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EdwardL
10-15-2007, 02:32
Checklist..

1) Script enabled: check
2) Requirements fulfilled resulting in spawn of Xan: check
3) Click on advisor's portrait as opposed to clicking the "X" : check
4) Reforms occur: ??

Are the reforms supposed to activate the recruitment pool for the upgraded spearmen? if so it's not occuring unless there is criteria to be met after Xan's arrival which i cannot find in the FAQ.

Right now Xan's wreaking havoc in Iberia, and to be honest i'd prefer to keep the current units to keep upkeep down(unless both are optional), but someone else might want the new units. Anyone else experiencing this?

HasdrubalBarca
10-15-2007, 02:40
What are the requirements for Xan (?) 's appearance, and who is Xan? Where is this explained?

Foot
10-15-2007, 02:41
Xan has nothing to do with the Carthage Reforms. They are activated by different conditions.

Foot

HasdrubalBarca
10-15-2007, 02:47
Could you tell me what, exactly, the conditions for each event (Reforms and Xanthippus) are please?

Dram
10-15-2007, 05:45
Can I also ask a Carthage question: Is there any games/festivals that Carthage can hold?

overweightninja
10-15-2007, 12:20
Here are the reform conditions:


; Check counters are >= 5 and >= 3 or 200BC, if true set counter 1, if false set counters 0
monitor_event FactionTurnStart FactionType egypt
and I_TurnNumber >= 148
and I_CompareCounter Carthage_Reforms = 0

if I_TurnNumber >= 288

console_command create_building Kart-Hadast "carthage1"
console_command create_building Atiqa "carthage1"
console_command create_building Gader "carthage1"
console_command create_building Mastia "carthage1"
console_command create_building Bocchoris "carthage1"
console_command create_building Sala "carthage1"
console_command create_building Lixus "carthage1"
console_command create_building Adrumeto "carthage1"
console_command create_building Lilibeo "carthage1"
console_command create_building Lepki "carthage1"
console_command create_building Karali "carthage1"
set_counter Carthage_Reforms 1

end_if

if I_CompareCounter Carthage_Reformsinc1 >= 5
and I_CompareCounter Carthage_Reformsinc2 >= 3

console_command create_building Kart-Hadast "carthage1"
console_command create_building Atiqa "carthage1"
console_command create_building Gader "carthage1"
console_command create_building Mastia "carthage1"
console_command create_building Bocchoris "carthage1"
console_command create_building Sala "carthage1"
console_command create_building Lixus "carthage1"
console_command create_building Adrumeto "carthage1"
console_command create_building Lilibeo "carthage1"
console_command create_building Lepki "carthage1"
console_command create_building Karali "carthage1"
set_counter Carthage_Reforms 1

end_if

if I_CompareCounter Carthage_Reforms < 1
set_counter Carthage_Reformsinc1 0
set_counter Carthage_Reformsinc2 0
end_if
end_monitor

The reforms are triggered when it is past 235 BC and the two check conditions have been met OR when 200 BC rolls in without check conditions.

The first check counter checks for the presence of a top level NATIVE MIC in settlements, the second checks for ownership of provinces in Italy, Iberia etc.

Hope that helps.

Cheers

bovi
10-15-2007, 12:40
Not 148BC. 272 - 148/4 = 272 - 37 = 235

overweightninja
10-15-2007, 13:18
Not 148BC. 272 - 148/4 = 272 - 37 = 235

Sorry didn't stop to actually read what I'd posted, I just skimmed the code :laugh4:

Fixed

Cheers

mcantu
10-15-2007, 13:55
Sorry didn't stop to actually read what I'd posted, I just skimmed the code :laugh4:

Fixed

Cheers

Isn't there quite a big chunk of requirements before that part of the code?

HamilcarBarca
10-17-2007, 03:54
if I_TurnNumber >= 288

console_command create_building Kart-Hadast "carthage1"
console_command create_building Atiqa "carthage1"
console_command create_building Gader "carthage1"
console_command create_building Mastia "carthage1"
console_command create_building Bocchoris "carthage1"
console_command create_building Sala "carthage1"
console_command create_building Lixus "carthage1"
console_command create_building Adrumeto "carthage1"
console_command create_building Lilibeo "carthage1"
console_command create_building Lepki "carthage1"
console_command create_building Karali "carthage1"
set_counter Carthage_Reforms 1

Does this mean Carthage has to complete building a barracks in each of theses ettlements before the reforms will occur?

What sort of barracks? Does this effect the type of governments Carthage can place in these provinces/settlements?

