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jfb8300

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It should be... I'll double check though.

Looks good on my end. Maybe the upload messed up though. Did you extract it into your documents/paradox interactive/crusader kings 2/mod folder?

Well the initial problem was due to a corrupted download, all the image files are there now. But I crash when clicking the 'random' or 'shatter' buttons.
 

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All good, forgot to mention that. Keep in mind it's basically just the tutorial map but I changes the names and cultures. I did add in some of the events and decisions that didn't cause crashes but none from the new expansion
 

jfb8300

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All good, forgot to mention that. Keep in mind it's basically just the tutorial map but I changes the names and cultures. I did add in some of the events and decisions that didn't cause crashes but none from the new expansion

It's a start, thanks! Ran in observer mode for 200 years. Noticed all rulers are either possessed or lunatics. Didn't see much, or maybe even any, religious or culture flipping. But cool to watch such a small map evolve so quickly. Hopefully there will be a randomized map with all the events and decisions sometime soon.
 

OwIcohoIic

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That's the difficult part as a lot of events and decisions reference religions and provinces and such that don't exist on a custom map. It's got me thinking though, perhaps they would work if you randomize the map since it changes all of that anyway? Hmm... I'll do some quick tests.

Also, here's a link to my old Cymru - Unite Wales mod on the workshop in case you wanted to try a different flavoured map. It's just a super zoomed-in map of Wales I did a while back to learn modding in CK2 but I've updated it with the fix https://steamcommunity.com/sharedfiles/filedetails/?id=1516196752

EDIT: WOW! Okay so I added all vanilla decisions and events and let the game run for a year in random mode and it worked! Note that not randomizing still causes crashes due to the references to vanilla provinces and such. That's awesome that it works though.
I've attached the updated version with all vanilla events and decisions

EDIT AGAIN: I spoke too soon. It still crashes occasionally when clicking certain events and such, hopefully I can weed them out over time. Just had one when choosing to sacrifice and picking the option to cut out your own eye or something.
 

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richvh

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Nomads are currently not supported. Mostly because I don't understand how to automatically turn tribals into nomads, and also because I didn't like them enough to bother. This doesn't mean your map can't have nomads, but it won't be automatic.
Haven't read through the whole thread so I don't know if you know this already, but to turn a tribal into a nomad automatically, put "historical_nomad = yes" in the county's title history in a date block before game start and have Horse Lords enabled.
 

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Whenever I run 2 - Make Terrain Color Maps.bat, it only gets so far as "Making color maps..." before I get the following error:

Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 62
at ck2maptools.main.CK2MakeColorMaps.main(CK2MakeColorMaps.java:154)

It works fine with the sample input, but not with any input I've created for myself. Attached is a sample input folder I've been trying to test it with.
 

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Loc_n_lol

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Whenever I run 2 - Make Terrain Color Maps.bat, it only gets so far as "Making color maps..." before I get the following error:



It works fine with the sample input, but not with any input I've created for myself. Attached is a sample input folder I've been trying to test it with.

According to the wiki the size of the map needs to be a multiple of 64 or the game will crash.
For the color maps I assume the map size is at least a multiple of 4, I think that's your problem here. Try with 256x256.
 

Loc_n_lol

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So I finally got a little time to test the waters post-holy fury. Seems like the make Province Setup doesn't like the new tags in the cultures files. Cultures now accept scripts so that's going to be harder to parse, I should probably just ignore the whole block.
Randomized worlds crash. Could have many causes, but from poking around I think one of the culprits might be hard references to vanilla landed_titles that don't exist in the testmap mod, like religion heads. I'll have to test some more.
Now that I know how it's done I'll add the nomadic government when I get the chance as well.
 

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Did you see my post on the previous page Loc_n_lol, managed to get randomized worlds working with your tutorial map, just gotta delete the province_setup (it's not necessary, but it's not used any more) and edit the alternate_start/01_spread.txt to get rid of the adjacencies in there (or put your own ones in). I also deleted all other mentions of vanilla provinces in that file but that's only necessary if not using random cultures I believe. I attached an example working mod.
The other interesting thing is that you can pretty safely use all vanilla events and decisions on custom maps as long as you randomize stuff since it must automatically change the references or something. I did have one crash when clicking to cut my eyeball out as a sacrifice but next time it worked and I've played a game 80+ years with no more crashes
 

Loc_n_lol

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My bad, I didn't read all of it, just tried the attached link but it seemed to have way too much extra stuff in it. So yes, common/alternate_start/01_spread.txt, got it. Nice find.

And holy shit, it works really really well. :D
 

OwIcohoIic

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Yeah it's surprisingly fun! Sorry for the extra stuff in the pack. The adjacencies at the top of the spread file is just for helping cut off culture and dejure lands from being partway on an island and without them islands will occasionally have no culture which can cause problems so I guess if you can find a way for the tools to attach any islands to the closest piece of land (even far away islands) that would be awesome. Either way it's not too hard to do manually :)
 

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Right now it won't completely work with 3.0, only older versions. I'm working on updating it.
I am doing some testing. For some reason I still get crash on 2.8.1.1 sometime.

Also, the sea province generate by the tool does not seem to respect land mass. I have some sea province split in two unconnected halves by a big land mass.

I also notice that the tool paint all islands without settlement with red color. Do you think it would be better to replace red with black, the designated color for wasteland? The same could be done for unconnected water, like lake, but using white instead.
 

Loc_n_lol

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I am doing some testing. For some reason I still get crash on 2.8.1.1 sometime.

Crash on startup or crash while playing ? Crash while playing could be an event targetting a province by its id, which would not exist on your map.

Also, the sea province generate by the tool does not seem to respect land mass. I have some sea province split in two unconnected halves by a big land mass.

No it does not, with the "new" method of making sea provinces. It just assigns every pixel of water to the nearest sea zone "node", which is very fast and makes rather nice borders, but usually you have to fix things up a bit by hand around islands and major rivers. In your case it sounds like you could use another sea zone on the other side of your landmass, but it certainly has its quirks.

I also notice that the tool paint all islands without settlement with red color. Do you think it would be better to replace red with black, the designated color for wasteland? The same could be done for unconnected water, like lake, but using white instead.

Maybe that would be best yes, because red isn't recognized by the game. Then again, having a color in provinces.bmp that is not indefinitions.csv does not make the game crash, it just creates a weird "All realm provinces" province. If you get red you should probably fix it manually, though. Usually minor islands are tied to a larger province.
White will never happen with the current method of generating sea zones unless you place absolutely no water nodes on your settlements map.
 

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No it does not, with the "new" method of making sea provinces. It just assigns every pixel of water to the nearest sea zone "node", which is very fast and makes rather nice borders, but usually you have to fix things up a bit by hand around islands and major rivers. In your case it sounds like you could use another sea zone on the other side of your landmass, but it certainly has its quirks.
Can there be an config option to generate sea province with respect to landmass, because some of the stray pixel is kinda small and hard to spot when you have complex coastline.
 

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In the tutorial you seem to say that you can run the first tool without settlements.bmp and rivers.bmp, but every time I try to use it says it is loading settlements.bmp and rivers.bmp, which I haven't done yet because I thought I didn't need to. Is this why it is failing?
 

Loc_n_lol

Second Lieutenant
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May 30, 2016
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In the tutorial you seem to say that you can run the first tool without settlements.bmp and rivers.bmp, but every time I try to use it says it is loading settlements.bmp and rivers.bmp, which I haven't done yet because I thought I didn't need to. Is this why it is failing?

They're optionally used for additional effects (flattening terrain around settlements and rivers), adding grass and trees to rivers and settlements in deserts), but it can run without.