Europa Universalis IV

Europa Universalis IV

Homebrew - Silvertaped
410 Comments
Ae Ti 4 hours ago 
After some more brute-force testing, I found the problem event - it's the 5th (3rd to last), the event for changing governments from monarchy to republic/theocracy.

After a bit more digging I realised the problem: Theocratic ideas was referred to as "aristo0", while the actual name of the idea group is "theocracy_gov_ideas" - this caused the game to kill itself when an AI switched from Monarchy to Theocracy.

Changed it, now it works without a hitch!
Ae Ti 15 hours ago 
After a lot of bisecting, can confirm - the issue is in "Idea Variation.txt" - if I delete it, I can continue without any crashes
Aitra 15 hours ago 
I'm also crashing around the 1550s. I've noticed it only crashes on the pulse event dates, which leads me to believe that crash is due to a idea group event.
ZubRush 19 Jul @ 3:53am 
In addion, it happens to every country. Maybe a bugged event, trigger or smth?
ZubRush 19 Jul @ 3:51am 
Great mod, but all my games keep crashing around 1540-160ish. Sometimes it helps to reload a few years ago, but this is not a optimal and reliable solution.
Ae Ti 19 Jul @ 3:02am 
I'm consistently crashing at around 1560 playing as Asarta - tried disabling every other mod (graphical, monuments) to no avail, however turning Homebrew off seems to have done the trick. It's very clearly the AI doing something funky, as if I turn off AI using the console, the game runs without a hitch.

The main mechanic-heavy mods I'm using are Homebrew and Dwarven knowledge (I'm aware of the outdated patch, but I'm only using the tech part that lets me have more idea groups)

I know this is not much to go on, but I'll gladly help if I can some way, really don't want to restart my game (or play without Homebrew :P)

Also massively appreciate the work you're doing, especially this quickly after the new update! :steamhappy:
Anscylla  [author] 17 Jul @ 8:07am 
tywm @Hee
Anscylla  [author] 17 Jul @ 8:06am 
Damn brackets
Hee 17 Jul @ 5:52am 
The Impressment Office bug is caused by a misplaced { on line 4396 in the 00_buildings.txt file. It should instead be placed between the two modifier scopes, at lines 4354 and 4355.

You can find the file at: <STEAM_PATH>\steamapps\workshop\content\236850\3105283657\common\buildings\00_buildings.txt

Until Anscylla has time to update the mod, you can manually fix the file by editing it in a text editor.
☽seluna☾ 16 Jul @ 8:22pm 
tysm for keeping this mod alive, i really appreciate you continually working on it alone for free. u deserve a lot more recognition <3
Baligdur 16 Jul @ 2:07am 
Impressment Office is still not there.
Zeeron_Avino 15 Jul @ 12:01pm 
Say again. Can't get Homebrew inventions from artifisery events. event homebrew_idea.18 for example
Anscylla  [author] 15 Jul @ 6:54am 
Fixed
Baligdur 15 Jul @ 1:23am 
The mod removes Impressment Office from the game. Instead of there is placeholder building that does nothing and cannot be build.
Tiger 14 Jul @ 4:04pm 
thank you for promptly adressing it! i love this mod a lot and the idea groups make anbennar way more engaging personally. good work bro <3
Anscylla  [author] 14 Jul @ 3:48pm 
Fixed refund (I hope)

also added to assimilation and nationalism ideas, some free focusing and purging
gruzdev_pidaras 13 Jul @ 3:09am 
i`m agree. refunding mp doesn`t works.
Anscylla  [author] 12 Jul @ 8:09pm 
Ohh, racial menu is now built on "custom gui", but old way of dealing with it was left in files, that's why I didn't noticed that something THAT importat has changed. I'll check how does it works, maybe I will come up with something interesting for that idea, in exchange for that 2.5 admin eff which was just to partialy refund loss of admin eff from purging
Tiger 12 Jul @ 5:02pm 
the refund of mana points on selecting a racial interaction in the new racial menu doesn't seem to work for the nationalism ideas 2nd idea. Development does increase when a minority is purged still, but i still had to pay 100 admin points to enact the purge edict/button click/whatever its called.

