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View Full Version : imperial/celtic/samaritan reform time



ZinedineZidane
09-28-2007, 20:29
how do i push the date back earlier? i dont ever feel like waiting 4000 turns to use legionairres or solduros or samaritan stuff

Tellos Athenaios
09-28-2007, 20:49
Try the Unofficial Mods Subforum. You'll find a thread, which deals with this kind of problem...

Sir Edward
09-28-2007, 21:56
What is a samaritan reform? Samaritans are already good according to Jesus no need to reform.

Spendios
09-28-2007, 22:04
What is a samaritan reform? Samaritans are already good according to Jesus no need to reform.

:laugh4:

Kampfkrebs
09-28-2007, 22:13
What is a samaritan reform? Samaritans are already good according to Jesus no need to reform.

Priceless :laugh4:

Krusader
09-28-2007, 22:51
What is a samaritan reform? Samaritans are already good according to Jesus no need to reform.

Best quote in long time.

pezhetairoi
09-29-2007, 15:26
beautiful. XD

On topic, though, I wasn't aware the Sarmatians had a reform.

ZinedineZidane
09-29-2007, 16:28
ok well ive looked at everything and i cant freaking find out how to do the reform thing, can someone somehow just send me that script file where all the reform turns are deactivated? like u still need the cities and stuff but the turn requirements are gone

oh and my bad i meant selucid cataphract reforms not samaritan =/

overweightninja
09-29-2007, 16:34
https://forums.totalwar.org/vb/showthread.php?t=80502

First thread in the modding subforum, perhaps look a little harder next time eh?

:)

ZinedineZidane
09-29-2007, 19:19
um yea i already know that i tried that crap and it doesnt work

overweightninja
09-29-2007, 19:52
Well...it does work you must have done it wrong, if you follow the instructions again in that post you shouldn't have a problem.
What in particular is causing you problems?

EDIT
BTW forgot to mention, in the case of the Seleucid cataphract (and some other) reforms, they are not yet implemented properly and are not triggered by the EBBS.txt script. They are in fact triggered by the original vanilla RTW reforms, which themselves are trigged by a city on the Italian peninsula reaching the level of huge city (24000+) inhabitants. This usually doesn't take too long to happen, even with AI romani, however if you're in a hurry you can always use the add_population console command to helps things along a little.

ZinedineZidane
09-29-2007, 21:01
that crap is pretty hard for a guy like me to understand, basically on the things where it said turn>whatever i put it to 1

overweightninja
09-29-2007, 21:43
Give me a pm with the conditions you DO want to apply and for what reforms and I'll do it for you and paste it here.

overweightninja
09-30-2007, 13:58
basically all the reforms with no turn requirements, u need the cities but not the turns




; 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


That is it done for the polybian reforms, as you can see all I have done is commented (put ; in front of) out the line in the conditional reforms for a set turn number, and I have completely commented out the unconditional reforms (turn number triggered only).
You can then use the same approach for the Marian and Imperial Romani reforms, or the celtic reforms (although as I previously mentioned the Saka and Cataphract reforms are triggered by the old vanilla reforms).

Hope that helps give me a shout if there's any more trouble.
Cheers

ZinedineZidane
10-04-2007, 21:07
hey can someone paste a script file download thingy making all the reforms like no turn required, like u need the cities and stuff but u dont need to be in like year 242 bce to recruit stuff or 130 whatever for the gauls to get stuff, its really too complicated, i just tried doing the above and all the scripts died

overweightninja
10-05-2007, 12:13
Christ fingers comprised of the finest fudge?
What version of the script do you need, just the default one? I'm using a challenge version of that money balancing script at the moment, er, I get the impression it wouldn't be too suitable to you lol.
Send me your background script and I'll edit it and send it back (unless you're using the one I just mentioned in which case I'll just do it straight off).

EDIT
One last try to save myself some effort, I really don't see how you managed to mess it up again but I'll quickly try to explain it in as simple terms as possible.

All you have to do is comment out any part of the reforms script that has

and I_TurnNumber > x

or

if I_TurnNumber > x


So for example, here is the very first part of the Polybian reforms trigger.

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


This simple becomes.

; Check Conditions
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 0
;and I_TurnNumber > 120 (<----notice the line is commented out (;) so it won't be read by the script!)


Of course there are conditional reforms too, that are only based on turn number so you will probably want to comment those out entirely (unless you want seperate sets of conditional and unconditional reforms).

When you get on to the marian/imperial and celtic reforms things are a little different but if you just take the time to quickly read the sections you should be easily able to work out what you need to change.

Like I said give me a shout if you STILL can't get it going, but tbh if it's gotten to that stage might be worth trying Tetris or something instead :D

Cheers