Not much of a hotfix as much as a minor patch. Changes state borders and fixes minor things. A lot of the work was done by @thiagodesacosta and especially @Libeccio-DD so kudos them. Thanks to @nappys-legacy script lot of the duplicate localization was removed - not a big difference for the player, but it helps to keep the mod tidy. You should check out his Napoleon's Legacy mod for the finest alt-history mod out there.
The one big bug I managed to squash and that existed from vanilla is the one that made slave countries randomly lose slave states upon release, so that's a big thing.
Next release will likely take much longer. Checksum for the Steam version is: PJXW. Full changelog below!
Changelog - 0.4.6.3 - Checksum PJXW
- Minor reshape in Burma. Minor flips to state borders to help the AI.
- Fix for New Zealand not having a socialist party until late in the game.
- Fixed to Welsh Liberal party early end date. From #97 by @Libeccio-DD
- Tweaks for the Zanzibar cores #101 and Alaskan Frontier decision #102 by @Libeccio-DD
- Fixes to the Life Rating visual scale and to several graphics #107 by @thiagodesacosta
- Fixes for potential problems if a country was somehow stuck with the lacks_writing_system modifier by @moretrim - #105
- Fix Fort position in Niigata so they do not overlap with Sado. Closes #104
- Fix for Greater Germany events not distributing provinces to existing countries - they will do it now. Made a few tweaks to the order of the released countries. If Austria has Bohemia/Sudetes/Lower Silesia cores when the event fires, Germany should get these as cores (and inherit them). Again, this is all a temporary solution until I fix the mess over Austrian cores. Closes #108
- Changed the requirement for building the Panama canal from the TNT invention to the "Drilling and Blasting" tech to avoid the invention's conditions delaying the construction of the canal. Closes #109
- National focus map mode fix by @Libeccio-DD - #112
- Cleanup to the Conquest of the Chaco/Desert decisions. They've been opened up to any SP or GP past a certain date if they own the correct provinces/have the right techs.
- Small changes to provinces in the Austrian empire to guarantee they do not start with unemployment.
- During the Anglo-Sikh war, AI UK-allied countries that are not part of the Indian subcontinent should now drop from the war without prejudice to their alliance with the UK.
- Fix to a vanilla bug that could cause CBs to be invalidated depending on armies sieging your capital. By @moretrim - closes #114 via #116
- Fix to a vanilla bug that made newly released countries like Oman, Sudan or CSA that had slavery lose random slave states. Closes #96
- Picking government decisions shouldn't block other players from picking it anymore. Should avoid the problems were changing tags while the government decisions is "on" made it impossible to pick government decisions. Closes #100
- Minor changes to provinces in Anatolia by @Libeccio-DD to better reflect historical borders. Closes #84
- When becoming England, the UK will lose Anglo-Canadian and Australian as accepted. These cultures will also be lost as accepted when these territories are given home rule.
- Changed Orissa's colour so it's not exactly the same as Nejd.
- Fort positions fix by @Libeccio-DD - integrates and closes #106
- Vorarlberg event chain for a dismantled Austria by @Libeccio-DD - #70
- Changed Perry's expedition localization text to be more clear how to end the war without enforcing the add_to_sphere CB. Included the event chain in the debt system. Slightly decreased the requirements for the decision to be used.
- Changed Kingwana culture colour so it is not similar to Mongo culture.
- Moved "political rights" reform from Political to Social reforms.
- Constitutional-Monarchy Germany should still be called "German Empire".
- Indian minor states should now have the possibility of joining a vassalized India.
- Slight infamy reduction for the "Free Allied Core" CB. Reduced the maximum "Take Puppet" CB infamy to 12.5 from 15.
- Removal of all duplicate localization entries between HPM-NNM thanks to the awesome script written by @nappys-legacy. Closes #113
- Fix to FCS event chain firing wrong production events by @Libeccio-DD - #120
- Fixes for the population of Saxony by @Libeccio-DD - #115
- Fix for the social/political movements icons by @Libeccio-DD - #121
- Work on normalizing line endings by @moretrim #99 - may need a review since the last round of script-made standardization to the files.
- Made sure the event that informs the player they have the Imperialism CB fires correctly for the Ottomans/Russia.
Hey, i got some trouble with Belts and Braces event, when i pass my cursor over the unique choice it quit the game...
I don't know if it this HPM related or bc of the base game, but i can not debug it...
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Hi i have a problem with the PBC war, im peru in the game and chile nor argentina declares war on PBC and I cant progress. (sorry if i have a bad english)
I suppose that the only thing to do is change to one of them using the console commands and do it manually, then turn back to your country
is it just me or the game runs much slower now?
