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Teutonic_Thrash

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It fixed it for me at least... I don't know whatever it was but it seems that adding an empty history tag like so:

Code:
1066.1.1 = { }

fixed the noreligion and noculture in our case.
I seem to be having the same problem with DK; only Zalmoxian provinces are affected.
 

Teutonic_Thrash

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As I said, that fix you quoted seemed to fix it for most of LIs files. I don't know if it worked for Korbah, but you could try adding that at the end of the related province history files.
What date does it have to be? Before or after the mod's dates? (DK begins in 453 by the way)
 

Korbah

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As I said, that fix you quoted seemed to fix it for most of LIs files. I don't know if it worked for Korbah, but you could try adding that at the end of the related province history files.

I did some digging and about 20 of our "main" provinces were affected, and almost all of Akavir (where I used my province history generator back when I was first adding them). Basically, I have no idea why, you need to add *something* at the end of the file. We've added the #History comment and it worked, a date isn't necessary (just a comment works, which leads me to believe it's a bug with the parser).
 

Teutonic_Thrash

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I did some digging and about 20 of our "main" provinces were affected, and almost all of Akavir (where I used my province history generator back when I was first adding them). Basically, I have no idea why, you need to add *something* at the end of the file. We've added the #History comment and it worked, a date isn't necessary (just a comment works, which leads me to believe it's a bug with the parser).
Thanks, I'll try this later. I wonder why only some provinces are affected?
 

DarkReborn

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Basically, I have no idea why, you need to add *something* at the end of the file. We've added the #History comment and it worked, a date isn't necessary (just a comment works, which leads me to believe it's a bug with the parser).

It must be that indeeed. If you need to do that en masse here's a trick (if you're using any text editor that uses regular expressions), using the replace function and replace \z (lowercase) with whatever you want to add at the EOF.
 

Korbah

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Thanks, I'll try this later. I wonder why only some provinces are affected?

No idea, but the ones affected for us were formatted so;
Code:
title = c_breifne

max_settlements = 4
b_dromahair = castle
b_mohill = temple

culture = irish
religion = catholic

adding #history after religion fixed the issue
 

Numahr

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Damn I thought I was done with bugfixing 00religions.txt but I realize that DarkReborn you have been quite busy on this file, adating it to 2.0... (which is of course excellent!) So I have to resort again to a chirurgical integration of my changes... patching times are troubled times! :wacko:
 

Polskers

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My suggestion, maybe you guys should wait until they release the 2.0.1 patch on Friday (I think) to release any work/bugfixing/updating? The patch will just make more work overall, but you'll have the weekend at least to update and look things over.
 

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@ The council & other religion fans.

I'd like to ask you whenever you have an idea for a holy site temple building (holy shrines/temples/cathedrals) names (I'd like to make them all unique, at the very least their names(some ??shared??)) to share these with me. And yes, that will be quite a few with all the religions and their holy sites that's why I need your help. :)

Of course time-line holy sites will have a preference, but as I recall there aren't that many named. So suggestions on that subject are welcome.

And while your idea machine is working, relic names! :D

Thank you for your assistance and time. :)

Edit: These names would be used for right now a building in the bishopric (Perhaps a new "holier bishopric" probably not) which will come into being somewhat like the current Jewish 3rd temple decision. Only more elaborate and flavorful, generally more awesome. (No I didn't steal the idea I had it first. D: maybe...)

Edit: Edited for clarification.

Edit3: Probably more clarification? Or just silliness eitherway:
SirKulinski said:
Edit2: For those confused about what silly little me is talking about. It's the idea I proposed about giving all religions a holy temple/cathedral/thing they can build in every one of their holy sites (If they control it probably allowed only for king+) which will give some religion dependent benefits and has a whole event chain coming along with it.
 
Last edited:

Numahr

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Good initiative. Problem is, we have to chose. Many holy sites are common between many different religions and their underlying cultures. But at the end, only 1 name is possible... still, when I defined their locations, there were many HS which could be changed. I may share with you the names for the Persian ones (actually those common with Vanilla have the old Zoroastrian Persian names for the Holy Fires in comments of the Vanilla land file)
 

SirKulinski

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Good initiative. Problem is, we have to chose. Many holy sites are common between many different religions and their underlying cultures. But at the end, only 1 name is possible... still, when I defined their locations, there were many HS which could be changed. I may share with you the names for the Persian ones (actually those common with Vanilla have the old Zoroastrian Persian names for the Holy Fires in comments of the Vanilla land file)

Ah, I missed an important part or word rather. "Holy site "temple" names". But re-naming holy sites to some degree might not be bad either. :rofl:

@All And on the note of religions / holy site / province name , is it possible to change a province's name if the religion changes rather than culture or perhaps both?

Edit: If the above can't be done, perhaps I can tie in changing the province name trough a event with the Temple/cathedral/holy place decision.

Edit2: For those confused about what silly little me is talking about. It's the idea I proposed about giving all religions a holy temple/cathedral/thing they can build in every one of their holy sites (If they control it probably allowed only for king+) which will give some religion dependent benefits and has a whole event chain coming along with it.
 
Last edited:

Centurionsc2

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I am sure this has been asked before, but is there any rough estimate as to when a 2.0 compatible release will happen?
Thanks in advance :)
 

marquissynd

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Hey guys. I absolutely love this mod (I'm sure I've said this before, but it's worth repeating). One humble suggestion while you guys are building the new version: Can you guys make it so the AI will abandon sieges when there aren't enough men to maintain the siege at full reinforcement? I don't know how many times I've had to resort to the console to end a barony revocation rebellion because the count/duke didn't have the men to adequately siege, but kept the war going on for decades (not helpful when your vassals have to be at peace to change crown laws).

Anyway, that's my contribution. Can't wait for the update.
 

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Hey guys. I absolutely love this mod (I'm sure I've said this before, but it's worth repeating). One humble suggestion while you guys are building the new version: Can you guys make it so the AI will abandon sieges when there aren't enough men to maintain the siege at full reinforcement? I don't know how many times I've had to resort to the console to end a barony revocation rebellion because the count/duke didn't have the men to adequately siege, but kept the war going on for decades (not helpful when your vassals have to be at peace to change crown laws).

Anyway, that's my contribution. Can't wait for the update.
that's an AI matter though - not something we could directly influence
and I believe ck2 v2.0 has the AI already do just that :p

I am sure this has been asked before, but is there any rough estimate as to when a 2.0 compatible release will happen?
Thanks in advance :)

that'll really depend on how much more stuff will be added to it vis-a-vis the current preSOA beta, but it....
would...
...
most likely will be before christmas at least :rofl:
 

riknap

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We should really wait for Christmas, EK 0.1.4 and AGoT Essos are pointing to release for Christmas, so it's logical that we do it too, so LI joins the mod party. Also more time for polishing.
aye.
that, and hopefully I could actually be able to pitch in properly and mod by christmas break (since I essentially broke down and went AWOL on all my duties [both modding and otherwise] during my term break a month ago :laugh: )

edit:

@Numahr

oh, and on that note, how you plan to make use of the sending-to-the-monastery mechanic. I kinda don't recall noting you mentioning that specifically, but I'm mistaken 60% of the time when casually recalling things out of memory....