H.

AntiochusIII
10-17-2007, 04:16
Does this mean Carthage has to complete building a barracks in each of theses ettlements before the reforms will occur?No, it means these provinces will receive the Carthage reform effects.

The conditional reform is the lower code; the details of those conditionals are however much longer and are not shown in the code above. Essentially they check province-by-province the number of Carthaginian cities which have the prerequisite buildings. Before the reform could happen, Carthage needs five of the first building and the second 3. And of course only at 235 B.C. at the earliest.

At least that's what it says.

Unfortunately, as to what type of buildings they need I have absolutely no clue. Something about barracks 'n stuff. :sweatdrop: You should be able to compare the buildings' id's in the script code with the export_descr_buildings file though.

overweightninja
10-17-2007, 11:17
Isn't there quite a big chunk of requirements before that part of the code?

Kind of, they work a little differently though and all those chunks of code only really do two things.



; Check for royal_barracks_V1, if true inc counter 1
monitor_event SettlementTurnStart SettlementName Lepki
and SettlementBuildingExists = royal_barracks_V1
and I_TurnNumber >= 148
and I_CompareCounter Carthage_Reforms = 0

inc_counter Carthage_Reformsinc1 1


All these lines of code simply check for the presence of a Royal barracks in certain settlements, when it finds one it adds one to the counter "Carthage_Reformsinc1".


; Check for egypt ownership, if true inc counter 1
monitor_event SettlementTurnStart SettlementName Tolosa
and I_SettlementOwner Tolosa = egypt
and I_TurnNumber >= 148
and I_CompareCounter Carthage_Reforms = 0

inc_counter Carthage_Reformsinc2 1

This checks for the presence of certain settlements under Kart-Hadast control. When one of these settlements is found to be in Kart-Hadast's possesion the counter "Carthage_Reformsinc2" has one added to it.

If you now check my previous post, hopefully you'll see how this fits in.

You need Carthage_Reformsinc1 >= 5 (equal or more than 5), so that mean's you're going to need five level 5 regional MICs built in the right places. You then also need Carthage_Reformsinc2 >= 3, so that means you need at least three of the settlements named in the script under your control. Once you've got those requirements you should just need to wait until 235bc.


Cheers

HamilcarBarca
10-22-2007, 02:57
I would love to know what has to be done to get these reforms!

I am up to 207 BC and need heavier Carthaginian foot! I have controlled all these provinces since around 240, merrily building them up, and still nothing!

console_command create_building Kart-Hadast "carthage1"
console_command create_building Atiqa "carthage1"
console_command create_building Gader "carthage1"
console_command create_building Mastia "carthage1"
console_command create_building Bocchoris "carthage1"
console_command create_building Sala "carthage1"
console_command create_building Lixus "carthage1"
console_command create_building Adrumeto "carthage1"
console_command create_building Lilibeo "carthage1"
console_command create_building Lepki "carthage1"
console_command create_building Karali "carthage1"

Do i have to build a particular type of government in these provinces to get the reforms? Both Lixus and Sala are client kingdoms in my Punic empire!

Do I have to build a royal barracks in each of these? That would be an expensive, unhelpful requirement... :inquisitive:

Any advice?

H.

Admetos
10-22-2007, 02:58
:faq: :2thumbsup:

gran_guitarra
10-22-2007, 03:07
SO which units are added to the Carthaginian Roster by these reforms?
Because I checked the unit cards for the Carthaginian (Libyan, Liby-phoenician, and African units) and none of them require reforms to be usable, or at least there is no reform Icon.

HamilcarBarca
10-22-2007, 07:48
:faq:

Admetos, thanks for this advice!

It reminds me of that saying, "If all else fails, read the rule book" :clown:

H.

sgsandor
10-23-2007, 06:43
can someone explain how xan is spawned and is he only for carthage if cathage is human?
I whave gotten to 235 and havent seen him

overweightninja
10-23-2007, 10:46
SO which units are added to the Carthaginian Roster by these reforms?
Because I checked the unit cards for the Carthaginian (Libyan, Liby-phoenician, and African units) and none of them require reforms to be usable, or at least there is no reform Icon.

The new units available AFAIK are:


Libyan spearmen (late)
Liby-Phoenician spermen (late)
Elite African Infantry
Iberian Assault Infantry (IIRC)

You obviously get early libys, liby-phoenies, african pikeman and heavy iberian infantry from the start though, they are effectively "upgraded" as opposed to completely new. These are the ones I obtained myself, there could always be more but I don't believe so.



