View Full Version : How to script all reforms to happen in 272 BC?
roman dude
11-11-2009, 05:00
Hi all, I am wanting to change the EB script so that every faction's reforms happen at the start of the game. I have no experience with modding at all, and my first attempt to change the script ended in total failure, and I forgot to back the script file up so now I am going to have to re-install EB. :thumbsdown: Could someone with scripting experience show me exactly how to change the script to get every faction's reforms at the start of the game? I would greatly appreciate the help! :help:
roman dude
11-12-2009, 05:40
I know it's a lot of work to change that much scripting, but someone already did the Romans and Celts, so that means there's only a few left. Please, if anyone could show me how to change the script, I will be eternally greatfull to you!
applebreath
11-12-2009, 13:06
I know it's a lot of work to change that much scripting, but someone already did the Romans and Celts, so that means there's only a few left. Please, if anyone could show me how to change the script, I will be eternally greatfull to you!
No one is going to actually do this for you. Especially with the lazy/lack-of people here.
You need to do the work yourself and ask "specific" questions (even then they might not help, I'm still waiting on over a dozen, :P).
What you want to do (or something close to it) is not that hard to figure out.. I already gave you much info in another thread.
roman dude
11-12-2009, 17:08
No one is going to actually do this for you. Especially with the lazy/lack-of people here.
You need to do the work yourself and ask "specific" questions (even then they might not help, I'm still waiting on over a dozen, :P).
What you want to do (or something close to it) is not that hard to figure out.. I already gave you much info in another thread.
Okay I can probably do it, but I need more info on how to interpret the script so I know what to change for each faction. I looked at it myself, but I don't know enough about scripting or code or whatever to figure it out what each individual line means and what role it plays in the reforms. If someone can help me with that, I could probably figure it out myself.
roman dude
11-12-2009, 23:22
Okay, I think I've figured out how to get the reforms changed right. For the Germans, I deleted all settelment requirements expept for having a forum at their capital for the first stage, and having a level 4 MIC at their capital for the second stage. I did the same thing for Carthage, just using Kart-Hadast as the only requirement for the MIC and territory requirements, and I also reduced the required turns for each faction to 1. Does this make sense?
And for the Seleucid Cataphracts, all I need to do is reduce the number of required ImpressedByCats traits to 0 right? ANd the same thing goes for the Saka reformer trait?
The only one I can't figure out is the Hayasdan reforms, can anyone help me with that?
Actually for the Sweboz reforms all you need to do is edit the EDU (export_descr_units.txt).
Find the various entries for reform units and replace the "siege" tag in the weapon line with "simple".
;496
type germanic cavalry marhathegnoz
dictionary germanic_cavalry_marhathegnoz ; Marhathegnoz
category cavalry
class heavy
voice_type General_1
soldier celtic_cavalry_brihentin_remimairepos_lavotuxri_marhathegnoz, 25, 0, 1
mount medium horse
mount_effect elephant -4, chariot +2
attributes sea_faring, hide_forest, hardy
formation 1.5, 4, 3, 6, 4, square
stat_health 1, 1
stat_pri 6, 30, no, 0, 0, melee, siege, piercing, spear, 160 ,0.33
stat_pri_attr ap
stat_sec 12, 15, no, 0, 0, melee, blade, slashing, sword, 0 ,0.225
stat_sec_attr no
stat_pri_armour 11, 11, 2, metal
stat_sec_armour 0, 0, flesh
stat_heat 4
stat_ground 0, 0, -2, 0
stat_mental 16, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 4034, 1009, 95, 444, 4034
ownership germans
This also works with the carthage, seleucid and saka reforms as well.
roman dude
11-16-2009, 18:31
thanks bobbin!
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