Disregard I can confirm the date change working.
On another note I am VERY interested in your mod, good luck!
On another note I am VERY interested in your mod, good luck!
Thanks! So far I've joined the discussion for an Imperator extended timeline mod with @qweyt so we'll see how that goes. It seems best to wait until after v1.2 is released because the game mechanics will be changing a lot.On another note I am VERY interested in your mod, good luck!
Inspired by the I:R→CK3 converter, and hoping for an update to mods that extend the timeline, I continued working on this one again, which I started a couple years ago during 1.0, over the past couple of months, and it runs pretty well up until the 5th century CE (1100s AUC). But then things get really "sticky" with some freezes and crashes, and I'm not sure why. If anyone would like to test this out, it adds Christianity starting around 783 AUC, with some saints as "deities" and ability to convert around 300 CE (1053 AUC); and also Manichaeism spreads starting in the the 3rd century CE, although no option to convert to that yet.
There is also the simple "plagues" mechanic that triggers for the historical dates of the Antonine and Cyprian plagues, around 165 CE (918 AUC), and 249 CE (1002 AUC), respectively.
And finally, in the late 4th century and for most of the 5th century CE, there are some barbarian strongholds that spawn above the Pontic Steppe region that is meant to simulate the invasion of the Huns.
There is not much localization added yet, at all. This is a rough version of a mod, to test out mechanics.
Next I would like to make the saint "deities" actual characters, but I'm not sure how to create and deify a character for a pantheon of a newly added religion, or if that's possible. If anyone knows how, I'd appreciate any tips.
Also, I think this should be compatible with Invictus, but I haven't tested that yet.
I tested this with the I:R→CK3 converter and it worked great, although I had to add "hunnic" culture in the converter's Configuration files (I linked it to "bolghar" — not entirely accurate, but fair enough, considering the jump ahead in the converter timeline).
Great! I'm pretty sure it's the barbarian stuff that creates the issues with slowdowns. So I've been tinkering with the strongholds (added as provincial modifiers), and making them weaker does improve things, but then it's kind of a paltry horde of "Huns" that are really not a problem at all to deal with that late in the timeline, when big blob countries have most of the technology already.That's brilliant! I might have to have another go at Imperator soon!
Thanks for testing this! Sometimes it takes until around July 786 AUC for the first conversion event to fire. Check Jerusalem or if you own Jerusalem there should be a pop-up event for Pentecost (from Lensy6's A Christianity Mod). By the way are you using the version uploaded on July 18, 2021?Great Idea, I was looking for something just like this to have a fun megacampaign.
The date extention is definetly working, but the christianity part is broken I think?
At least for me at the year 1 I received an event that mentioned it, and just took some stability, however, looking at religions it didn't spawned, i waited some time, until 785 just to be sure, and I still can't find it.
Sure, and to integrate it with @IlikeTrains extension mod, which I think might eventually work with Invictus. I'm curious if and how they extend the timeline though, and how more experienced modders would add content.I know you're not finished developing this, but in the future, would you consider a patch for Invictus (Assuming it isn't already compatible)?
It seems I was just being stupid, it did spawn I just hadn't checked throughly, it also did spread pretty well, altough I guess with no consideration for borders(?) since it seems to have spread better in asia minor than in the levant.Thanks for testing this! Sometimes it takes until around July 786 AUC for the first conversion event to fire. Check Jerusalem or if you own Jerusalem there should be a pop-up event for Pentecost (from Lensy6's A Christianity Mod). By the way are you using the version uploaded on July 18, 2021?
Little question :So I've added icons for the Christian "deities" — saints and archangels — as well as pop-up events for the first country to use a saint's omen that creates a (dead) character and a relic (only for saints, not archangels). I've also added a bit of localization and tweaked the barbarian/hunnic invasion events to improve performance while keeping it somewhat challenging.
I don't get CTDs anymore but I haven't run this consistently into the sixth century AD or beyond (past 1253 AUC). [There isn't any content there and I'm hoping for an eventual I:R→CK3 converter option to convert to AD 476.]
Next step is to get all the English (and maybe German) localization complete for an initial release of this simple mod.
Feedback welcome from anyone who can test this out! Also looking for help with localization files.
I think it should be fine updating to the latest version if you started with the one posted on July 18, 2021.It seems I was just being stupid, it did spawn I just hadn't checked throughly, it also did spread pretty well, altough I guess with no consideration for borders(?) since it seems to have spread better in asia minor than in the levant.
And yeah, I was using that version.
Also, is there any problem in updating the mod to this new version mid playthrough?
They are really simple events: they trigger once by calling the saint's omen, and then set a global variable that blocks them from ever triggering again. So the first country to make that saint part of their pantheon and invoke their omen, gets the deified character and a relic. They all seemed to be working fine but more testing is of course appreciated. I tried to keep things really simple. It would be more interesting to make a chain of events as part of a mission.Little question :
are your deification events working well for the saints or you haven't tested?
Darn. I didn't get a CTD after testing the updates with an ongoing game but that's one save game on one computer. What are the error log files saying for your crashes? Any other mods running?Well, I'm not sure if it had something to do with the update, but after 930 the game tends to crash a lot, it seems kinda random when it happens. I got it to crash as far as 942 and as soon as 937.
Running it with Invictus, seemed to work well enough until now.Darn. I didn't get a CTD after testing the updates with an ongoing game but that's one save game on one computer. What are the error log files saying for your crashes? Any other mods running?
might be related? Not sure it cause the crash, tho.[16:17:49][lexer.cpp:332]: File 'common/on_action/te_custom_on_actions.txt' should be in utf8-bom encoding (will try to use it anyways)
[16:17:49][lexer.cpp:332]: File 'common/on_action/te_monthly_country.txt' should be in utf8-bom encoding (will try to use it anyways)
[16:17:56][lexer.cpp:332]: File 'setup/provinces/te_default.txt' should be in utf8-bom encoding (will try to use it anyways)
[16:17:58][lexer.cpp:332]: File 'common/deities/01_christianity.txt' should be in utf8-bom encoding (will try to use it anyways)
[16:17:58][lexer.cpp:332]: File 'common/deities/01_manichaeism.txt' should be in utf8-bom encoding (will try to use it anyways)
[16:17:59][lexer.cpp:332]: File 'decisions/te_decisions.txt' should be in utf8-bom encoding (will try to use it anyways)
[16:18:02][lexer.cpp:332]: File 'common/event_pictures/te_event_pictures.txt' should be in utf8-bom encoding (will try to use it anyways)
[16:18:03][lexer.cpp:332]: File 'common/script_values/te_event_values.txt' should be in utf8-bom encoding (will try to use it anyways)
Yeah, I figured those weren't causing the crashes, maybe it is incompatibility with Invictus.Hmm I get those kinds of errors too, but without any CTDs. Not sure how the last two "Assertion failed" errors would relate to any of these mod files. I haven't tested this with Invictus at all though.