Europa Universalis IV

Europa Universalis IV

SuperStates Mod
 This topic has been pinned, so it's probably important
KeoniPhoenix  [developer] Jul 11, 2014 @ 9:48pm
Report Bugs, Errors and Localization Mistakes Here
Please report others as you find them. This mod has been created by myself and those recruited by ourselves and is probably loaded with mistakes that were missed, especially in the localization.

In order to quickly work on a solution, report bugs/errors by copying these questions and answering them with as much detail as possible:

What version are you running of the game?
What is its reported EU4 checksum?
(Both of these can be found on the launcher window or the main menu upon loading.)

What is the reported MOD checksum? (Found only on the main menu upon loading.)

At what point did it crash? (Immediately on Start, during loading to Main Menu, or loading a nation to begin the campaign; at some other point?)

Did you run any other mods?

How did you install the mod, manually through Dropbox, or automatically through Steam? (NOTE: The dropbox version cannot be installed with the Steam version as it will crash the game immediately.)

Did you run the mod in debug mode? (Set debug mode by going to your Steam Library, Right Click EU4, select Game Properties and in the Launch Options box add -debug , this will write all errors encountered to error.log)

What does Error.log report?
(Can be found at Documents\Paradox Interactive\Europa Universalis IV\logs, it is a plain texted file that can be read by any text editor: Notepad, Write, Word, etc.)

What is the timestamp of the superstates.mod/superstates.zip file? (This tells me what version you have, Steam will use the current time when it downloads the mod and the newer the file the newer version you likely have.)

Any other details that might be important?

NOTICE: SUPPORT FOR THE MOD WILL NOT BE GIVEN IF EU4 IS NOT IN YOUR STEAM LIBRARY AND YOU WILL BE BLOCKED AND BANNED!
Last edited by KeoniPhoenix; May 20, 2017 @ 11:27pm
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Showing 1-15 of 562 comments
KeoniPhoenix  [developer] Jul 12, 2014 @ 10:37am 
There's some issues with the positions.txt. If you find any please report which provinces have misplaced unit locations in this thread.
mav12222  [developer] Jul 12, 2014 @ 11:08am 
Just to make sure: Youre aware of the nudge tool correct?
also its possible to covert to regular Catholic by pressing the covert button
Last edited by mav12222; Jul 12, 2014 @ 11:11am
KeoniPhoenix  [developer] Jul 12, 2014 @ 11:12am 
I am very familiar with nudge. Its just that when you have 200 provinces to nudge, things get forgotten or missed.
mav12222  [developer] Jul 12, 2014 @ 11:27am 
Did you try removing all CB related files from the mod? Why are there unmmoded files included anyway dont they just increase the space the mod takes up?
Edit: Just got colonial conquest CB usable vs Nunavut (only totemist nation) by selecting exploration ideas problem with cbs probbably due to religion
Last edited by mav12222; Jul 12, 2014 @ 12:53pm
mav12222  [developer] Jul 12, 2014 @ 1:14pm 
It appears that any CB's gained via idea groups work (ie religous or exploration give cbs against pagans , hethens and heritics will tigger and work in the declare war screen)
mav12222  [developer] Jul 12, 2014 @ 2:44pm 
Also New York province has no trade node (null)
KeoniPhoenix  [developer] Jul 12, 2014 @ 7:36pm 
Originally posted by mav12222:
Did you try removing all CB related files from the mod? Why are there unmmoded files included anyway dont they just increase the space the mod takes up?
Edit: Just got colonial conquest CB usable vs Nunavut (only totemist nation) by selecting exploration ideas problem with cbs probbably due to religion

Ah that's somewhat good news. I wonder how CBs would be effected by religions. The problem with CB existed before I changed all the provinces' religions, they were all standard catholic, up until about a month ago.

And I have only recently included them in the folders becuase I've been investigating the problem.
Last edited by KeoniPhoenix; Jul 12, 2014 @ 7:38pm
KeoniPhoenix  [developer] Jul 12, 2014 @ 7:37pm 
Originally posted by mav12222:
Also New York province has no trade node (null)
I'll look into that I could have sworn it was assigned as it would have shown up in the Clausewitz Scenario Editor map of the tradenodes.
KeoniPhoenix  [developer] Jul 12, 2014 @ 7:37pm 
Originally posted by TopKek:
Wyomings infantry combat minuses 10% when its sussposed to boost it
Will fix that tonight, lots of copy and pasting went into the state ideas and things were bound to get mixed up.
mav12222  [developer] Jul 12, 2014 @ 8:19pm 
Figured out CB problem has to deal with religon as when youconvert to regular catholic that fixed it for me not sure about what to do for non disconected-catholic nations so its is 100% defenitly the new religions causing the problem
Last edited by mav12222; Jul 12, 2014 @ 8:23pm
KeoniPhoenix  [developer] Jul 12, 2014 @ 8:45pm 
Originally posted by mav12222:
Figured out CB problem has to deal with religon as when youconvert to regular catholic that fixed it for me not sure about what to do for non disconected-catholic nations so its is 100% defenitly the new religions causing the problem

Hmm Ok. What I will do, after I fnished editing the event I'm working on, is remove that religion as a test and see what happens. I'll also add you as a contributor if you'd like.
KeoniPhoenix  [developer] Jul 12, 2014 @ 9:46pm 
I didn't get the same response when I switched religions. I did it in the early game by forcing the event through the console and then converted.
Argead Jul 12, 2014 @ 10:39pm 
In my opinion, San Francisco, Portland and Los Angeles should have larger tax bases considering that in the mod, they are smaller than Pheonix and San Antonio. Other than that, I think this is a great mod! Also Portland is spelled wrong.
KeoniPhoenix  [developer] Jul 12, 2014 @ 10:55pm 
Originally posted by gmmshark:
In my opinion, San Francisco, Portland and Los Angeles should have larger tax bases considering that in the mod, they are smaller than Pheonix and San Antonio. Other than that, I think this is a great mod! Also Portland is spelled wrong.
When I was originally assigning base tax and manpower for the American provinces, I did so when the mod was running on EUIII a little over a year ago. At the time I wasn't aware that capitals get bonuses automatically so all state capitals were given 2 base tax higher. Also population determines basetax, I developed a formula to set basetax. Bascially population was determined by the largest county seat in the counties that make up a province. This county seat is actual city's 2010 census data and its 10% of the census rounded to the nearest hundred. The population of the City of Portland (the county seat of Multnomah County) is considerably smaller than its metropolitian area and its why it has a lower tax base and a lower population than Phoenix and San Antonio which are both over 1 million in population. It was a decision to try and not have too many regions over represented because they have large spread out metropolitian areas. Los Angeles was deliberately set at its population as having its actual metropolitian area population of 11 million would max out the province's population.

Basetax and Manpower were assigned by population range, generally stayed below 12, unless the city was exceptionally large. The American and Canadian provinces didn't have the system down as perfectly as the Mexican provinces did. The values may change in the future anyways as I need to fix the extra basetax that capitals get unnecessarily.

There is one thing I almost forgot to mention, provinces have a default minimum of 1000, otherwise the game treats it as a colony, there are plenty of places I found that had populations far below 10000, in the Midwest and Alaska in particular, and a method was determined that those county seats that were under 1000, would be at 1000 and populations under 10000 would be kept at about the same size but rounded up to the nearest tenth.
Last edited by KeoniPhoenix; Jul 12, 2014 @ 11:05pm
GrimReaper1789 Jul 13, 2014 @ 10:42am 
This mod looks awesome but I have to say, the CB bug breaks it IMO :( I really look forward to seeing it fixed. Subbed for updates!
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