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richvh

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Verify your game files through Steam.
 

DukeofKool11

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Files verified, and Armenians and Georgians still are broken for me. I'm going to try reinstalling, and see if that helps.


EDIT: Nope, reinstalling didn't fix it. Tried the GitHub version too, and still no luck.

EDIT 2: What files pertain to the graphics for Armenians and Georgians? I might have luck looking there.

EDIT 3: Tried uninstalling and reinstalling my game. Didn't work.

EDIT 4: I finally fixed it. I had to change the graphical culture types from byzantine to eastern. No clue why though.
 
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Grouchio

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I'm rather surprised that there's not much activity at this mod subforum? Less appeal than other ones?

Also if I were to add in the extra personality traits into other mods, how would I go about doing that?
 

richvh

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A lot of users find their systems won't run LI, or only with frequent crashes. That's part of the reason, plus the wildly different setup isn't everyone's cup of tea.

As for adding the extra personality traits from LI (most of which came from other mods) into your own mod, you'd need to copy the traits from common/traits/, and the events that give them.
 

Dargaron

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Alright, so I was playing the 2.3.6 version before Horse Lords was released, and took a liking to the Kumans: turning them into a Turkish, Gokh Tanrili version of the Scythians (controlling the Ukrainian Steppe and the shores of the Black Sea, but without the Crimea or much Russian land under direct control). After recently upgrading to the Horse-Lord version HERE, it seems like the nomads are virtually doomed from the start, whereas before, at least they had a chance to fight.

I tried a game as the Kumans, and immediately get a Slave Raid declared by Ryazan's vassal, and Ryazan follows up with a conquest on Khyrpr(sp?). I find that there's not really any way to beat Ryazan's 2.7k army with my starter (even after buying two more Horde units to bump it up to 800-ish, which uses up my manpower), and any attempt to destroy a part of Ryazan's army before it joins together just means the surviving part joins with the vassal's army, and the combined whole is still about 2.7k strong. So, I let Ryazan have the single province (it's just a vassal anyway, not Demesne), hoping that I'll be able to build a better army during the truce, and crush the vassal's army in the meantime. At that point, I get declared on by Chernigov, with their 2.7k strong army, no way to divide it (because their country is two provinces), and even if I can maneuver them in to attacking across a river, I still get wiped by this force, and they're declaring with a duchy-level CB, so when I lose, that's game over. The starter Khagan has no relatives and my marriage prospects consist of two lowborn courtiers in my own court, so any alliances are right out. And no, I can't do a hit-and-run strategy: while my horse archers and light cavalry do moderate damage in the skirmish phase, if I try to retreat (even if melee hasn't started yet) they still get wiped out immediately, and then, well, that's game over.

So I figured I'd start with a faction that is away from the boundary of the steppe, and started up the Oguz Turks, aka the other Gokh Tanrili faction that isn't just an OPM. This ends even faster: I get declared on by two adjacent factions of the same size, who even though they aren't allied, attack in unison and (since all Steppe factions seem to start with the same 500-man Horde) wipe my starter units with their 2-to-1 odds. This happens immediately: I don't think the game had even finished generating all the random, talentless courtiers you always get at the start of every CKII game.

I know that nomads are generally considered severely overpowered in the Vanilla, but what happened to them between the 2.3.6 version and the 2.4.4 version? They were stronger as tribals: at least then, you didn't have single Russian principalities beating up Steppe factions twice their size right out of the gate. I apologize if this was mentioned somewhere earlier in the thread: I figured this doesn't qualify as a bug, since the game is working, per say, it's just that the balance seems horribly skewed.
Is there some patch I missed?
 
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richvh

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Hrm... tribes and nomads are both using Vanilla buildings, and all units are using Vanilla attack/defense values, so I'm surprised nomads are that weak. Riknap's our building and balance guru, so we just have to wait for him to get back to modding, I guess.
 

EmperorG

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Thing is that Nomads are very very weak early game due to the reliance on the manpower mechanic, quite literally the only hope they have is mercs to help them out till they get 2-3k armies to make them even with their non nomad neighbors.
 

richvh

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richvh

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Ivir Baggins

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Is reforming Yazidism still broken? Last time I tried it went to Yazdanism reformed without creating a religious head.

EDIT: Some other things. Urmiye would work rather better in Kurdistan as Azerbaijan looks ugly asf the way it's currently split. The tooltip text for Pyromantic is too much to fit in the game window. And the character generated for Shamakhi has the exact same stats, traits, name, and dynasty each time despite the province being labelled "No Character". How do you manage this sorcery, esp when said character easily has 3x the combined trait score of his liege?
 
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richvh

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Is reforming Yazidism still broken? Last time I tried it went to Yazdanism reformed without creating a religious head.
Some religions don't get religious heads by design. As far as I know, all religions that should have heads have them, but @Numahr knows best.

The tooltip text for Pyromantic is too much to fit in the game window.
I think that's true of many religions, as well as some other descriptions (bloodline traits are another big offender.)