• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Hello!

I'm having this problem with the converter (0.8) where no vassals will appear, no matter what the vassalScore is set to.
The vassals do get cores though, and their armies are created (only to immediately despawn).

I've tested both with the converter mod (0.3) and without.

Except for this one thing, everything appears to work as intended.

Thanks for all the work!
 
Thanks for the update, works great (thought I do have some questions) :)

I used a save where I control an empire level Britannia, but when I convert something strikes me odd with the tech. When set to "learningRate" it put me into the oriental tech group with latin units (which seems really inappropriate). Setting it to "culturalTech" puts me in the western tech group, but may not be a great option for me since CK2+ introduces a few new cultures and the config mentions that it may not work well. Is this WAD, or should I really actually be in western Tech with my tech levels? (I have provided both saves, title is e_britannia -> Great Britain)

http://www.mediafire.com/?7whjdmyaofflgya CK2 save
http://www.mediafire.com/download.php?8a38ygav009js8z Resultant EU3 save
 
Hello!

I'm having this problem with the converter (0.8) where no vassals will appear, no matter what the vassalScore is set to.
The vassals do get cores though, and their armies are created (only to immediately despawn).

I've tested both with the converter mod (0.3) and without.

Except for this one thing, everything appears to work as intended.

Thanks for all the work!

The lack of vassals is a confirmed bug (it even happens with negative numbers there!)

The immediately despawning armies are just a side affect of how we do army conversion. I like it as flavor, though. Now you know where all your rebellions are coming from: your vassals who have armies that you never get to control.
 
Thanks for the update, works great (thought I do have some questions) :)

I used a save where I control an empire level Britannia, but when I convert something strikes me odd with the tech. When set to "learningRate" it put me into the oriental tech group with latin units (which seems really inappropriate). Setting it to "culturalTech" puts me in the western tech group, but may not be a great option for me since CK2+ introduces a few new cultures and the config mentions that it may not work well. Is this WAD, or should I really actually be in western Tech with my tech levels? (I have provided both saves, title is e_britannia -> Great Britain)

http://www.mediafire.com/?7whjdmyaofflgya CK2 save
http://www.mediafire.com/download.php?8a38ygav009js8z Resultant EU3 save

It seems I had all the code to set the unit type based on tech group and then never called it. Oops!
 
http://speedy.sh/qZsG2/1400-03-22.ck2

http://speedy.sh/F5JRe/1400-03-22.eu3

It was a hands off game, if that makes any difference.

Edit: don't actually see where you download with that site. I just took the first I saw when googling.

I suspect you've fallen foul of the changes to the converter mod. Now, after conversion, you need to copy the mod from the converter directory to your EU3 mod directory, and also place the save within the mod's save directory.

In your save, for example, Gotland is owned by "SMA", which is a nation not in vanilla EU3. The mod added it, but if the game isn't loaded with the mod, it doesn't know what to do with it.
 
The conversion of my previously mentioned save grants the Azores to Portugal. There is nothing wrong with that per-say (as its' easily manually fixed) but is there any chance you could make the Azores either uncolonized if Portugal doesn't exist (or like in my case) if Portugal is vassalized to someone that it goes to them instead? Or might that cause some undue headache?

Just tossing ideas here :)
 
The conversion of my previously mentioned save grants the Azores to Portugal. There is nothing wrong with that per-say (as its' easily manually fixed) but is there any chance you could make the Azores either uncolonized if Portugal doesn't exist (or like in my case) if Portugal is vassalized to someone that it goes to them instead? Or might that cause some undue headache?

Just tossing ideas here :)

That's actually the first of our open issues mentioned in the second post. :)

My personal plan is to leave it uncolonized, but I have to do some coding to make it work and it's a lower priority than new features.
 
It turns out a CK2+ update triggered a latent bug in the converter. It's resolved, but you'll need to wait for the next release to see it.

And yes, the mapping files determine everything. And if you have suggested updates to them, post the code here and one of us will add it so it makes it to future releases of those files.

Well that's just the thing, I'm not sure how deep this mapping issue goes, and not to be that guy but i've got finals coming up. I was simply bringing them to your attention. If I have some time in a couple weeks I would be more than willing to help with fixing the CK2+ mappings if you guys hadn't gotten to that by the time finals are over.
 
Altough I complete the whole procedure with success ,output file does not exist! Is there any ideas what is going wrong?
 
Getting some kind of error while doing this, I'll post the last three batches of the log:
Code:
13-05-18 01:49:57: 	Total historical base tax is 2724.000000.
13-05-18 01:49:57: 	Total historical population is 6118189.000000.
13-05-18 01:49:57: 	Total historical manpower is 1675.000000.
13-05-18 01:49:57: 	Warning: could not decide on culture for EU3 province 1099 due to ties.  arbitralrily assigned.
it crashes the moment it tries to convert provinces?
 
