway with a corner of a Viking realm on it doesn't make much sense. No point in playing as them on that tiny strip of land, no point in conquering them since you can't go further north or east anyway. It's probably better to just 'omit' that piece of Norway and have the Vikings arrive from outside the map.
I think he means the Exarchate of Ravenna appearing, not Byzantium itself. Personally I don't want anything over the Alps because it'd be a lot of work for something that's difficult to depict.
I think he means the Exarchate of Ravenna appearing, not Byzantium itself. Personally I don't want anything over the Alps because it'd be a lot of work for something that's difficult to depict.
Ops, sorry, if that's the case then it was a far more reasonable idea. Still... going so far east (to Ravenna) means a LOT of work, as Ols said. It's a one man team: I prefer to be realistic about my goals and reach them, rather then aim for the stars and then abandon the mod halfway through.
There are three mercenary 'roman' cohorts in Britannia. One in Lactodorum, one in Pons Aelii (Old Tyne, Rheged), and one in Burrium, Gwent. They are 480 men each, and they do not grow. They are romano-british, some Catholic, some Old Gods religion. They are supposed to represent the remains of the roman-trained garrisons that remained stationed in Britain long after 410 AD, when the larger Legions were summoned back to the continent and the roman administration fell. Several books I've read suggest that along Hadrian's Wall and in Central Britain there were still roman-equipped soldiers (with loricae segmentatae, gladii, roman helmets) for decades after the fall of Rome.
Anyway, back to the game... if you never saw them playing as Soissons/Imperium Galliarum is because they are too far, at least until you conquer some land on Britannia.