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Thread: Give trait

  1. #1
    Member Member NarcosCatolicos's Avatar
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    Default Give trait

    Now, I'm playing as Rome but my playstyle is a bit faster than should be probably. Anyway, I think it is time to move on to Augustan reforms but they are a real pain to get so I plan on giving a character the traits required.

    By the by I can't seem to get my character's name right with the give_trait cheat.

    An example: say I want to give a character (Servivs Fabivs Licinvs) the arrogans trait. How must I imput the command? I tried several things in this line (with different combinations):

    give_trait "Fabivs Licinvs" superbus 2

    Can anyone help me out? Thanks in advance.

  2. #2
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Give trait

    All romans are called "Firstname Romanvs". If that fails "FirstnameA Romanvs" all the way through to "FirstnameZ Romanvs".

    So he'd be "Servivs Romanvs" and the command:
    give_trait "Servivs Romanvs" [whatever the trait is]

    Course if he's not the only one, chances are you simply can't give him the trait because they may all have the same internal name.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  3. #3
    Member Member NarcosCatolicos's Avatar
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    Default Re: Give trait

    Thanks Quintus!

    I'll try it out right away!

    If that fails "FirstnameA Romanvs" all the way through to "FirstnameZ Romanvs".
    Could u elaborate on this bit though?

  4. #4
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Give trait

    If he's not "Servivs Romanvs", he might be "ServivsA Romanvs" or "ServivsB Romanvs" or "ServivsC Romanvs" and so on.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  5. #5

    Default Re: Give trait

    It's easier to just mod the reform conditions, though.

  6. #6
    Member Member NarcosCatolicos's Avatar
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    Default Re: Give trait

    Yeah but I want my emperor aswel, not just the reforms.

  7. #7
    Jesus Member lobf's Avatar
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    Default Re: Give trait

    Quote Originally Posted by QuintusSertorius View Post
    If he's not "Servivs Romanvs", he might be "ServivsA Romanvs" or "ServivsB Romanvs" or "ServivsC Romanvs" and so on.
    I thought it only went to F.

  8. #8

    Default Re: Give trait

    Quote Originally Posted by lobf View Post
    I thought it only went to F.
    I though up to K.

  9. #9
    Member Member NarcosCatolicos's Avatar
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    Default Re: Give trait

    Ok guys I'm on my dad's PC for a while, unfortunatly it has no 'console' button. I tried every combination of keys but to no avail. This made me decide to just mod the imperial reforms in.

    Now I have checked this thread out ( https://forums.totalwar.org/vb/showthread.php?t=80502 ) where it is extensively discussed. However I find that the given solutions do not seem to work for me.

    I have tried these three solutions:

    1) Adding ; in front of the and I_CompareCounter AugustanReformatorCounter = 1
    then setting battlesfought and territory controled to my preference.

    It wouldn't work.

    2) I have tried adding this code:

    Code:
    declare_counter Romani
    declare_counter AugustanReformatorCounter
    
    monitor_event SettlementTurnStart BuildingExists = gov2
    and FactionType seleucid
    and I_CompareCounter Romanii_Reform = 2
    
    inc_counter Romani 1
    
    end_monitor
    
    monitor_event FactionTurnEnd FactionType seleucid
    and I_CompareCounter Romani > 54
    and I_TurnNumber > 1
    and I_NumberOfSettlements seleucid > 60
    ;and BattlesFought > 1
    and I_CompareCounter Romanii_Reform = 2
    and I_CompareCounter AugustanReformatorCounter = 1
    
    set_counter Romanii_Reform 3
    
    end_monitor
    
    ;Unconditional Reforms
    monitor_event FactionTurnEnd FactionType seleucid
    and I_CompareCounter Romanii_Reform = 2
    and I_NumberOfSettlements seleucid > 60
    
    set_counter Romanii_Reform 3
    terminate_monitor
    
    end_monitor
    
    
    monitor_event CharacterTurnStart Trait Augustus > 1
    
    set_counter AugustanReformatorCounter 1
    
    end_monitor
    
    monitor_event FactionTurnEnd FactionType seleucid
    set_counter Romani 0
    end_monitor
    3) And I have tried adding this

    Code:
    ;Unconditional Reforms
    monitor_event FactionTurnEnd FactionType seleucid
    and I_CompareCounter Romanii_Reform = 2
    and I_NumberOfSettlements seleucid > 50
    
    set_counter Romanii_Reform 3
    set_counter AugustanReformsAdvisor 1
    
    terminate_monitor
    
    end_monitor
    None of these solutions worked, could anyone give me a hand?
    Last edited by NarcosCatolicos; 06-30-2008 at 20:08.

