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View Full Version : Get the Augustan Legions in 272 B.C.E. here...



Power2the1
10-10-2007, 05:08
This is for EB version 81v2. It might work with 8.0, 8.1 too, but I have not tried it on those.


If you can click & drag, and paste something directly in its place, you can do this :-) Thats all you need to do.

There seems to be a bit of difficulty in getting the reforms right from the get go. All the traits and qualifications and leaders and building you need, battles that need to be fought and cities to control, etc....I hope this will be the easiest way to enable them. This skips over all that, skips the Marian and Polybian reforms, and goes straight to the Imperial Reform.




First off, please back up your EBBS_SCRIPT file. Its located inside your EB directory. EB/Data/scripts/show_me/EBBS_SCRIPT.
Make a backup of the file just in case.

Anyway, go ahead and open the EBBS_SCRIPT (It might take a few seconds to open)
1) At the top, click on "edit."
2) Click "find" and a prompt will pop up
3) Where it says "Find What", put this: 1c: Roman Reforms
4) Check "Down."
5) Click "Find Next."

You'll be taken to the beginning of the Roman Reforms section. Loks like what you see below:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 1c: Roman Reforms
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;





((((Delete everything thats below Section 1c: Roman Reforms. First, look for the red stopping point I've provided further down so you can tell where to stop in your EBBS_SCRIPT page)))))

;Before all reforms

;Reform Counter 0 = Camilian , 1 = Polybian, 2 = Marius, 3 = Augustus Reforms
declare_counter Romanii_Reform

;Detect current reform
monitor_event SettlementTurnEnd SettlementBuildingExists = romani2
and not SettlementBuildingExists = romani3
and not SettlementBuildingExists = romani4
and FactionType seleucid

set_counter Romanii_Reform 1
terminate_monitor

end_monitor

monitor_event SettlementTurnEnd SettlementBuildingExists = romani3
and not SettlementBuildingExists = romani4
and FactionType seleucid

set_counter Romanii_Reform 2
terminate_monitor

end_monitor

monitor_event SettlementTurnEnd SettlementBuildingExists = romani4
and FactionType seleucid

set_counter Romanii_Reform 3
terminate_monitor

end_monitor



;Counters that count number of cities conquared
declare_counter GalCondition
declare_counter CartCondition

; Check Conditions
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 0
and I_TurnNumber > 120

; Unconditional Reforms afther 210BC
if I_TurnNumber > 248
set_counter Romanii_Reform 1
terminate_monitor
end_if

; Conditional Reforms
if I_SettlementOwner Segesta = seleucid
inc_counter GalCondition 1
end_if

if I_SettlementOwner Mediolanum = seleucid
inc_counter GalCondition 1
end_if

if I_SettlementOwner Patavium = seleucid
inc_counter GalCondition 1
end_if

if I_SettlementOwner Bononia = seleucid
inc_counter GalCondition 1
end_if

if I_SettlementOwner Lilibeo = seleucid
inc_counter CartCondition 1
end_if

if I_SettlementOwner Messana = seleucid
inc_counter CartCondition 1
end_if

if I_SettlementOwner Syracuse = seleucid
inc_counter CartCondition 1
end_if

;Check if Reforms Conditions are met
if I_CompareCounter CartCondition >= 2
and I_CompareCounter GalCondition >= 2

set_counter Romanii_Reform 1
terminate_monitor

end_if

;Reset Counters
set_counter CartCondition 0
set_counter GalCondition 0

end_monitor

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; MARIAN TRIGGER

declare_counter Latifundia
declare_counter ReformatorCounter

; Count Latyfundium
monitor_event SettlementTurnStart SettlementName Segesta
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Bononia
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Patavium
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Arretium
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Ariminum
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Roma
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Capua
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Arpi
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Taras
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Rhegion
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

;Unconditional Reforms
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 1
and I_NumberOfSettlements seleucid > 89

set_counter Romanii_Reform 2
terminate_monitor

end_monitor

;Conditional Reforms
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 1
and I_CompareCounter Latifundia > 6
and I_TurnNumber > 399
and I_NumberOfSettlements seleucid > 44
;and BattlesFought > 249
and I_CompareCounter ReformatorCounter = 1

set_counter Romanii_Reform 2
terminate_monitor

end_monitor

;Check for Marius wanabe
monitor_event CharacterTurnStart Trait Reformator > 0

set_counter ReformatorCounter 1

end_monitor

;Reset Latyfundium Counter
monitor_event FactionTurnEnd FactionType seleucid
set_counter Latifundia 0
end_monitor

