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View Full Version : MOBILIZATION, Possible?



Atraphoenix
08-17-2008, 10:26
one of my dreams in Eb to write a scprict my it is beyond my capability.

I planned to write a building script named mobilization like land grant or pastoralism.

it was easy part the problem occured to cooridinate this building with descr_units .

I aimed a temporary building that is just one turn valid but IMHO to leave it like a normal building would be better.

I also failed to code units with 0 turn with mobilization in competable with mobilization building.

later I thought a war taxes building with many good income but decreasing loyalty of course.

I havent applied yet but

one of the the code is here


{SMT_TAX_LEVEL_LOW} Low tax rate
{SMT_TAX_LEVEL_NORMAL} Normal tax rate
{SMT_TAX_LEVEL_HIGH} High tax rate
{SMT_TAX_LEVEL_VERY_HIGH} Very high tax rate
{SMT_TAX_LEVEL_WAR_TAX} War tax rate


still looking other necessary taxing codes....

also I can add war tax as an optional building with extreme income but tragic loyalty decrease...

if anyone help me about coding I can handle photoshop torture just tgas ıone for mobilization and one for war taxes.

I think mobilization as a term belongs to modern times.

But a careful reader can see that Romans mobilized against Hannibal many times.
When sassanids captured Jarusalem I think Emporor Heraclius? declared holy war against them and mobilized thoroughout his empire then successfully looted cteciphon .
so maybe term.


Walter Scheidel (Stanford University)


"Hansen defines the city-state as ‘a highly institutionalized and highly centralized micro-state consisting of one town (often walled) with its immediate hinterland and settled with a stratified population, of whom some are citizens, some foreigners, and sometimes, slaves. Its territory is so small that the urban center can be reached in a day’s walk or less, and the politically privileged part of its population is so small that it does in fact constitute a face-to-face society. The population is ethnically affiliated with the population of neighboring city-states, but political identity is focused on the city-state itself and based on differentiation from other city-states. The city-state is a self-governing but not necessarily independent political unit.’23 This is necessarily an ideal type, and not all features apply in equal measure to all specimens. Even so, in terms of general trends, city-states tend to be associated with a number of historically distinctive features, one of which is republicanism. While many city-states – indeed probably the majority – were monarchies, a number of them were not, or moved from monarchical to republican regimes, most of them oligarchies but sometimes democratic. Examples include ancient Greece, Etruria, Latium, medieval Italy, Switzerland, the Netherlands, Mzab in Algeria, Swahili city-states on the coast of East Africa, Ibadan of the Yoruba, and Banda-Neira of the Malay.24 Moreover, even in monarchical city-states, voting councils and deliberative assemblies are frequently attested, as in Sumer, Assyria, Phoenicia, the Viking city-states in Ireland, Swahili states, the Niger Delta, and Spring-and-Autumn China.25
As noted, such institutions are more likely to thrive in micro-states (all city-states necessarily start out as micro-states). They are also likely to be associated with strong concepts of citizenship and popular military mobilization.26 All these features – political involvement, military commitments, and citizenship – are logically related, albeit to varying degrees: thus, for specific historical reasons, some city-states appear to have lacked a clear notion of citizenship or an element of popular governance, such as the Aztec city-states that built a huge empire. For present purposes, I focus more narrowly on a few cases that correspond most closely to the ideal or trend type of a conjuncture of republicanism, popular political and military mobilization, and citizen status. These entities may best be defined as ‘citizen-city-states’ in order to distinguish them from the more generic concept of ‘city-states’. While all or most early republican states appear to have been city-states, not all city-states were republics. Citizen-city-states represent a sub-set of all city-states in which the favorable preconditions for republicanism that were latently present in all city-states had in fact led to this particular outcome. Only a very few of these citizen-city-states acquired empires (which might rather clumsily be referred to as ‘citizen-city-state empires’): Athens, Carthage, Rome, Genoa and Venice (if we classify the mature dogate as a de facto oligarchy) are the principal cases. It is my contention that it is necessary to consider the imperial development of polities such as the Roman Republic in this highly specific context in order to appreciate the circumstances that accounted for their institutional structures."

anyone who had any comment will be appriciated!

it is my first submode trial I think will be the last :laugh4:

bovi
08-17-2008, 18:30
There is no room for more buildings in EB. We have reached the hardcoded limit, so I wouldn't be surprised if this is the first thing to foil your attempt.