Hey could u pls take a look at ICEN PUIR(https://github.com/icendoan/PUIR)
it's a mod that has added a "request grant decision" that allows victoria multiplayer players to pay one another. I think this would be really useful for multiplayer with this mod, as in my opinion this mod (HPM) is far superior and would only be made better with a similar feature (maybe without the prestige loss). This would be useful to pay other great powers to join your war, or influence another country, or release a vassal, etc.Thx!! OFC don't wanna overburden just thought it might be a cool addition to consider.
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Hi could someone please help me with this mod?
I used to play vicky 2 several years ago and now I am getting back, but it is the first time I am trying to use a mod.
I downloaded the file, unzip it and then install it here: C:\Program Files (x86)\Steam\steamapps\common\Victoria 2\mod\HPM.
I run in to two problems, if we could call them that. One was that it continued telling me while I was moving the HPM to the mod file that there was an error with a file. So I skip that. Then it told me that some file names were repeated and if I wanted to replace them, I said yes.
The download was done and when I open the game the mod HPM doesnt appear.
Thank you
There is a file which is in the mod or some of them that must have the same name as the mod, and it should be outside of the file, it's "archive mod" or something like that.
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Have you considered making an observer mode (akin to other, more recent PDX games) for this mod? There isn't a way to have a truly hands-off game that doesn't have any effect on the world and I know many would be interested in this. Great work though! I have always enjoyed this mod.
That is more mechanic based for the game. Most would recommend just doing a nation that absolutely useless - like haiti or something else.
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Austria cannot become Germany by event, gain the infamy but you do not become Germany
Austria cannot become Germany by event, gain the infamy but you do not become Germany
So uh... how do you install these mods again?
Donwload the mod, unzip using whatever you have (7-zip, Winrar, etc), open the folder it extracted. Click on the mod file and the folder (both should be called HPM) and cut or copy the files. Then head to the mod directory and paste the files.
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i didexactly that and i have it in the launcher but the game craches when it trys to load the map
I am not the mod developer, contact the developer for help
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Did you previously have Victoria 2 downloaded in your C: drive and then move it to an external hard drive? I had this problem when I was trying to use HPM, but moving Vicky 2 back to my C: drive fixed it
It seems like Korea does not enact any westernization reforms in some situations on presents version. That prevents Japan to annex Korea
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As some above guys said, some uncivilized countries as well as Korea do not enact any westernization reforms on unknown situations. On my opinion, restrictions for ai on military reforms are main cause. As 'ai = no' in 'common/issues.txt' file is changed to 'ai =yes', those problems are resolved
I have experienced Korea also remaining "uncivilized" in several single player games. (Ex. being in 1929 and Korea sits at 45% civilized.)
For your proposed fix, where is the location of the ai=yes?
Edit: Read your post too fast, I see you said common/issues.
Update: After implementing The_Reader's suggestion of changing every instance of ai = no to ai = yes I ran some tests by playing 9 games as Imperial Japan from start to 1900. It seemed to lower the instances of Korea not civilizing. (Korea successfully westernized in 4 of the 9 games played) I still encountered several situations in the other 5 games played where Korea caps their research points (28,000 I believe) and never spends them. Yet each game they get stuck at different levels of civilization such as 35%, 45%, and one time even at 95%.
One possible explanation for this bug may be Korea's status as a Puppet of Great Qing vs. when they get their independence early due to rebellion, event, or victorious Heavenly Kingdom. (the instance of Korea being stuck at 95% civilization was during the game where the Heavenly Kingdom won the war against Great Qing and dropped all of its puppets) I will play more games in order to see if the instances of the not-civilizing bug occur the same, less, or more often when Korea gets early independence from Great Qing. I will also try what another person suggested here and continue on into the 1900's and see if the ai begins to actively westernize.
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Haiti paying debt to France? I can say that HPM is getting more and more accurate each version. But please fix this version.
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Does anyone with extensive experience with mod checksum know how to fix having the wrong mod checksum? HPM runs fine in singleplayer, base game checksum is fine, I've reinstalled the mod multiple times, deleted the cache files multiple times, and verified game files to no avail. Having the wrong mod checksum is preventing me from playing with my friends.
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The mod crashed on "Creating the world"....can,t someone help me?
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I’m playing as the Netherlands and when the Boer event happens that spawns Natalia, the land goes to the British instead of me, even though I took british South Africa
Nice mod. But I'm struggling to form Germany as Prussia. I have invented the Nationalism & Imperialist tech and sphere every Noth German states + Denmark, I have won the war against Austria and take Bavaria, Baden, and Wurttemberg as my sphere. The problem is I can't even form the NGF, it says that my requirements for North German core still missing although the whole Central Europe is on my sphere. Do I have to wait until 1870s to even form the NGF or am I missing something?
Did you take alsace-lorraine from France ?
If Holstein and Schleswig are vassal of Denmark you can't form NGF.
I maked the same mistake.
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i have no idea how to download this everytime i download this it downloads it in note form and i have no idea what im suppose to use with that.