Right not Xan's wreaking havoc in Iberia, and to be honest i'd prefer to keep the current units to keep upkeep down(unless both are optional), but someone else might want the new units. Anyone else experiencing this?

You can still train and retrain you're old units, never fear AFAIK none of the units are removed after the reforms.

Leão magno
10-23-2007, 10:56
As far as I know, Xantipphos appears if you are not Karthadastim, more possibly, being Roman and invading Africa (Zeugitana). Xan as far as I know, only appears if you are Karthage

sgsandor
10-23-2007, 16:17
then i am going to africa! I wanna see this guy what year anything after 240bc?

Mister V
10-23-2007, 20:35
It should be added to the FAQ that royal_barracks_V1 are (as far as I've understood) the top possible Native unit barracks (not the factional ones).

HasdrubalBarca
10-23-2007, 21:49
So you're saying i need a lvl 5 local recruitment mic in 5 places to get them??

mcantu
10-23-2007, 22:20
So you're saying i need a lvl 5 local recruitment mic in 5 places to get them??


or wait until the year 200...

Mister V
10-24-2007, 15:56
Yes, that's what I think...Also, to have the top native barracks you need gov type 4, if I'm not mistaken.

overweightninja
10-24-2007, 16:01
Yes, that's what I think...Also, to have the top native barracks you need gov type 4, if I'm not mistaken.

:yes: That's correct, you need type 4 for top native mic.
I've edited my earlier post to show this new information, cheers Mister V :)

HamilcarBarca
10-30-2007, 03:16
so my level 5 barracks located at my level 4 governments at garama and Syracuse don't count towards the reforms, because they are not among the list of provinces?

Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr.

H.

Leão magno
10-30-2007, 10:29
In another thread there was a better explanation about Xantipphos stated by a member as:

“Xanthippos may be recuited by the Qarthadastim during the years 256 and 255 if they are at war with the Romans and if he has not already been offered. The player is notified of his availability by the advisor.”

Who is this Xan anyway???? I have never encountered him or any reference other then the present thread about him! What are his triggers and its fuction?

Bonny
10-30-2007, 11:04
Who is this Xan anyway???? I have never encountered him or any reference other then the present thread about him! What are his triggers and its fuction?

Xanthippus was Spartan merc who was hired by the Quarthadastim as militry advisor during the first punic war. He was the mind behind the Quarthadastim Victory against Regulus. The full story can be read in the "Year in History" Events.

Well, you have just quoted the triggers for him to enter the game. If those conditions are not met he will not enter the game.

overweightninja
10-30-2007, 13:54
so my level 5 barracks located at my level 4 governments at garama and Syracuse don't count towards the reforms, because they are not among the list of provinces?

Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr.

H.

Garama is, Sycraruse isn't.

Bonny
10-30-2007, 16:01
so my level 5 barracks located at my level 4 governments at garama and Syracuse don't count towards the reforms, because they are not among the list of provinces?

Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr.

H.

Those are the Settlements who count



Lepki
Garama
Adrumeto
Kirtan
Ippone
Tuat
Siga
Lixus
Sala
Gader
Mastia
Sucum-Murgi
Baikor
Arsé
Oxtraca
Numantia
Emporion
Tyde
Pallantia
Vellika
Tolosa
Massalia
Segesta
Arretium
Ariminum
Roma
Capua
Arpi
Taras
Rhegion

Jorduan
01-14-2008, 15:28
I have been searching for clear outlines of what you need to do to get the reforms. But nobody has actually given a clear answer. I am unfamiliar with all this scripting business - I just want to play the game.
All you people who post 'LOOK AT THE FAQ' are not being helpfull at all - you are being smart-arses. This is not helpfull, so please, If you are going to post, then try to be helpfull.
So please, anyone who knows how to get these reforms and knows how to communicate this to people without deep scripting knowledge ect... then please come forward and help people like me out. thanks

overweightninja
01-14-2008, 15:39
All you people who post 'LOOK AT THE FAQ' are not being helpfull at all - you are being smart-arses. This is not helpfull, so please, If you are going to post, then try to be helpfull.


Well bearing in mind that the FAQ tells you exactly what to do to obtain the reforms they are really.

https://forums.totalwar.org/vb/showthread.php?t=84854

Assuming you have already read the FAQ, what about it confuses you?

Jorduan
01-14-2008, 16:11
ok thanks for providing the link - I must have been looking at something different.. See this is what im getting at - you just helped me out by posting the link - why cant other people be more helpfull on issues.
Either way cheers.