Thought I'd fixed that completely in 2.2.1. Oh well, it'll work properly in 2.2.2, which I'll release after I've eaten, so should be up in an hour tops.Hausa is written across a few random sea zones -- is this a known bug?
Thought I'd fixed that completely in 2.2.1. Oh well, it'll work properly in 2.2.2, which I'll release after I've eaten, so should be up in an hour tops.Hausa is written across a few random sea zones -- is this a known bug?
Why exactly? It'd mean one'd have to delete the directory before every install, to ensure everything works properly.
Also, I don't have enough space on my forum account to host both![]()
I prefer using the forums whenever possible. I do have a domain reserved though that I use for email, which I can get some rather cheap ($2/month) hosting for, but I don't see the need currently.I've been using nearlyfreespeech.net, it's a great deal - I've got half a dozen pages, tens of hosted files, and I think it costs me something like $5/year, with no ads. Just, you know, fyi![]()
I'm not sure what difference that would make over just keeping it Italian?Meneth, would you be interested in my Lombard setup for a future patch?
- Added Lombard culture to the 'central_germanic' group.
- Converted a number of historical Lombard dynasties and their characters from Italian to Lombard culture and moved them over to lombard.txt
- Changed Napoli (334), Benevento (335), Salerno (336), Taranto (344), Apulia (347), Foggia (348) and Capua (851) from Italian to Lombard culture until 1085.
- The kingdom of Sicily can now be created/usurped by both Norman and Lombard characters.
It's basically Thure's work but I've bundled it together, tidied it up and done the provincial culture changes. It's not a large culture but there are plenty of Lombard characters in 1066 in and around Salerno so you can have a fun game so long as you marry off your siblings.
Might be worth considering at least...
The muslims already have religious leaders. It'd be possible to mod them in for pagans too, but I don't think that'd make much historical sense.Is there a way to get religious leaders for pagans and muslims?
Use the "Is holy war possible?" decision to check the requirements. Traits are involved quite a bit, yes.Hmm. During my testing today, I encoutered the holy war-CB only once. Since I'm no modder I don't understand what is written in the file. Could you explain it to me or point me to an explanation, please? Has it something to do with the seven sins?
But anyway, I think I will give yout mod an extended try for my next game. But before that I have to replay some BGA first...![]()
Yes, you can find it in your Documents folder.Does this Mod use some separate "settings" file then the main game does? I ask, because I have my settings set up to run in windowed mode, and it works fine with the vanilla games and with the other mods I have tried... but for some reason when I use this mod, I get stuck back in full screen.
The muslims already have religious leaders. It'd be possible to mod them in for pagans too, but I don't think that'd make much historical sense.
That never happens without player interference, so I don't think it'd be worth using time on right now.Hm, but if paganism or a heretic religion took over half the continent, then perhaps an Empire-level character should be able to convert a king-level title into a pagan or heretic religious leader. With size comes structure and legitimacy.
[*]Coastal provinces get +120% to tech]
+120%, for a total of 220%. It's less than it seems though, once you add in other modifiers.Do you literally mean +120% or 120%, i.e. +20%?