View Full Version : Roman reforms
Ive met all the criteria for the polybian reforms but i dont see any building reform in any of my cities and no message has appeared
MarcusAureliusAntoninus
01-17-2008, 03:01
Have you activated the script every time you start a new game or load a save game?
There isn't always a message, but the reform building will be added at the very bottom of your building list and will not replace the "CAMILIAN ERA" building.
how do u activate the script
Oh no...
Every time you click on one of your cities the advisor will pop up asking you to click "show me how" to activate the script. Click "show me how".
You'll really notice a different game after this, it just isn't EB without the script.
Respenus
01-17-2008, 16:55
Oh my God!!! This is getting serious. How o' how do you manage to get to the Polybian era without finding the advisor popping up every single time you click a city annoying? Well, at least it's better than the guy who got to 14 A.D. God bless his soul.
blacksnail
01-17-2008, 17:14
Knee-jerk reaction from all the time it popped up in Vanilla is to just close it. I have a hard time finding fault with people new to the game who have this reaction. It's just like how people close all the Windows "warning" messages because for most users they are irrelevant distractions which do not matter, so they go unread - leaving the occasional few that should be read to be accidentally ignored. We are addressing this issue for the next EB1 release with some more obvious instructions so nobody finds out that they've spent a ton of time "playing it wrong."
Cameron, I highly recommend starting a new game with the script enabled. You're missing out on most of what makes EB what it is without the script activated. You click on any settlement or character to activate the advisor, and then the "Show Me How" button will activate the script. You should do this everytime you start up EB and load your game. (Yeah, it's mildly annoying, but it's a limitation of RTW itself so we're stuck with it.)
Respenus
01-17-2008, 17:20
At the start of a campaign, after loading a saved game and every ten turns if the script is not activated there should be a sound coming out of your speakers warning you about the script.
Or even batter. Make sure a horror movie monster blinks really fast on the screen, with appropriate sounds and growls and everything that comes along and then display in bloody letters that you must activate the script (idea taken from some else, they know who they are).
Really, this is nice what the EB is going to do, but for the love of God! It's like written in large bold letter somewhere that you should activate the script!
Edit: Post OBE (overcome by events) I suggested something here for a second time that I later found out Bovi has already implemented after seeing my first post.
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