Getting some kind of error while doing this, I'll post the last three batches of the log:
Code:
13-05-18 01:49:57: 	Total historical base tax is 2724.000000.
13-05-18 01:49:57: 	Total historical population is 6118189.000000.
13-05-18 01:49:57: 	Total historical manpower is 1675.000000.
13-05-18 01:49:57: 	Warning: could not decide on culture for EU3 province 1099 due to ties.  arbitralrily assigned.
it crashes the moment it tries to convert provinces?

The converter is trying to apply cultures to sea provinces; happened to me too.
 
I've been messing around with the files a bit but haven't figured out anything - all I've managed is to create even more errors for me to figure out.
I did find something odd about the CK2 province id's though - I mentioned it in my post on Pg 76.

I'm currently ending the relevant CK2 game. Got about two decades left until 1453.
 
Both of those are a result of EU3 choking on the save and trying to continue. Can you upload your both your CK2 and EU3 saves somewhere so I can take a look?

I'm having a similar problem, which I noticed while using the Clausewitz Save Game Visual Editor tool (http://forum.paradoxplaza.com/forum...tor-Viewer&p=15489088&highlight=#post15489088). A lot of my provinces have no owners, which made the editor crash.

Here are my CKII game (input): http://www.mediafire.com/?ru8efvejr9d81zu

and EUIII save (output): http://www.mediafire.com/?y5h996xbih18d44
 
Altough I complete the whole procedure with success ,output file does not exist! Is there any ideas what is going wrong?

Do you get a log.txt? Does it at get as far as "outputting save"? If not, it should say right near the end what went wrong.
 
Getting some kind of error while doing this, I'll post the last three batches of the log:
Code:
13-05-18 01:49:57: 	Total historical base tax is 2724.000000.
13-05-18 01:49:57: 	Total historical population is 6118189.000000.
13-05-18 01:49:57: 	Total historical manpower is 1675.000000.
13-05-18 01:49:57: 	Warning: could not decide on culture for EU3 province 1099 due to ties.  arbitralrily assigned.
it crashes the moment it tries to convert provinces?

I've been messing around with the files a bit but haven't figured out anything - all I've managed is to create even more errors for me to figure out.
I did find something odd about the CK2 province id's though - I mentioned it in my post on Pg 76.

I'm currently ending the relevant CK2 game. Got about two decades left until 1453.

Could one of you upload a save where you're seeing this so I can check it out?
 
I'm having a similar problem, which I noticed while using the Clausewitz Save Game Visual Editor tool (http://forum.paradoxplaza.com/forum...tor-Viewer&p=15489088&highlight=#post15489088). A lot of my provinces have no owners, which made the editor crash.

Here are my CKII game (input): http://www.mediafire.com/?ru8efvejr9d81zu

and EUIII save (output): http://www.mediafire.com/?y5h996xbih18d44

Nothing I can fix in the short term, I'm afraid. I recommend the workaround back in the tool's thread.
 
Alright, its time to discuss some converter design stuff. Specifically, sliders. There's been some discussion before ( 1 2 3 4 ), but no consensus.

Here are my thoughts (feel free to argue with me):

Centralization/Decentralization
DasGuntLord01 had a nice-looking equation a while back:
centralisation = 5 - ( crown_authority * (ruler_titles / total_realm_titles) )

He pointed out that it tends to produce low numbers. Maybe weighting titles by level can help. Looking at the normal number for starting nations, this can range from -5 to 5, with an average of 2.18. It's usually OPMs that get the low numbers. In any case, I can probably put that equation into the converter and see what we get number wise.

Aristocracy/Plutocracy
Rho had suggested the relative power of Dukes and Mayors. I like this, especially since the normal start has Kingdoms towards aristocracy (average -2.75) and republics towards plutocracy (average 2.92). Theocracies go either way. With the republics, administrative republics are the most extreme, so maybe that government type gets pushed that way.

Serfdom/Free Subjects
The average is -2.10. There are a number of nations on the free subjects side, though fewer than on the serfdom side. The only suggestion for this one is taxes. I have no clue, myself.

Innovative/Narrowminded
Rho suggests that
free investiture and universities should step towards innovative, whereas papal investiture, numbers of bishoprics, having prince bishops or higher, and monastic schools should all step towards narrowminded
, which sounds good to me.

This ranges from -4 to 4, with an average of 0.93.

Mercantilism/Freetrade
The consensus seems to be to use taxes. XRW suggested that republics should become more mercantilistic as they become larger. Perhaps the more trade posts in a nation, the more mercantilistic it should become, period.

Numbers range from -5 to 4, with an average of -2.12

Offensive/Defensive
The only idea here was Rho's proposal of countering 'offensive' and 'defensive' buildings. DasGuntLord01 counters the idea, but it's all we've got, as far as I can see.

-5 to 5, average 0.33

Land/Naval
Rho suggests the ratio of ports to the total number of provinces. As far as I can tell, that's all we've got to work with.

-5 to 4, average -0.68


Quality/Quantity
Rho suggests increased levies laws should push this towards quantity, increased numbers of cultural buildings (I'd add in training grounds, too) push it towards quality.

-5 to 4, average 0.20
 
Last edited: