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Unable to build Germanic Heavy Cavalry...
...I've built the required building (Hauhasalaz Marhastallamz Mekilamme medalan) but I still can't build the heavy cav. Have I missed something or is the information in the "enables training of:"-box incorrect?
EDIT: Forgot to mention: kickass mod this, great job!!:applause:
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AW: Unable to build Germanic Heavy Cavalry...
I think you need the reform. I can't tell it right out of my mind so you need to take a look at the FAQ (stickied above).
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Re: AW: Unable to build Germanic Heavy Cavalry...
Quote:
Originally Posted by Centurio Nixalsverdrus
I think you need the reform. I can't tell it right out of my mind so you need to take a look at the FAQ (stickied above).
I found it in the FAQ, and it seems I need the reform. Thanks! :)
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Re: AW: Unable to build Germanic Heavy Cavalry...
I did not even know there was a Sweboz reform! Great!!!1
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Re: Unable to build Germanic Heavy Cavalry...
also, only provinces which might have Celtic influence (Mail, Warhorses, Cav tactics), since they are Brihentin-esque, can recruit them, sorry Skandza and Rugoland ~;p
the barracks is kind of misleading because it says it can recruit Reform units when it cannot because of the way the Reforms recruitment work (there's a +/- switch that turns it on: different from Marian Reforms), so sorry about that, but it cannot be helped ~:( anyways, the Pikemen can be recruited in some locations at MIC5! (Btw, for anybody wondering, the phalanx ability will be removed in the future- we're tweaking their stats so they perform appropriately)
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Re: Unable to build Germanic Heavy Cavalry...
Has anyone managed to reform Sweboz? Having looked at the FAQ (even though the city-names don't match) I think I should have gotten the reform by now. Is the info in the FAQ accurate?
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Re: Unable to build Germanic Heavy Cavalry...
sorry :no: I discovered the Reforms don't work... I will try to post a fixed script file if I discover how to get them working... so far, I notice the pre-Reform buildings are being referenced instead of the Reform buildings for the building-placing script when conditions are met, but even if we change the sweboz1 to sweboz2 in the script file, I don't know if that will make them work
OK, if you want to edit your script file, the Reforms will work if you change the placed buildings from sweboz1 to sweboz2(that happen as a result of the conditional/unconditional turn number) at the end of the Sweboz Reforms commands
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Re: Unable to build Germanic Heavy Cavalry...
in english please....
were not all scripters-- i dont understand what you mean
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Re: Unable to build Germanic Heavy Cavalry...
ouch that ain't right blitz, those new Sweboz look sick.....
FYI Gallic reforms are working well, I hit time of Bondsmen at 245BC :2thumbsup:
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Re: Unable to build Germanic Heavy Cavalry...
Quote:
Originally Posted by NeoSpartan
FYI Gallic reforms are working well, I hit time of Bondsmen at 245BC :2thumbsup:
I'm just wondering if that's a little too early... I got Time Of Bondsmen at about the same time, but I checked and there were only three large markets in Aedui, Arverni & Casse hands, not four as it's required. In a Casse campaign the Time Of Soldiers reform hit very early too, before 210 BCE. Maybe because I'm still playing an internal version.
Btw, isn't there a year requirement for Celtic reforms?
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Re: Unable to build Germanic Heavy Cavalry...
the reforms for Arverni/Aedui are really early...in my Sweboz campaign they hit Bondsmen around 260BC !!! and Time of Soldiers aorund 220BC.
certainly some errors in the scripts....
(sweboz too, as said above)
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Re: Unable to build Germanic Heavy Cavalry...
So to summarize, the Sweboz don't work? They are broken? Will they be fixed or is there a way to fix them?
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Re: Unable to build Germanic Heavy Cavalry...
The Sweboz in general work very well.
Only the Sweboz reforms don´t work. but afaik you get only 1 heavy cavalry unit (lancers) from it, so it is not so important.
hope anyway for a quick fix, which includes the celtic reforms also.
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Re: Unable to build Germanic Heavy Cavalry...
i have a problem slightly like this, being that there's a unit i cant recruit, even when the barracks CLEARLY says it can. im playing as romani, and its in pella. iv set up an allied state to get soldiers, and iv built the BEST barracks, but although it says hoplitai can be recruited, they dont show up on the recruitment roster. any tips? cheers
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Re: Unable to build Germanic Heavy Cavalry...
Quote:
Originally Posted by Thaatu
I'm just wondering if that's a little too early... I got Time Of Bondsmen at about the same time, but I checked and there were only three large markets in Aedui, Arverni & Casse hands, not four as it's required. In a Casse campaign the Time Of Soldiers reform hit very early too, before 210 BCE. Maybe because I'm still playing an internal version.
Btw, isn't there a year requirement for Celtic reforms?
The requirements for Time of Bondsmen are that Aedui, Arverni and Casse have four(I thought it was six) great markets built [i]collectively]/i]. That means that if the Arverni have built 3 either the Casse or Aedui will only have to build one to trigger the reforms for all three. Time of Soldiers is more specific I think since you need to own quite a few towns to get that one.
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Re: Unable to build Germanic Heavy Cavalry...
Quote:
Originally Posted by Long lost Caesar
its in pella. iv set up an allied state to get soldiers, and iv built the BEST barracks, but although it says hoplitai can be recruited, they dont show up on the recruitment roster. any tips? cheers
Hoplites were never available in Pella, I think that hasn't changed in EB1.0
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Re: Unable to build Germanic Heavy Cavalry...
Quote:
Originally Posted by AngryAngelDD
the reforms for Arverni/Aedui are really early...in my Sweboz campaign they hit Bondsmen around 260BC !!! and Time of Soldiers aorund 220BC.
certainly some errors in the scripts....
(sweboz too, as said above)
I have to admit that when I first saw the reform conditions for the Celts I was amazed, and thought that can't be right, they'll get them in next to no time.
However it is also true that I have never played 1.0 so what do I know about it.:no:
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Re: Unable to build Germanic Heavy Cavalry...
give me a moment and check this post and there should be a SAVE GAME COMPATABLE fix for the Sweboz Reforms, created by Blitzikus himself :applause:
you're welcome, my loyal lovelies, although welcome to youz disloyals as well ~;)
http://www.megaupload.com/?d=60TWCN7N
oh, almost forgot- instructions:
extract into the EB folder and it should overwrite your existing EB script file... make a backup just in case
PS - more than the Heavy Cavalry is recruitable with the Sweboz Reforms, the Heavy Infantry is as well (Gastiz aka Thegnoz Drugule)
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Re: Unable to build Germanic Heavy Cavalry...
Were is the stat for unconditional reforms in the script for the Sweboz ?
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Re: Unable to build Germanic Heavy Cavalry...
Code:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Section 2h: Sweboz Reform
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
declare_counter Sweboz_Reform
declare_counter Sweboz_Reforminc1
declare_counter Sweboz_Reforminc2
; Check if Carthage Reforms already reached, if true set counter 1
monitor_event SettlementTurnEnd SettlementName Swebotraustastamnoz
and SettlementBuildingExists = sweboz2
and I_CompareCounter Sweboz_Reform = 0
set_counter Sweboz_Reform 1
end_monitor
; Check for forum, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Swebotráustástámnoz
and SettlementBuildingExists >= forum
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc1 1
end_monitor
; Check for forum, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Gáwjám~Hábukoz
and SettlementBuildingExists >= forum
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc1 1
end_monitor
; Check for forum, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Arctaunon
and SettlementBuildingExists >= forum
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc1 1
end_monitor
; Check for forum, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Gáwjám~Heruskoz
and SettlementBuildingExists >= forum
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc1 1
end_monitor
; Check for forum, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Gáwjám~Kimbroz
and SettlementBuildingExists >= forum
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc1 1
end_monitor
; Check for forum, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Gáwjám~Rugoz
and SettlementBuildingExists >= forum
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc1 1
end_monitor
; Check for rMIC4, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Lucarottea
and SettlementBuildingExists >= army_barracks_U1
and I_SettlementOwner Lucarottea = germans
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc2 1
end_monitor
; Check for rMIC4, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Sarmiszegethusa
and SettlementBuildingExists >= army_barracks_U1
and I_SettlementOwner Sarmiszegethusa = germans
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc2 1
end_monitor
; Check for rMIC4, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Buridava
and SettlementBuildingExists >= army_barracks_U1
and I_SettlementOwner Buridava = germans
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc2 1
end_monitor
; Check for rMIC4, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Eburonum
and SettlementBuildingExists >= army_barracks_U1
and I_SettlementOwner Eburonum = germans
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc2 1
end_monitor
; Check for rMIC4, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Vindobona
and SettlementBuildingExists = army_barracks_U1
and I_SettlementOwner Vindobona = germans
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc2 1
end_monitor
; Check for rMIC4, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Aventicos
and SettlementBuildingExists = army_barracks_U1
and I_SettlementOwner Aventicos = germans
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc2 1
end_monitor
; Check for rMIC4, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Vindelicoppidos
and SettlementBuildingExists = army_barracks_U1
and I_SettlementOwner Vindelicoppidos = germans
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc2 1
end_monitor
; Check for rMIC4, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Viennos
and SettlementBuildingExists = army_barracks_U1
and I_SettlementOwner Viennos = germans
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc2 1
end_monitor
; Check for rMIC4, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Iuvavoaeta
and SettlementBuildingExists = army_barracks_U1
and I_SettlementOwner Iuvavoaeta = germans
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc2 1
end_monitor
; Check for rMIC4, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Veldideno
and SettlementBuildingExists = army_barracks_U1
and I_SettlementOwner Veldideno = germans
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc2 1
end_monitor
; Check counters are >= 6 and >= 1 or 140BC, if true set counter 1, if false set counters 0
monitor_event FactionTurnStart FactionType germans
and I_TurnNumber >= 328
and I_CompareCounter Sweboz_Reform = 0
if I_TurnNumber >= 528
console_command create_building Swebotraustastamnoz sweboz2
console_command create_building Gawjam_Habukoz sweboz2
console_command create_building Gawjam_Heruskoz sweboz2
console_command create_building Arctaunon sweboz2
console_command create_building Vindelicoppidos sweboz2
console_command create_building Eburonum sweboz2
console_command create_building Gawjam_Kimbroz sweboz2
console_command create_building Gawjam_Gotanoz sweboz2
console_command create_building Gawjam_Rugoz sweboz2
console_command create_building Gawjam_Silengoz sweboz2
console_command create_building Carrodunum sweboz2
console_command create_building Gawjam_Bastarnoz sweboz2
console_command create_building Gawjam_Skandzawarjoz sweboz2
console_command create_building Ascaucalis sweboz2
set_counter Sweboz_Reform 1
end_if
if I_CompareCounter Sweboz_Reforminc1 >= 6
and I_CompareCounter Sweboz_Reforminc2 >= 1
console_command create_building Swebotraustastamnoz sweboz2
console_command create_building Gawjam_Habukoz sweboz2
console_command create_building Gawjam_Heruskoz sweboz2
console_command create_building Arctaunon sweboz2
console_command create_building Vindelicoppidos sweboz2
console_command create_building Eburonum sweboz2
console_command create_building Gawjam_Kimbroz sweboz2
console_command create_building Gawjam_Gotanoz sweboz2
console_command create_building Gawjam_Rugoz sweboz2
console_command create_building Gawjam_Silengoz sweboz2
console_command create_building Carrodunum sweboz2
console_command create_building Gawjam_Bastarnoz sweboz2
console_command create_building Gawjam_Skandzawarjoz sweboz2
console_command create_building Ascaucalis sweboz2
set_counter Sweboz_Reform 1
end_if
if I_CompareCounter Sweboz_Reform < 1
set_counter Sweboz_Reforminc1 0
set_counter Sweboz_Reforminc2 0
end_if
end_monitor
scroll from the bottom on this here, for the part I marked in RED and BOLD, it's quicker... then, in the file, if you do a search for Sweboz you can find this whole patch of lines easiest (probably already thought of that, oh well)
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Re: Unable to build Germanic Heavy Cavalry...
Quote:
Originally Posted by Pharnakes
I have to admit that when I first saw the reform conditions for the Celts I was amazed, and thought that can't be right, they'll get them in next to no time.
However it is also true that I have never played 1.0 so what do I know about it.:no:
dude... but really what do celts get in the reforms?????
Time of Bondsmen:
-Cornutus in 1 Settlement ONLY
-Belgrae in 2 settlements ONLY
-Some light spearmen and the archers...
THATS IT!
You don't get Neitos, Soldudurs, & Brenhim(sp) until the other reform...
Nothing too special man. Just some new good and EXPENSIVE elites.
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Re: Unable to build Germanic Heavy Cavalry...
good job BLITZ!!!!! much needed!!!
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Re: Unable to build Germanic Heavy Cavalry...
Quote:
Originally Posted by NeoSpartan
dude... but really what do celts get in the reforms?????
It's not a matter of what they get, but when did it really happen and what triggered it. The reform conditions make sense in that they represent the three tribes getting wealthier, while weaker tribe getting indebted to them, but there could be a bit more to them, especially since the description says "happened approx 220 BCE". In 0.81 I was able to use the chariots that Belgae get to wreck havoc on the Sweboz, but now, unless I blitz Belgae, I can't build a type 4 MIC in time. Plus, it's no use having reforms if it happens so early in the game that you don't even need new units.
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Re: Unable to build Germanic Heavy Cavalry...
Quote:
Originally Posted by blitzkrieg80
OK, if you want to edit your script file, the Reforms will work if you change the placed buildings from sweboz1 to sweboz2(that happen as a result of the conditional/unconditional turn number) at the end of the Sweboz Reforms commands
How do I do this?
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Re: Unable to build Germanic Heavy Cavalry...
I think this fix is already included in the stickied fixes thread.
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Re: Unable to build Germanic Heavy Cavalry...