i was playing Duran Blueshield and was purging the Orcs after getting nationalism's 2nd idea as a meta strat id developed. the only other submod i have is ages reformed for anbennar.
Anscylla  [author] 10 Jul @ 5:36pm 
I'll get to Silverdoged tommorow, I mean today, gotta sleep sometimes

Also if there are any compatibility mods for HB, about which I don't know, tell me, I'll add them to the description
Anscylla  [author] 10 Jul @ 5:35pm 
Everytime there is an update, im basically checking every thing that homebrew introduced, and that's not even all of them :steamhappy:
Anscylla  [author] 10 Jul @ 5:33pm 
Update is out. I couldn't test it properly in game (only with console), I will apprecieate feedback after playing for 100 or 150 years, soo:
Does artificer's capacity is doubled from relic with artificery ideas?
Does assimilation idea give proper bonuses from minorities?
Does nationalism idea makes racial interactions free?
Does government ideas (aristo, pluto etc) works properly?
Is racial menu always working?
Does absolutism reduction from court ideas work properly? (and to an extent, superiority of the state gov reform)
Does mercenary ideas feel underpowered?
Does "can create client states" fit as finisher in influence ideas?
Does new decision to show provinces excluded from adjacent fort penalty makes any issues? On top of that, does information provided by that decision, match what's happening in reality? (applying modifiers, and highlighting such provinces are 2 eniterly independent systems so there might be some problems)
Anscylla  [author] 10 Jul @ 5:33pm 
Does ramparts, stacked with mage towers and defensive + fortress ideas combo with fort on dwarven hold, with magic fort (as kobold), seems fair? (probably not, but that's peak of engineering)
Is there any problem with advisors?
Are artificer inventions working on tier 2-3 + unique and cultural?
Is there any problems with events regarding migrations?
Are there problems with buildings in general?
(i know that there is some weird interaction with insta building for sailors, with conscription ideas + highseas combo, but I couldn't find out why, Ovdal Tungr game??)
Is there any problem with factions?
I've threw some modifiers around, in mil ideas, regarding forts being too weak, so, is now leaning into defensive ideas even worth (countries with any MT's and defensive bonuses are favoured anyway) on every country, or you can just get offensive and don't think about that?
Anscylla  [author] 10 Jul @ 3:50am 
https://github.com/Anscylla/Homebrew-Silvertaped/commit/3843fe6bb6d0bc94f3615f2b37cbf9c471988a6a

[*]

I still have to check every file by hand, separately, if I didn't fck up something during taking updates from anbennar, then check ingame if everything HB related works (like, bonus from assimilation ideas, can fck up race menu so it won't work entirely) aaand then, if everything is fine i'll update
gruzdev_pidaras 9 Jul @ 7:23pm 
we still waiting for update :WHII_Money::2016villain:
coom snorter 8 Jul @ 11:28am 
<3 :slimehappy::slimehappy::slimehappy::slimehappy::slimehappy:
Anscylla  [author] 8 Jul @ 5:40am 
Tommorow I'll get to it
coom snorter 7 Jul @ 4:38am 
anscylla my goat please update :mailedfist:
MrBeemo 5 Jul @ 1:53pm 
Currently not, at least as far as orcs are concerned
Typical_Name 5 Jul @ 12:35pm 
This was working more or less fine, as far as I could tell, on the previous Anbennar version, but as of today there is now new Anbennar version. I wonder if it will still be compatible.

If it's not, I suppose one could always download the older Anbennar versions from github manually.
Cube0fDestiny 30 Jun @ 2:41pm 
you uploaded .git folder together with the mod, I'd recommend to remove it, save 6 mb of disc space for everyone
Muggel 12 Jun @ 7:00am 
will this mod get be made compatible to the upcoming main mod update when it is released?