Atraphoenix
08-17-2008, 20:59
OMG, I just only know city numbers hardcoded to 199.

:hmg:

one bad news for me I think CA has hardcoded tax level, too.

cos I tried to use this code but it only give stupid and funny texes to the control panel of settlements...

ı will not try another script like FD cos extra scripts other than EB's own script more likely to CTD....

what ı managed was to increase mnşng income. L1 - 5000 with 20 000 mnai and 12 turns and L2 15000 with 50000 mnai and 24 turns to balance eastern factions.

when I completed my pahlava campaign I had more than 50 provinces even with mining income boost I can only afford 3 full field army and there were no cataphracts while romans had less than 15 provinces
but they had 5 full Legions! :smg:

so I can return my Roman campaign back :laugh4:

EB also looked designed for to play romani like Rome Surrectum..... :gah:

anyway BEST MOD EVER! :laugh4:

bovi
08-18-2008, 06:24
EB also looked designed for to play romani like Rome Surrectum..... :gah:
Sorry? What way is that?

Atraphoenix
08-18-2008, 09:13
romans looked more detailed and dominant faction that can wipe out others easily..
for example Parthian should also have a catphract archers to be historically true but only hayasdan have
that unit... and many more I know unit list is hardcoded, too. so I do not complain I hope in EB2 ..
But I hate MTW2 in two terms : you cannot assign gaction heir and you cannot see you your cities in battleview that was my biggest disappointments in MTW2..

I want to see my advanced cities with wonderfull buildings in campain map :no:

bovi
08-18-2008, 10:23
I believe you'll find that as in any RTW mod, any faction can wipe others out if it's led by a human. Take a look at the AI progression reports and you will see that the Romani are not the ones to dominate most often when it's an AI faction.

Atraphoenix
08-18-2008, 11:20
Yes, true :yes:

celtiberians mostly unites iberia arverni or audi in my capm. arverni about to unite Gallia.

while romans and carthage moderate expansionists.

Foot
08-18-2008, 16:54
for example Parthian should also have a catphract archers to be historically true but only hayasdan have

Actually Parthians do have the cataphract archers. The Hayasdan and Parthian versions use the same model.

Foot

Atraphoenix
08-18-2008, 21:13
Zrahakir Netadzik (Armenian Armoured Horse-Archers)

Shivatîr-î Zrêhbârân (Parthian Armoured Horse-Archers)

What confused me in the documentation "Zrahakir Netadzik (Armenian Armoured Horse-Archers)" is stated as cataphract archers while "Shivatîr-î Zrêhbârân (Parthian Armoured Horse-Archers)" is stated as "These were the elite of the Parthian kingdom being a unique, highly trained, maneuverable, hard-hitting, heavy cavalry."

just the difference in names, am I right? :yes:

anyway I lost my hope to write another script so I have to wait EB2...

Plz leave me a space in EB2 :egypt:

a completely inoffensive name
08-21-2008, 02:33
Edited out what I said, as Foot told me not to be sarcastic jerk anymore.

Serious answer: I have tried to do exactly the same thing you are doing but got extremely frustrated after 2 hours and quit. Looks like you are actually making good progress though, keep it up.

Atraphoenix
08-21-2008, 11:00
to add a new building ; coding is the easiest torture,
the problem is to coordinate the buildings that effects the game.
and there is not building present that has an effect on reduction of recruitment time..
so the application process may have unknown effects.

yes some AFAIK some temples (must be wonder buildings) had an effect on reduction on building time.
that was my main process that I am trying to apply this effect as reduction of recruitment time..

with my plan I am trying to give a goverment building named as mobilization that will creaate a chance to 0-recruitment time at the same time normal EB recruitment process so it will be an option...

if I fail I simply code all units with 0 recruitment time that can only take my 15 minutes...

but I aim to use this as historical. so in war time build mobilization after war just destroy it.
like a law..