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Imperial trigger

declare_counter Romani
declare_counter AugustanReformatorCounter

monitor_event SettlementTurnStart BuildingExists = gov2
and FactionType seleucid
and I_CompareCounter Romanii_Reform = 2

inc_counter Romani 1

end_monitor

monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romani > 54
and I_TurnNumber > 499
and I_NumberOfSettlements seleucid > 89
;and BattlesFought > 399
and I_CompareCounter Romanii_Reform = 2
and I_CompareCounter AugustanReformatorCounter = 1

set_counter Romanii_Reform 3

end_monitor

monitor_event CharacterTurnStart Trait Augustus > 1

set_counter AugustanReformatorCounter 1

end_monitor

monitor_event FactionTurnEnd FactionType seleucid
set_counter Romani 0
end_monitor



(((((Stop deleting when you see the text below about Polybian placement. Do not delete anything from that point onward. Looks like the line inred below.))))

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;Polybian Placement




(((OK, replace all of what you just deleted with this:)))



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 1c: Roman Reforms
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Before all reforms

;Reform Counter 0 = Camilian , 1 = Polybian, 2 = Marius, 3 = Augustus Reforms
declare_counter Romanii_Reform

;Detect current reform
monitor_event SettlementTurnEnd SettlementBuildingExists = romani2
and not SettlementBuildingExists = romani3
and not SettlementBuildingExists = romani4
and FactionType seleucid

set_counter Romanii_Reform 1
terminate_monitor

end_monitor

monitor_event SettlementTurnEnd SettlementBuildingExists = romani3
and not SettlementBuildingExists = romani4
and FactionType seleucid

set_counter Romanii_Reform 2
terminate_monitor

end_monitor

monitor_event SettlementTurnEnd SettlementBuildingExists = romani4
and FactionType seleucid

set_counter Romanii_Reform 3
terminate_monitor

end_monitor



;Counters that count number of cities conquared
declare_counter GalCondition
declare_counter CartCondition

; Check Conditions
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 0
and I_TurnNumber > 120

; Unconditional Reforms afther 210BC
if I_TurnNumber > 248
set_counter Romanii_Reform 1
terminate_monitor
end_if

; Conditional Reforms
if I_SettlementOwner Segesta = seleucid
inc_counter GalCondition 1
end_if

if I_SettlementOwner Mediolanum = seleucid
inc_counter GalCondition 1
end_if

if I_SettlementOwner Patavium = seleucid
inc_counter GalCondition 1
end_if

if I_SettlementOwner Bononia = seleucid
inc_counter GalCondition 1
end_if

if I_SettlementOwner Lilibeo = seleucid
inc_counter CartCondition 1
end_if

if I_SettlementOwner Messana = seleucid
inc_counter CartCondition 1
end_if

if I_SettlementOwner Syracuse = seleucid
inc_counter CartCondition 1
end_if

;Check if Reforms Conditions are met
if I_CompareCounter CartCondition >= 2
and I_CompareCounter GalCondition >= 2

set_counter Romanii_Reform 1
terminate_monitor

end_if

;Reset Counters
set_counter CartCondition 0
set_counter GalCondition 0

end_monitor

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; MARIAN TRIGGER

declare_counter Latifundia
declare_counter ReformatorCounter

; Count Latyfundium
monitor_event SettlementTurnStart SettlementName Segesta
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Bononia
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Patavium
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Arretium
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Ariminum
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Roma
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Capua
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Arpi
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Taras
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

monitor_event SettlementTurnStart SettlementName Rhegion
and I_CompareCounter Romanii_Reform = 1
and FactionType seleucid
and SettlementBuildingExists = latifundium

inc_counter Latifundia 1

end_monitor

;Unconditional Reforms
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 1
and I_NumberOfSettlements seleucid > 89

set_counter Romanii_Reform 2
terminate_monitor

end_monitor

;Conditional Reforms
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 1
and I_CompareCounter Latifundia > 6
and I_TurnNumber > 399
and I_NumberOfSettlements seleucid > 44
;and BattlesFought > 249
and I_CompareCounter ReformatorCounter = 1

set_counter Romanii_Reform 2
terminate_monitor

end_monitor

;Check for Marius wanabe
monitor_event CharacterTurnStart Trait Reformator > 0

set_counter ReformatorCounter 1

end_monitor

;Reset Latyfundium Counter
monitor_event FactionTurnEnd FactionType seleucid
set_counter Latifundia 0
end_monitor

