Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Christianity is already included in the Timeline Extender mod, which is required for this other mod to work.
I will however nerf the stabhits in the next update (because i'm adding more events that may be as bad), which will probably help the AI.
On a side note, Rome collapse without fail, but this is mainly vassals created from regions, so Rome is still relevant until it collapses again... which feels pretty on point for this mod's objectives.
On average, i would say that rome collapse at least once before the 3rd century, and become irrelevant in about 65% of the runs in 476.
I will send you pastebins of the logs via message so you can also check. I also assumed early game likely is being affected by something else. I have Invictus, Limes, Timeline Extension, and Crisis. Also in my India run where I added it late game, apart from the initial bugginess with tech reset you mentioned, it works fine without crashes
However, there always might possibilities that some mechanics from Crisis might have a weird interaction with Invictus, but i cannot say for sure without the error.log and the save to check that.
Could you upload it on the forum, so i can check it ?
What is the date your crash generally happens ? if it's before 750, its most certainly not Crisis. Is there some special event ? A big country/event happening that could maybe create a crash?
When two mods modify the same file, the game always take the last loaded as predominant. This means that a mod is loaded after crisis and doesn't have the monetary crisis button, you wont have the button.
Check your load order and try to put crisis in last.
[pdx_assert.cpp:612]: Assertion failed: nIndex > -1 && nIndex < _nSize
Accompanied after certain script errors tied to some events from Invictus. I am not versed enough to figure out if this is Invictus related or due to its interaction with this mod? It happens quite often and when I checked the preceding script errors that follow this CTD and this final log always have some reference to a 'root'. Not sure if this causes something, or if this CTD in particular is related to something else.
Also, Crisis should be placed after better UI, for compatibility purposes
Invictus (latest patch)
TLE for Invictus
TE: Crisis
Better UI
And I tried putting TE last. But neither work. They all just load the vanilla startdate. Halp?
Most of the changes are moddev tools
Maybe that's what causing it, idk, already asked on Reanimāta thread but the author doesn't think its on his end. However is not like is a big deal anyway, its something actually somewhat difficult to exploit.
I see however that your collection show both Crisis and Crisis for FMO - i don't know if that's intended, but i hope you do not use both at the same time. Crisis for FMO is meant to replace "classic" crisis, it's not a patch.
I don't remember doing anything with "request fealty", so i don't really understand what it could be.
I think there's an error introduced by the mod(or his parent/patch mod) when you're bakrupt giving +300 reasons to Request Fealty (it shows +300 In Debt instead of -300) that doesn't affect at all with Demand Tribute option.
Made a collection with Invictus+FMO+Reanimāta in case you have any input:
https://cs2bus.com/sharedfiles/filedetails/?id=3174172898
Thanks!
This is not a bug, this is intended.
Imperator has a hardcoded limit of 1 minimum province and 2 minimum territories for be able to have a civil war.
In Timeline Extender and Crisis, we extended this limit to 3 provinces (not full) and 10 territories.
This was to prevent the explosion of tags, which are (still now) causing crashes when the limit is reached. Every little tribal nation having a civil war were responsible for 80% of tag creations, so we limited it as the mods extend the timeline quite a lot.
2 solution if you want your massilian civil war :
- Get above the limit (3 provinces/10 territories)
- go to define/00_defines.txt and change CIVIL_WAR_STATES_THRESHOLD and CIVIL_WAR_CITIES_THRESHOLD to 1 and 2
re: civils wars don't start in my republics
I've reproduced with 2.0.5 beta and 2.0.4.
Requested files for 2.0.5 are in this repo [github.com]:
mod list export [github.com]
error log excerpt [github.com]
pre-bug save game [github.com]
post-bug save game [github.com]
I had to copy a lot of the invictus code on many files for global compatibility, to be honest i just don't know if it will crash or not.
I would say it should be fine, you'll just have some new inventions here and there.
tribute_income_modifier_inv_3 : which is a modified vanilla one, needed for the next invention.
subject_exploitation_c3rd : new invention for monetary crisis
administrative_military_reform_c3rd : new invention in the second three, needed to unlock an administrative law
cicones_blood_inv : is an invention from Invictus
Carthago Delenda est modify several files that are also modified by Crisis, it means you'll have to choose the mod that will overwrite the other on these files by charging it last :
Oratory tree file : Crisis have an invention that can be interesting for the monetary crisis
Diplomatic gui : Crisis need to change the diplo gui to be able to display autonomous governorships owners
So they're not exactly compatibles, but should work together, if you're ok with one mod to overwrite the other on those two files.