I hope it will work in 1st process because to code all units with 0 time recruitment makes the game unhistorical and illogical.

AFAIK romans spent 6 years just to drill a legion.. 6000 men apprx.

Senshi
08-21-2008, 20:15
Perhaps you should try alex.exe for your try, I know the hardcoded unit limit has been increased vastly, possibly the building limit has been extended too?

Atraphoenix
08-22-2008, 09:42
I have already but did not try beacuse EB team said to me that alex is not supported.

so my plan is waiting for EB II..

bovi
08-22-2008, 10:11
Alex.exe is not supported, but so aren't unofficial mods anyway. This should not be what keeps you from creating what you want.

Atraphoenix
08-22-2008, 11:07
What am doing now just trial and error..

Edison found a working bulb in 1500th trial, I hope mine wont be the same :sweatdrop:

Atraphoenix
08-22-2008, 19:27
I am in a mess, I really take a rest on this issue,

I handled mining icome I hope it is reasonable.. now mining income aprx. 3 times of farming for me should be at least 5 times but it can be an exploits....


building hinterland_mines
{
levels mines mines+1
{
mines requires factions { barbarian, armenia, romans_brutii, egypt, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, saba, } and resource silver or resource gold
{
capability
{
mine_resource 100
}
construction 12
cost 20000
settlement_min town
upgrades
{
mines+1
}
}
mines+1 requires factions { romans_brutii, egypt, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, saba, } and resource silver or resource gold
{
capability
{
mine_resource 300
}
construction 24
cost 50000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}


now I am looking a victim bulding slot to overwrite but I am indecisive I cannot leave any :sweatdrop:

I think to put RS Legions in EB was a better idea :whip:

Atraphoenix
08-23-2008, 10:37
codes are ok but I am not sure wether it will work or not

this is for EBBS script change that ı added the following.



;--------------------------------------------------
;Section 8r: Pahlavan Mobilization
;--------------------------------------------------

declare_counter Pahlavan_Mobilization
set_counter Pahlavan_Mobilization 0

monitor_event CharacterTurnStart FactionType parthia
and CharacterIsLocal
and I_SettlementOwner Hekatompylos = parthia
and I_NumberOfSettlements parthia < 10
and RandomPercent < 99

if I_SettlementOwner Hekatompylos = parthia
console_command create_unit Hekatompylos "eastern_cavalry_mada_asabara " 1
console_command create_unit Hekatompylos "eastern_cavalry_mada_asabara " 1
console_command create_unit Hekatompylos "eastern_cavalry_mada_asabara " 1
console_command create_unit Hekatompylos "eastern_cavalry_mada_asabara " 1
console_command create_unit Hekatompylos "eastern_cavalry_mada_asabara " 1
console_command create_unit Hekatompylos "eastern_cavalry_zradha_pahlavans" 1
console_command create_unit Hekatompylos "eastern_cavalry_zradha_pahlavans" 1
console_command create_unit Hekatompylos "eastern_cavalry_zradha_pahlavans" 1
console_command create_unit Hekatompylos "eastern_cavalry_zradha_pahlavans" 1
console_command create_unit Hekatompylos "eastern_cavalry_zradha_pahlavans" 1
end_if

end_monitor
while I_CompareCounter loop = 0
end_while
end_script

terminate_monitor
end_monitor

this is for export advice: just taken some info from shahanshah script.


{Shahanshah_Text_01_Title}Shahan Shah!
{Shahanshah_Text_01_Text1}
It is done! You have triumphed over your greatest enemies yet in the honor of Ahura Mazda, great Lord! The decadent Yonaw who took this land long ago have been crushed under the hooves of our proud horses and driven out of our rightful homeland. The land of the Aryans is once again in the hands of the Aryans. May Alaxsindar the Accursed turn in his grave and the fire of our Zarathushtrâi God burn brightly. You are now the Padixshah, who has no equal. Now is the time to make sure our reign in Iran. Make the other petty kings of this rich land your slaves, Shahan Shah, and claim your rightful destiny as successor to the kings of old!

