Europa Universalis IV

Europa Universalis IV

Countries Can Collapse [2.0] Beta
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Okokokok  [developer] Jul 8, 2018 @ 11:30am
Bugs
Post here
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Showing 1-15 of 57 comments
Vohen Jul 10, 2018 @ 3:27pm 
Hi, I was just testing it out right now and tried to release the factions from the Ottomans (Greeks and Bulgarians).
I released the Greek faction first, which released the nation of Epirus (WAD so far), but then, when I tried to release Bulgaria, the game CTD.
On a second try, I did the reverse and started by releasing Bulgaria, which released Epirus as well, and when I tried to release the Greeks, the game naturally CTD again.
To me, it seems like they both were trying to release the same nation.

EDIT: Also, I went back and did the same with France's two factions, to the same result, with the nation of Tolouse being released.

EDIT2: Those both were with no other mods active, initially there were a lot of mods active, and for some reason that released the nation of Bulgaria instead before crashing, which led me to trying it with no mods, which I did, and found the unaltered bug I posted.
Last edited by Vohen; Jul 10, 2018 @ 3:42pm
Okokokok  [developer] Jul 10, 2018 @ 11:13pm 
Hi Vohen thank you for the thorough explanation, makes it really easy for me to fix! I just noticed a stupid thing; the event that triggers the release always uses faction 1's culture, hench no one but faction 1 can be released lol. Will fix ASAP
Iris Jul 11, 2018 @ 5:46am 
Hey i found some bug you may have missed (?) i noticed that after a culture swap both, the old and the new primary culture got the loyal population debuff with the 50% min autonomy. Did not find any way to get rid of it and other nations did not have this debuff on their primary culture land
wear Jul 11, 2018 @ 12:14pm 
hello i found some bugs wile my play and i wanted to share them here

1.i once played as an othodox nation and became defender of religion. then becourse i had to figth in evry war of religion against another i had to figth in all othodox against catohlic civil-wars

2.the addig bug is that civil-wars are not defencive wars for the rebels(who are the one's desiding to rebel and course terror)

3.if you load an older save file you get a long error page (sometimes even 2)

4.i once made some provinces greek (i was playing as byzantium) and then a civil-war broke out and i kept the provinces.however i beat the rebels and a few years later another civil-war broke out and greek provinces got lost (not the provinces but other greek provinces)

5.i invadet parts of the ottoman-empire and those parts had a rebelion.i crushed it but then the ottoman formed somewere else and in the next civil-war it was another country.then i invadet yet another country and the civil-war of the new invadet country got more territory then the orriginal size of their country (the other provinces also had anthorer religion then the country)
Okokokok  [developer] Jul 11, 2018 @ 10:56pm 
@[RIP72nd] SilverBolt Noted

@Wear 1) & 2) problem with making the rebels declare war is that it calls in the host country's allies
3) It's the event that calculates unity, which is normally hidden, that shows. Some weird bug I cannot quite figure out why happens.
4) & 5) Could you elaborate on both, im not quite sure what you mean. What do you mean "the greek provinces got lost"?
draigwyrdd Jul 13, 2018 @ 3:51am 
When you change the culture of a province it retains all of the modifiers for the old culture e.g. the "disloyal population" modifier.
ditras228 Jul 13, 2018 @ 2:57pm 
The problem in multiplayer crashes constantly like, like in the wars of independence:steamsad::steamsad:
pls fix
Rotrules Jul 13, 2018 @ 8:33pm 
The game is more entertaining with this mod combined with extended timeline. However, I've ran into a few bugs:

1. Factions are unable to declare independence war as long their original country still exists. The event of the independence war still fires but the faction's territory does not declare independence.

2. Attempting to grant liberty to a faction while their original country still exists will result in the game crashing to desktop.

3. Countries that don't use the legitimacy mechanic are potentially more vulnerable to faction warfare as non-monarchies will always have zero legitimacy.

I wonder if it's a good idea to create a sub-mod for this?
SH-3P Jul 14, 2018 @ 5:59pm 
As haloraptor said, provinces retain their "disloyal"/"loyal population" modifiers after converting their culture, so even once they're primary culture their autonomy is floored at 50/80%
drumheller101 Jul 14, 2018 @ 9:26pm 
I would also like to point out that "disloyal"/"loyal" population modifier never seems to go away, even after converting the populations religion or culture.
Rotrules Jul 14, 2018 @ 11:14pm 
There's this game breaking exploit where finishing a war but not annexing a nation that tried to carry out their ultimatum will cause said nation to try to carry out their ultimatum again; thus resulting in potentially unlimited prestige gain from fulfilled wargoals.
SH-3P Jul 15, 2018 @ 10:09am 
I've been messing around with the on_province_convert_culture on action to see if I can get it to remove the loyal/disloyal faction modifier when a province gets converted, but I'm not really very experienced modding so I couldn't get it to work. Anyone else want to give it a go?
Okokokok  [developer] Jul 15, 2018 @ 10:31am 
Hi. Im posting an update tomorrow fixing these problems, but if you wanna put it in yourself here is the fix:
Go to scripted_effects > cn1_faction_life.txt - search for : "Destroys faction"
Just above that line add this code:

# Removes debuffs from same culture territory (Because of conversion or primary culture switch)
if = {
limit = {
any_owned_province = {
has_owner_culture = yes
OR = {
has_province_modifier = cn_faction_present_loyal
has_province_modifier = cn_faction_present_disloyal
has_province_modifier = cn_faction_rel_freedom
has_province_modifier = cn_faction_levying_taxes
has_province_modifier = cn_faction_extensive_recruiting
has_province_modifier = cn_faction_equal_rights
has_province_modifier = cn_faction_increased_autonomy
}
}
}
every_owned_province = {
limit = {
has_owner_culture = yes
OR = {
has_province_modifier = cn_faction_present_loyal
has_province_modifier = cn_faction_present_disloyal
has_province_modifier = cn_faction_rel_freedom
has_province_modifier = cn_faction_levying_taxes
has_province_modifier = cn_faction_extensive_recruiting
has_province_modifier = cn_faction_equal_rights
has_province_modifier = cn_faction_increased_autonomy
}
}
remove_province_modifier = cn_faction_present_loyal
remove_province_modifier = cn_faction_present_disloyal
remove_province_modifier = cn_faction_rel_freedom
remove_province_modifier = cn_faction_levying_taxes
remove_province_modifier = cn_faction_extensive_recruiting
remove_province_modifier = cn_faction_equal_rights
remove_province_modifier = cn_faction_increased_autonomy
}
}
Namor Jul 16, 2018 @ 4:01pm 
There's definitely something fishy going on when faction loyalty is calculated every month. I was hovering over the lyalty number, and watched it tick up by the amount it said it would, then tick down by 1 or 2 for seemingly no reason. It's making it impossible to keep factions loyal.
Okokokok  [developer] Jul 16, 2018 @ 10:11pm 
@Namor well thats the only way I could calculate it. try hovering the faction info interaction - that will show an average chance from all provinces. The way it works is that if say you have 3 provinces with culture X and devastation above 5, then they will get a reduction to loyalty from each province, problem just is, that I cannot add any thing less than 1 loyalty. And that would of course be much too volatile.
So Instead I based it on chance; if you have 3 provinces with devastation, for each provinces there will be a 10% chance that it will reduce loyalty by 1 each month. This is why the movement sometimes tracks up and down at the end of month, because a negative and a positive triggered.

Long answer, but I read that others had problems understanding it as well. If you have a better way or idea please let me know - im open to change
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