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Imperial trigger

declare_counter Romani
declare_counter AugustanReformatorCounter

monitor_event SettlementTurnStart BuildingExists = gov2
and FactionType seleucid
and I_CompareCounter Romanii_Reform = 2

inc_counter Romani 1

end_monitor

monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romani > 54
and I_TurnNumber > 1
;and BattlesFought > 399
and I_CompareCounter Romanii_Reform = 0
and I_CompareCounter AugustanReformatorCounter = 1

set_counter Romanii_Reform 3

end_monitor

;Unconditional Reforms
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 0
and I_TurnNumber > 1

set_counter Romanii_Reform 3
terminate_monitor

end_monitor


monitor_event CharacterTurnStart Trait Augustus > 1

set_counter AugustanReformatorCounter 1

end_monitor

monitor_event FactionTurnEnd FactionType seleucid
set_counter Romani 0
end_monitor




(((Save the file as "EBBS_Script.txt" Enjoy playing the Imperial Legions when you get their barracks built))) :yes:


The blue line above is the line where you can edit the number of turns until the Romans get to the Imperial Era.

-Change it from: and I_TurnNumber > 1

-to this: and I_TurnNumber > 2

When year 271 rolls around, you'll see the damaged Camillian military buildings, and there you go.





(((CELTIC REFORMS)))
This is easy and common knowlegde for long time EB players/modders, but I'll post it anyway just incase for the newer fans. Regardless if you are playing the Aedui, Aerverni, Casse, or Roman faction, you'll have some high quality troops to recruit early on to go against when both of your warriors make contact.

1)Open up your EBBS_SCRIPT file again.
2) Scroll down about 2 pages. You will see:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 1a: Celtic Reforms
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnEnd I_TurnNumber > 208
set_counter Celt_Reform 1
end_monitor
monitor_event FactionTurnEnd I_TurnNumber > 608
set_counter Celt_Reform 2
end_monitor

208 turns for the first reform to happen, and the third reform will take 608 turns.


Change the numbers to:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 1a: Celtic Reforms
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event FactionTurnEnd I_TurnNumber > 1
set_counter Celt_Reform 1
end_monitor
monitor_event FactionTurnEnd I_TurnNumber > 2
set_counter Celt_Reform 2
end_monitor

Now the Aedui, Arverni, and Casse factions will get their next reforms all in 272 B.C.E. after turn 1, and turn 2. Have fun :-) This should work without any problems. If push comes to shove, I guess I could somehow post my own EBBS_SCRIPT file for everyone to have

ZinedineZidane
10-11-2007, 06:58
ive been looking everywhere for this man, i ******* love you :]

EDITED:offensive language reported

Power2the1
10-11-2007, 23:45
ive been looking everywhere for this man, i ******* love you :]

EDITED:offensive language reported

Quite glad I could help :thrasher: Playing until the Imperial reforms take place can take a while :turtle:

Just keep in mind that in the long run it could be way more enjoyable to let the PC controlled factions build up their barracks as well. (Becasue the Celts are so close to Rome and offer excellent varieties of troops to fight the Legions, thats why I added their reform edits as well). When I play with immediate Imperial Reforms, I try and hold off expanding until around 230-240 B.C.E. or so and concentrate on making roads, alliances, exploring the map, using spies and assassins, trade rights, and building up my cities/towns.

This gives the PC factions time to build their own elite barracks, so hopefully, when you do start sending your Celtic warriors or Legionaries out to conquer, you are battling more than hordes of levy troops, and going up against Soldurii or Antesignanti (sp?) and the like

Oh, and incase anyone wonders, I tested this for 1.6 BI.exe, and it works for it as well.