Love the mod by the way. I remember Trying to make the old mod this is based on compatible before you mad this one... Huge respect for actually being able to make it work.
Mediocris 11 Jun @ 11:07pm 
update it pls
MeteorJunk 29 Apr @ 3:36pm 
Does this mod break the mage heir event? I had two mage heirs and neither of them actually became mages!
Dr.Macari 26 Apr @ 7:34pm 
Hi Anscylla, I am a huge fan of the HB submod and I want to congratulate you on the military changes, I liked some and other not too much but that is fine. But there is a huge issue with playing defensive now, the AI can easly doom stack artillary( I dont know why, but they do) and there is a lot of bonus of art vs fort in the ideas. I was playing as dwarfs with fort, serpentspine and defensive ideas, and my forts where made of paper. I know you dont have the time with your studies, but something has to be balanced here.

And another thing... is it possible to make a variant submod that has the old HB ideas?

Thank you my friend, and have a good one.
Anscylla  [author] 13 Apr @ 7:52pm 
I can just add a decision which will highlight provinces with exceptions. I won't make it toggleable because defensive buildings are balanced to favour at least some degree of planing how to maximize your provinces (salt,holds or literally any modifier which just makes certain province just better location for a fort, for example) and just to discourage fort spam
ChSph 9 Apr @ 4:01am 
also @BalkanMontero
I have no such problems, make sure You don't run incompatible mods and Your EU4 install is OK
ChSph 9 Apr @ 3:47am 
Please if possible add either a map mode that shows valid fort provinces or just a startup option to disable the fort limiter entirely. Figuring out what provinces are exceptions from it and what aren't is annoying.
SSS-class Warlock 1 Apr @ 9:17am 
what on earth
Anscylla  [author] 1 Apr @ 1:17am 
oh no, lizard apocalypse, again
BalkanMontero 31 Mar @ 8:41pm 
Oh yeah and are there supposed to be Lizard minorites in every province across the world? and whats with the mechanims?
BalkanMontero 31 Mar @ 8:39pm 
Lich kings keep arising in every country after every reload and when your ruler dies a lich becomes king. Do i go back a patch or 2?
Bromid 26 Mar @ 5:40am 
Ohhh okay. Thx. Glad everything works as intended.
Anscylla  [author] 26 Mar @ 3:20am 
Yeah, shock and fire are unlocked at mil tech 7. War production at mil 11. Artificery at mil 14 with artificers estate. Colonial empire at dip 13. Industrial at adm 11 with artificers estate
SSS-class Warlock 26 Mar @ 1:57am 
I might be talking outta my ass here, but I don't remember seeing them right from the start, so I reckon they come with a tech level requirement - they're kinda bad at best in early game anyway, at least Fire ideas certainly are.
Bromid 25 Mar @ 3:58pm 
Somehow Fire and Shock Ideas are not being shown eventhough they show up as having potential policies. In total I have 13 military/adm/Diplo Idea Groups available. Is that supposed to be like this? I only have Anbennar and Homebrew running.
ewobmrk 18 Mar @ 7:45am 
@anscylla thanks :steamhappy:
Anscylla  [author] 18 Mar @ 4:03am 
I can try to add some more logic to every idea / borrow something from xorme, but it will take some time to update since I can't spend as much time as I would like to code, sadly
(trying to not be kicked out of uni, again)
Anscylla  [author] 18 Mar @ 3:54am 
There would be needed compatibility patch, since xorme modifies values for AI, which are inside vanilla files etc
ewobmrk 13 Mar @ 1:45pm 
idk how to post screenshot but it supposed to give (+20% National manpower modifier -5% Discipline) all of the Quantity inno ideas vanila ones stays same if you use xorme - ai idk if they can fix that or i should ask the xorme - ai maker