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Thread: Any way to give Reforms quickly to AI?

  1. #1
    Member Member NagaPrince's Avatar
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    Default Any way to give Reforms quickly to AI?

    Re-posting this from TWC since nobody is alive there...

    I wanted to try this mod again before EBII's 2.2 comes out, and how much I miss this game alongside Roma Surrection and Stainless Steel.

    My favorite factions are Kart Hadastim and Makedon, yet I would love to face off the Thureophoroi of the Diadochi states, and the reformation armies of Rome and whatnot even in the beginning to make it interesting. Since I feel the AI doesn't really proceed to them, or by time they do, you're making great progress in one large part of the world. I would love to play as Kart Hadastim and not be facing Camillian-era Roman forces in the 260's.

    Does anyone have a mod, or can inform me in the direction of manipulating the mod files so I can change EVERY factions reforms to roll out within the first 2-3 decades of the game? Probably the only thing that EB1 & 2 is missing for more challenge.

  2. #2
    Now sporting a classic avatar! Member fallen851's Avatar
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    Default Re: Any way to give Reforms quickly to AI?

    Quote Originally Posted by NagaPrince View Post
    Re-posting this from TWC since nobody is alive there...

    I wanted to try this mod again before EBII's 2.2 comes out, and how much I miss this game alongside Roma Surrection and Stainless Steel.

    My favorite factions are Kart Hadastim and Makedon, yet I would love to face off the Thureophoroi of the Diadochi states, and the reformation armies of Rome and whatnot even in the beginning to make it interesting. Since I feel the AI doesn't really proceed to them, or by time they do, you're making great progress in one large part of the world. I would love to play as Kart Hadastim and not be facing Camillian-era Roman forces in the 260's.

    Does anyone have a mod, or can inform me in the direction of manipulating the mod files so I can change EVERY factions reforms to roll out within the first 2-3 decades of the game? Probably the only thing that EB1 & 2 is missing for more challenge.
    I believe the AI has easier access to the reforms than players to begin with, but I'd be happy to show you what you need to modify when I get home from work.
    "It's true that when it's looked at isolated, Rome II is a good game... but every time I sit down to play it, every battle, through every turn, I see how Rome I was better. Not unanimously, but ultimately." - Dr. Sane

    http://www.youtube.com/watch?v=L6eaBtzqqFA#t=1h15m33s

  3. #3
    Now sporting a classic avatar! Member fallen851's Avatar
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    Default Re: Any way to give Reforms quickly to AI?

    Ok so you need to find your EBBS_SCRIPT.text (either by searching via the start menu or locating your EB folder and then going to this location: EB\Data\scripts\show_me).

    Once you open it, you'll see the reforms triggers under the index:
    Code:
    ;========================================================
    ;Index:
    ;----------------------------------------
    ;1: Puppet ruler script
    ;2: Reforms
    ;  2a: Celtic Reforms
    ;  2b: Saka Reforms
    ;  2c: Roman Reforms
    ;  2d: Seleukid Cataphract Reforms
    ;  2e: Pan-Caucasus Empire Reform - Hayasdan
    ;  2f: Persia Reform - Hayasdan
    ;  2g: Carthage Reform
    ;  2h: Sweboz Reform
    You can then use the find command and type 2a, 2b, 2c, ect to find the part of the text file the reforms are stored at.

    Let's say you want to edit the Roman reforms, so you search for 2c and it brings you to them.

    Below is the first piece of the reforms, and everything you should need to edit them in is there (please note, I have heavily edited my script file and some of the numbers may be different than yours, that isn't important):

    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;Section 2c: 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 triggering the advisor
    ;
    declare_counter PolybianReformsAdvisor
    declare_counter MarianReformsAdvisor
    declare_counter AugustanReformsAdvisor
    
    
    ;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 Player Reforms after 210BC
    	if I_TurnNumber > 248
    	and I_LocalFaction seleucid
    		set_counter Romanii_Reform 1
    		set_counter PolybianReformsAdvisor 1
    		terminate_monitor
    	end_if
    	
    	; Unconditional AI Reforms after 230BC
    	if I_TurnNumber > 168
    	and not I_LocalFaction seleucid
    		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
    		set_counter PolybianReformsAdvisor 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 Player Reforms 
    monitor_event FactionTurnEnd FactionType seleucid
    and FactionIsLocal
    and I_CompareCounter Romanii_Reform = 1
    and I_NumberOfSettlements seleucid > 39
    
    	set_counter Romanii_Reform 2
    	set_counter MarianReformsAdvisor 1
    
            terminate_monitor
    
    end_monitor
    
    ;Unconditional AI Reforms
    monitor_event FactionTurnEnd FactionType seleucid
    and not FactionIsLocal
    and I_CompareCounter Romanii_Reform = 1
    and I_NumberOfSettlements seleucid > 20 
    
    if RandomPercent < 6 
    	set_counter Romanii_Reform 2
            terminate_monitor
    end_if
    
    
    end_monitor
    
    ;Conditional Reforms
    monitor_event FactionTurnEnd FactionType seleucid
    and I_CompareCounter Romanii_Reform = 1
    and I_CompareCounter Latifundia > 6
    and I_TurnNumber > 350
    and I_NumberOfSettlements seleucid > 29
    ;and BattlesFought > 249
    and I_CompareCounter ReformatorCounter = 1
    
    set_counter Romanii_Reform 2
    set_counter MarianReformsAdvisor 1
    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 > 450
    and I_NumberOfSettlements seleucid > 74
    ;and BattlesFought > 399
    and I_CompareCounter Romanii_Reform = 2
    and I_CompareCounter AugustanReformatorCounter = 1
    
    	set_counter Romanii_Reform 3
    	set_counter AugustanReformsAdvisor 1
    
    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
    I highlighted the two sections that give the AI unconditional reforms after a set period. For the Polybian reforms, you can reduce the turn number and then the reforms will unconditionally happen sooner. Remember that 1 year is 4 turns in EB.

    For the Marian reforms, you can copy the turn number code from the Polybian Reforms and replace the settlement and percent chance code (delete it as explained), or you can reduce the number or settlements required to get the reforms and/or remove the percent chance trigger by simply deleting:

    Code:
    if RandomPercent < 6 
    	set_counter Romanii_Reform 2
            terminate_monitor
    end_if
    Let me know if you need any help with that.
    Last edited by fallen851; 05-03-2016 at 19:17.
    "It's true that when it's looked at isolated, Rome II is a good game... but every time I sit down to play it, every battle, through every turn, I see how Rome I was better. Not unanimously, but ultimately." - Dr. Sane

    http://www.youtube.com/watch?v=L6eaBtzqqFA#t=1h15m33s

    Member thankful for this post:

    Ludens 


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