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TheSilverKnight
11-28-2005, 23:57
How do I set it in a campaign that the Marian Reforms have already taken place? It's for a campaign I'm making, taking place in 70 B.C.

Any help would be appreciated. Thanks ~:)

shifty157
11-29-2005, 00:24
I dont know if you can do that.

What can do however is remove all pre marian reform units and change all the marian reform units so that they no longer the reforms. At least that would probably be your best option.

GrimSta
11-29-2005, 00:26
or you could change the requirements for the marian reforms to take place, you could make them require the start date and a low level barracks for example.

TheSilverKnight
11-29-2005, 01:22
or you could change the requirements for the marian reforms to take place, you could make them require the start date and a low level barracks for example.

How would I do that? ~:confused:

GrimSta
11-29-2005, 01:43
i may need to think about that :P

shifty157
11-29-2005, 01:44
How would I do that? ~:confused:

You cant. Marian reforms are hardcoded.

And either way there is still the 'random' element. So even if you could do that theres a good chance you wont have the marian reforms for several turns.

aleajactaest
11-29-2005, 10:25
Is it for RTW 1.3 ? If yes, it is possible to ‘desactivate’ marian reforms. Look in ‘bi\data\world\maps\campaign\barbarian_invasion\descr_strat.txt’, you have these lines :

start_date 363 summer
end_date 476 summer

marian_reforms_disabled
rebelling_characters_active
gladiator_uprising_disabled
night_battles_enabled
brigand_spawn_value 10
pirate_spawn_value 12

You can use ‘marian_reforms_disabled’ in RTW 1.3. It’s works also.

Flying Pig
01-27-2008, 18:02
does rbellng characters also work?

Ibn-Khaldun
01-27-2008, 18:22
I dont know if you can do that.

What can do however is remove all pre marian reform units and change all the marian reform units so that they no longer the reforms. At least that would probably be your best option.

:2thumbsup: What he sayd .. just remove the pre-marian units from the export_descr_buildings.txt file and remove the "and marian_reforms" from the end of the units that has it...
Also from the descr_strat.txt you should change the marian_reforms_enabled line .. just put ; in front of it ...
IIRC this is what I've done ~:)

Red Spot
01-27-2008, 20:40
does rbellng characters also work?


With these old topics you're probably better of not reviving them but instead post a new topic, as you can see by the last reply people dont reply to a topic based on the last post, but based on the title and first post .. just a matter of increasing the odds of getting a proper answer ...

Anyway, afaik the rebeling characters thing does work in BI, not sure about Rome though.


G

Spartan198
02-21-2008, 11:16
I have some seperate but related questions -
(1) Is it possible to set any of the Pre-Marian units to remain recruitable after the reforms? I want to keep Equites and Triarii handy.
(2) How can I give Triarii the phalanx capability? (historically,the Triarii were phalanx troops,and I'd really like to impliment that into my files)

Horseman
02-21-2008, 14:49
1) Yes, just remove the line "and not marian reforms" on the unit recruit line in export_buildings. This makes them buildable with or without the reforms

Example:
recruit "roman triarii" 0 requires factions { roman, } and not marian_reforms

remove the bit in red

2) I have done the same thing in the past and also for Libyans (makes them a bit more worthwhile!)

Goto export_descr_unit and find Triarii and add in the red bits below

type roman triarii
dictionary roman_triarii ; Triarii
category infantry
class spearmen
voice_type Medium_1
soldier roman_triarii, 60, 0, 1
officer roman_early_centurion
officer roman_early_standard
attributes sea_faring, hide_forest, can_sap
formation 1, 1, 2, 2, 3, square, phalanx
stat_health 1, 0
stat_pri 7, 3, no, 0, 0, melee, simple, piercing, spear, 25 ,0.73
stat_pri_attr spear, spear_bonus_8
stat_sec 7, 2 no, 0, 0, melee, simple, piercing, sword, 25 ,1stat_sec_attr no
stat_pri_armour 7, 5, 5, metal
stat_sec_armour 0, 0, flesh
stat_heat 4
stat_ground 2, 0, 0, 0
stat_mental 10, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 750, 315, 50, 80, 500
ownership romans_julii,romans_brutii,romans_scipii,romans_senate

This gives them phalanx and a secondary sword attack (note the stats for this are as good as the Hastatii and Princepes which I think is right...these guys are supposed to be the verterns, why would they get worse with their swords?)

Now you need to goto descr_medel_battle, find the Triarii and add in the red bits

type roman_triarii
skeleton fs_slow_spearman, fs_slow_swordsman ; combat spear
indiv_range 40
texture romans_julii, data/models_unit/textures/unit_roman_triarii_julii.tga
texture romans_brutii, data/models_unit/textures/unit_roman_triarii_brutii.tga
texture romans_scipii, data/models_unit/textures/unit_roman_triarii_scipii.tga
texture romans_senate, data/models_unit/textures/unit_roman_triarii_senate.tga
model_flexi_m data/models_unit/unit_roman_triarii_high.cas, 15
model_flexi_m data/models_unit/unit_roman_triarii_med.cas, 30
model_flexi_m data/models_unit/unit_roman_triarii_low.cas, 40
model_flexi data/models_unit/unit_roman_triarii_lowest.cas, max
model_sprite romans_senate, 60.0, data/sprites/romans_senate_roman_triarii_sprite.spr
model_sprite romans_scipii, 60.0, data/sprites/romans_scipii_roman_triarii_sprite.spr
model_sprite romans_brutii, 60.0, data/sprites/romans_brutii_roman_triarii_sprite.spr
model_sprite romans_julii, 60.0, data/sprites/romans_julii_roman_triarii_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f

And jobs a goodun :beam:

Spartan198
02-21-2008, 16:05
Thanks.