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And whilst that was fun in a masochistic way, it wasn't quite the game I was looking for.
Thank you for the explanation and how to disable it for the player.
If you absolutely want to disable this feature for a player, add is_ai = true to the trigger for tribal_flavour_events.451
But this is not intended in the current update-
A few other minor changes, will update changelog soon-
In this submod the focus is trying to keep many tribes staying tribal, so I might test slightly adjusting the barbarians_border modifier.
Once again thank you very much for your help, I'm going to run one more test before I push an update, so far both your mod and this mod run perfectly.
It's a modifier that apply when the capital of the province and more than half the province is occupied by barbarians, it serves as a marker to identifies the province out of your control.
Also, it does create/expand tribals if too many provinces are occupied. But the conditions are quite specific, you'll find it in c3rd_barbarian_occupying_land. I never saw it being too out of control tbh, maybe you'll prove me wrong.
There is also the c3rd_barbarian_fury_discipline_1, c3rd_barbarian_fury_discipline_2 that are the end-game fighting buff added on newly created tribals there.
The “barbarian modifier” for bordering nations, I’m curious what the id/exact name of that modifier is-
No pressure if you are busy, I appreciate you updating; love your mod-
The second crash is because this mod makes tribes split extremely frequently and also tribal vassals released when non-tribes try to 'colonize' or conquer hostile terrain (like frigid, ect.), and therefore 700 years into the game the tag limit is actually reached-
I'm going to run some more tests-
Thanks for your help and feedback!
How do you find the mod "unstable" ? Is it more laggy, or there is some game freeze ?
Since 2.0.5, tag limit is mostly a define problem, so the previous limits i put in the game to prevent tag multiplication might be no longer useful
' is_war_leader trigger [ target country not in war! ]'
Although I think I will have to slightly rebalance/reduce the amount of tags with your changes--as with this version I reached the maximum amount of tags 10 years before 361 AD (The point that this mod causes the game to end-)
Which previously was not possible. This is acceptable, I will engineer another solution to more efficiently recycle tags-
I'll definitely update the mod regardless to be in line with your new changes. Thanks for letting me know-
When any non-tribal nation conquers provinces that have the cold, arctic or arid climate that has a population of 33% or more tribesmen in the province, the land is released as a tribal vassal, simulating foreign lands that were difficult to settle in this period. This also applies to formables that change government from tribal to monarchy.
This mechanic is responsible for having more historicity, such that rugged regions with weaker tribal nations (which now often split) are not conquered by the end of the game-
Eventually the tribes will reform and then they can be taken directly-
But generally I would load this mod and Diskiant's TE : Crisis of the third century last.
I use:
Imperator: Invictus
INR - Invictus
Culture Conflation (For Invictus)
Imperator: Invictus More Cultural Names
Timeline Extension For Invictus
Always Show Christian/Gregorian Date
TE : Crisis of the third century
TE : Crisis of the third century BetterBlobs Submod
Are you having an issue with another load order? If so, this should work regardless.
That error is fixed now, apologies. My future updates will never cause something like that to happen again. I appreciate your kind words though, awesome!
@Viisuri I appreciate it. I definitely will be monitoring this mod, polishing, and possibly bigger changes in the near future. Currently I am focused on making a CKIII version of this mod, as I already have one completed and in a good state for Europa Universalis IV. Part of the grand vision is a Mega-campaign with lots of *historicity*, rather than railroading, which I am very excited for.
I appreciate the feedback and apologize for not fixing this sooner.
Extreme apologies. I reverted the version. I was attempting to adjust some localization and allow the game to pause on November 17 316 (for easy continuation with the CKIII Fallen Eagle Mod)
But I did not properly test this & with other mods and I accidentally affected the defines file.
Such an error in an update will not happen again, my mistake. I appreciate your patience, and apologies this took me so long to address.
Thanks for all the work you've put into this mod, by the way. It's truly appreciated 💜
However, of course--some mods are incompatible with Invictus or Crisis of the Third Century, which I can't do anything about