¬-------------------

{Pahlavan_Mobilization_Text_01_Title}Pahlavan Mobilization!
{Pahlavan_Mobilization_Text_01_Text1}
It is done! You have triumphed over your greatest enemies yet in the honor of Ahura Mazda, great Lord! claim your rightful destiny as successor to the Kings of Achaemenids!

¬-------------------


and this is last for advice thread:



;-------------------------------------------
AdviceThread Shahanshah_Thread
GameArea Campaign

Item Shahanshah_Text_01
Uninhibitable
Verbosity 0
Threshold 1
MaxRepeats 0
RepeatInterval 1
Attitude Normal
Presentation Default
Title Shahanshah_Text_01_Title
Text Shahanshah_Text_01_Text1


;-------------------------------------------
AdviceThread Pahlavan_Mobilization_Thread
GameArea Campaign

Item Pahlavan_Mobilization_01
Uninhibitable
Verbosity 0
Threshold 1
MaxRepeats 0
RepeatInterval 1
Attitude Normal
Presentation Default
Title Pahlavan_Mobilization_01_Title
Text Pahlavan_Mobilization_01_Text1


I know something is wrong but I got crazy on codes.

Plz anyone can check this codes wether it will work or not?
Do I need to add something?
and any chance to add all factions?

:help: :surrender2:

bovi
08-23-2008, 11:28
;--------------------------------------------------
;Section 8r: Pahlavan Mobilization
;--------------------------------------------------

declare_counter Pahlavan_Mobilization
set_counter Pahlavan_Mobilization 0

monitor_event CharacterTurnStart FactionType parthia
and CharacterIsLocal
and I_SettlementOwner Hekatompylos = parthia
and I_NumberOfSettlements parthia < 10
and RandomPercent < 99

if I_SettlementOwner Hekatompylos = parthia
console_command create_unit Hekatompylos "eastern_cavalry_mada_asabara " 1
console_command create_unit Hekatompylos "eastern_cavalry_mada_asabara " 1
console_command create_unit Hekatompylos "eastern_cavalry_mada_asabara " 1
console_command create_unit Hekatompylos "eastern_cavalry_mada_asabara " 1
console_command create_unit Hekatompylos "eastern_cavalry_mada_asabara " 1
console_command create_unit Hekatompylos "eastern_cavalry_zradha_pahlavans" 1
console_command create_unit Hekatompylos "eastern_cavalry_zradha_pahlavans" 1
console_command create_unit Hekatompylos "eastern_cavalry_zradha_pahlavans" 1
console_command create_unit Hekatompylos "eastern_cavalry_zradha_pahlavans" 1
console_command create_unit Hekatompylos "eastern_cavalry_zradha_pahlavans" 1
end_if

end_monitor
while I_CompareCounter loop = 0
end_while
end_script

terminate_monitor
end_monitor

This will:
* Declare a Pahlavan mobilization counter and never use it
* Create a half stack of cavalry, with 98% probability, for every general, spy, assassin and diplomat that Pahlava owns, if it is player faction.
* Make this monitor to always run (I presume).
* End the script.
* Fail to terminate monitor as it is outside the script.

You've got a couple of kinks to work out.

Atraphoenix
08-23-2008, 12:02
I tried luckily the campaign opened without any CTD.
but I have to enable the EBBS script at least 4 times per each turn....
it did not created an army in Hekatompylos. but It enabled mercenaries.

so I think I should try next time to write another independent script and I think best trigger is F1trigger
cos I had already FD and EBBS scripts..

back to coding again... :wall:

so do I need to add advice thread for both export_advice and export_descr_advice?

I know it is beyond my capability... maybe give up.... :surrender2:

thanks for your comments anyway I should check more modding thread methinks :shrug: