Victoria 3

Victoria 3

Third Odyssey: Back to the Motherland
109 Comments
Hyperspearman.Swf - TheRyuSword  [author] Jun 29 @ 6:09am 
Lmao, thanks for the dopamine. It was just what I needed.
human 1234 Jun 29 @ 1:00am 
maybe i did have skill issue
human 1234 Jun 29 @ 1:00am 
wait what nvm i played again and now its fine
human 1234 Jun 29 @ 12:57am 
for the push west decision you say to abandon one of the colonies, however the same decision makes them incorporated states which results in the colonies being unable to be abandoned
Hyperspearman.Swf - TheRyuSword  [author] Jun 25 @ 4:34am 
I've been juggling several projects IRL, I haven't modded in a while, if all else fails I should be modding again by next month's end, but I need to finish my CK3 Mongol Empire Campaign WC and have it uploaded before All Under Heaven is out.
腹黑の兔 Jun 24 @ 6:31pm 
anyupdate?
Hyperspearman.Swf - TheRyuSword  [author] Apr 26 @ 2:38pm 
@sumguy, ignore that. That "NULL_STATE" is s:STATE_DISTRICT_OF_COLUMBIA.region_state:BYZ being referenced before it actually exists, specifically the command being fired there is the one to incorporate it. If there is a mention of a NULL_STATE in the mod, it's almost always something being referenced before it exists. It looks like the Portuguese are involved because their thing is a line directly above it.
sumguy Apr 26 @ 1:52pm 
on the decision "The Third Odyssey", when hovering above the check button to see what it does, the portuguese seem to get an effect in a "NULL_STATE" state? Is it an issue of missed localization, of a typo in the code or is it a result of the usage of DLC features which I don't own?
Playernator3000 Mar 26 @ 11:32pm 
Sorry I didn't respond sooner.

But at the time (haven't returned to the mod since)
It would happen in quite the early game, I cannot tell the exact date but all I can really give is that it happens in the meantime of colonising Virginia after Maryland.

Not sure if that helps but that's all I remember in regards to "Early Game"

Another thing I noted that i mentioned in a previous comment was that your Zoroastrian State in Oceania is missing it's flag and possibily to an extent any content they have, so whatever happening could possibily related to why these things are missing.
Just a guess is all.
Hyperspearman.Swf - TheRyuSword  [author] Mar 24 @ 4:39am 
When did the crashes start?
Playernator3000 Mar 24 @ 3:53am 
Don't have any other mods enabled this time, yet still game crashes
Hyperspearman.Swf - TheRyuSword  [author] Mar 22 @ 5:02am 
I still don't have the India DLC, so I can't be.
IronWolfGaming101 Mar 22 @ 4:57am 
Here's what is funny: I only had your mod enabled. Or is it caused by not having the India DLC?
Hyperspearman.Swf - TheRyuSword  [author] Mar 22 @ 4:50am 
I don’t know how you’ve done this but that image is busted and from sometime from before January 19th. Because the Greenland colonies were all assimilated in the January 19th update because they weren’t needed anymore due to the colonial changes that speed up colonization in giant states.
IronWolfGaming101 Mar 21 @ 11:08pm 
Ryusword, I posted a picture of the problem on the Third Odyssey discord server in "Submod Discussions around the same time as I posted this comment.

I hope it can be useful to you
IronWolfGaming101 Mar 21 @ 10:54pm 
Then I don't know how the map was drastically different
Hyperspearman.Swf - TheRyuSword  [author] Mar 21 @ 6:40am 
The only recent map change has been me changing the population of Pate to Ibadi instead of Sunni because their country is Ibadi but their population was Sunni.
IronWolfGaming101 Mar 21 @ 5:01am 
The mod for some reason has the USAand Europe doesn't look correct.
Playernator3000 Mar 20 @ 8:01pm 
another thing I spotted was the Zoroastrian state missing it's flag
And i'm guessing other things about it (I'm not sure since i never played em yet)
Playernator3000 Mar 20 @ 7:36pm 
Crashing
Hyperspearman.Swf - TheRyuSword  [author] Mar 14 @ 6:11am 
@Arubi64, probably a bug from the converted save process. Which means I have no idea how to fix that one, not that I get far enough into my playtests to get to such a level where I could find out why that's fucked before I found something I wanted to add from the EU4 version and thus restart my playtest.
Arubi64 Mar 13 @ 10:49pm 
i can't establisth colonial administration. when i click the button it's show the dialog to establisth chartered company and then nothing happened.
Hyperspearman.Swf - TheRyuSword  [author] Mar 10 @ 6:42am 
@2227817689, yeah. I know, but without a huge building and technology rework, Victoria 3 just isn't built for a multiple century game. I add things here and there to slow down the tech tree's progression, but there's only so many things you can do without ruining the experience.
2227817689 Mar 10 @ 2:24am 
Technology is not close to history
Hyperspearman.Swf - TheRyuSword  [author] Mar 9 @ 6:06am 
@Satou, yeah the Byzantine tag is specifically set up to not be allowed to have revolts, so it’s fucking confusing that they keep popping up. Anyway, a lot of the issues with the mod can be traced back to Customs Unions, a significantly easier thing to mod, being replaced with Trade Power Blocs. Power Blocs are infinitely less stable and have basically no instructions on how to use them. Any place with protectorates is something that used to be a customs union, the Spartans are supposed to break free eventually but the current system makes that hard since they’re in your market to siphon goods for their conquest army. I’m still building up the early game of the mod, the problem is that many things in the EU4 mod just aren’t transplantable into the Vic3 experience. Technology being on of them. Vic3 is a game designed for only a single century of gameplay, not 4 centuries.
Satou Mar 9 @ 3:35am 
I'm glad to be able to play Odyssey in v3. The author's efforts are admirable, but Ren has quite a bit of content that I personally feel could be optimized.
Regarding game content, after migrating to the Americas, was the game progression too slow to do anything for quite some time, v3 didn't have the native mechanics like eu after all, and then after the Spartan protectorate came out, as Sovereign we could use his claim in the Mexican region to eat our way straight to Central America, but this also led to the lack of subsequent events? Since I've only played it once I'm not sure if this is a bug or gameplay progression, and then whether the tech aspect is too crude, as well as the fact that the Ottomans often drop into secondary regimes due to Byzantine revolts, I wonder if the authors have the will to restore the entire eu environment as well as the third odyssey in its entirety?
Hyperspearman.Swf - TheRyuSword  [author] Mar 8 @ 9:19am 
@伊恩, you can put it in the new Submod discussion thing.
伊恩 Mar 8 @ 7:42am 
greeting! what a great mod, I want more Chinese player used it so i have translation it in vic3 mod Chinese submod
would u make a line in description

Here is my Chinese localization. https://steamcommunity.com/sharedfiles/filedetails/?id=3440672769
Hyperspearman.Swf - TheRyuSword  [author] Feb 9 @ 8:20am 
@Rexous, No, but that's the Converter's fault, and reducing the global population would require a lot of effort I don't want to do.
Rexous Feb 9 @ 8:14am 
Are the populations supposed to be 20x the amount of actual 1444?
Hyperspearman.Swf - TheRyuSword  [author] Jan 30 @ 4:30am 
Meta Data File evil, it was missing a comma, bruh
Apollo Potato Jan 26 @ 8:59am 
Unfortunately still crashing once I unpause, this is running both with and without submod. My crashing only started once the first update from the 19th released, I was able to play with the horse good prior to that
Hyperspearman.Swf - TheRyuSword  [author] Jan 25 @ 10:03pm 
Yeah I have no idea why a new good is killing all your games. Since crash reports only began coming in after I added Horses.
Arcadedragon-klaut-bei-rewe Jan 25 @ 1:56pm 
cannot start
D3ATHBR1NG3R Jan 24 @ 3:34pm 
something about meta data not loading or something
D3ATHBR1NG3R Jan 24 @ 3:29pm 
i cant even load the game
Hyperspearman.Swf - TheRyuSword  [author] Jan 16 @ 11:59am 
@Apollo Potato, yeah that was because the trigger couldn't check the market, so it was returning back a failure. An interesting bug and one that was quickly fixed once I actually payed attention to the code.
Apollo Potato Jan 15 @ 7:22pm 
Apologies if my last comment may have confused, turns out I was unknowingly running an older version of the mod and steam refused to update it without unsubscribing then resubscribing. When I had posted the comment, I did see the dyes journal entry but the 1000 unit requirement wasn't displaying, only owning florida and cuba
Hyperspearman.Swf - TheRyuSword  [author] Jan 11 @ 6:48pm 
From Khugdihr to Ovdal Kanzad.
MAXIMUS Jan 11 @ 5:25pm 
Thanks for the reply, good luck in you playthrough. I hope you are playing as the dwarves
Hyperspearman.Swf - TheRyuSword  [author] Jan 11 @ 6:23am 
@Maximus, since the journal entries are new to the project, there just aren't a lot of them going around. Most of the mod's content is wrapped up in decisions since I managed to figure that out way before I touched Journal Entries. Securing Dyes is the last one I made. I'll make more, but for now I'm focusing on my Anbennar playthrough in EU4.
MAXIMUS Jan 10 @ 7:52pm 
after completing securing dyes mission, no other jornal related to Elysia is popping to me
Hyperspearman.Swf - TheRyuSword  [author] Jan 9 @ 2:45pm 
@Apollo Potato, since you're supposed to be producing 1000 Dyes within your market as well as controlling Florida and Cuba, that checks out. 1k dyes is a lot of dyes, so it's highly likely you just literally don't have the population required to need that many from good inputs.
Apollo Potato Jan 9 @ 12:50pm 
I seem to have come across a bug, the "securing dyes" journal entry does not complete when both Florida and Cuba are owned, the former by myself and the latter by Kylkadia. Florida was previously colonized by the varangian order puppet, which I took the state over from as their overlord. The journal entry itself shows that it can be completed, the game just doesn't do it. The only mods I am running are this one and your submod.
Dr. Umar Johnson Jan 1 @ 4:55am 
Great mod
fisto the robo Dec 22, 2024 @ 3:10pm 
The colony issues were all fixed with the patches! 👍
Hyperspearman.Swf - TheRyuSword  [author] Dec 19, 2024 @ 1:35pm 
The Limiter was bugged, that has been fixed. Anyway I have created a submod for this mod which will contain big changes to balance in it, this means a reversion to normal ahistorical subsistence farming without the submod.
Cергал Dec 18, 2024 @ 12:23am 
i had only 2 plays start during 70 years in a previous test, one was helpful for the 2x but the other was against a smaller native that was almost gone anyway.
Markland gets hemmed in by skraelings who goes ham and near enough colonises all of quebec from markland and is halfway to alberta before ive gotten new york, helluland colonised greenland and stopped though.
Hyperspearman.Swf - TheRyuSword  [author] Dec 17, 2024 @ 5:01am 
@Cергал, I can confirm that the natives do start plays, I have seen it happen against Helluland. But it's odd, because I know for a fact that Markland can't have an interest in Dixie, they should have like -2 interests.
Cергал Dec 16, 2024 @ 10:48pm 
I had markland colonise all of massachusetts before even i was 1/5 into new york then they hopped all the way to texas and are rapidly colonising it even after i dow them to take their new england land.
it appears they colonise way faster than elysia ever can, with two colonies it takes 360+ days each tick while even just 1 colony ticks at 250+, it would help if the natives started plays like unmodded so you get that x2 bonus but they barely ever do.