  10. #10
    Member Member NarcosCatolicos's Avatar
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    Default Re: Give trait

    Sorry for bumping but.. anyone?

  11. #11
    Muckomania or the Muckster Member mucky305's Avatar
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    Default Re: Give trait

    Your problem is probably in where you are sticking the reform change or in your other reforms as each reform level is required to start the next. If you post the whole reform section, I might be able to help, but, no guarantee. I will try though.


    - Drink the Kool-Aid
    'Anonymous'

  12. #12
    Member Member Kugutsu's Avatar
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    Default Re: Give trait

    I am in the middle of a romani campaign and my imperial reforms refused to kick in after I had all the conditions (date, settlements, faction leader who was Augustus etc).
    I played about with the script, and in end I finally got them by replacing the Imperial Reform part of the script with the following (basically replacing the Imperial triggers with the Marian ones - probably total overkill, but I tried subtle changes and they didn't do anything):

    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Imperial trigger
    
    declare_counter Latifundia
    declare_counter ReformatorCounter
    
    ; Count Latyfundium
    monitor_event SettlementTurnStart SettlementName Segesta
    and I_CompareCounter Romanii_Reform = 2
    and FactionType seleucid
    and SettlementBuildingExists = latifundium
    
    	inc_counter Latifundia 1
    
    end_monitor
    
    monitor_event SettlementTurnStart SettlementName Bononia
    and I_CompareCounter Romanii_Reform = 2
    and FactionType seleucid
    and SettlementBuildingExists = latifundium
    
    	inc_counter Latifundia 1
    
    end_monitor
    
    monitor_event SettlementTurnStart SettlementName Patavium
    and I_CompareCounter Romanii_Reform = 2
    and FactionType seleucid
    and SettlementBuildingExists = latifundium
    
    inc_counter Latifundia 1
    
    end_monitor
    
    monitor_event SettlementTurnStart SettlementName Arretium
    and I_CompareCounter Romanii_Reform = 2
    and FactionType seleucid
    and SettlementBuildingExists = latifundium
    
    	inc_counter Latifundia 1
    
    end_monitor
    
    monitor_event SettlementTurnStart SettlementName Ariminum
    and I_CompareCounter Romanii_Reform = 2
    and FactionType seleucid
    and SettlementBuildingExists = latifundium
    
    	inc_counter Latifundia 1
    
    end_monitor
    
    monitor_event SettlementTurnStart SettlementName Roma
    and I_CompareCounter Romanii_Reform = 2
    and FactionType seleucid
    and SettlementBuildingExists = latifundium
    
    	inc_counter Latifundia 1
    
    end_monitor
    
    monitor_event SettlementTurnStart SettlementName Capua
    and I_CompareCounter Romanii_Reform = 2
    and FactionType seleucid
    and SettlementBuildingExists = latifundium
    
    	inc_counter Latifundia 1
    
    end_monitor
    
    monitor_event SettlementTurnStart SettlementName Arpi
    and I_CompareCounter Romanii_Reform = 2
    and FactionType seleucid
    and SettlementBuildingExists = latifundium
    
    	inc_counter Latifundia 1
    
    end_monitor
    
    monitor_event SettlementTurnStart SettlementName Taras
    and I_CompareCounter Romanii_Reform = 2
    and FactionType seleucid
    and SettlementBuildingExists = latifundium
    
    	inc_counter Latifundia 1
    
    end_monitor
    
    monitor_event SettlementTurnStart SettlementName Rhegion
    and I_CompareCounter Romanii_Reform = 2
    and FactionType seleucid
    and SettlementBuildingExists = latifundium
    
    	inc_counter Latifundia 1
    
    end_monitor
    
    ;Unconditional Player Reforms 
    monitor_event FactionTurnEnd FactionType seleucid
    and FactionIsLocal
    and I_CompareCounter Romanii_Reform = 2
    and I_NumberOfSettlements seleucid > 60
    
    	set_counter Romanii_Reform 3
    	set_counter AugustanReformsAdvisor 1
    
            terminate_monitor
    
    end_monitor
    
    ;Unconditional AI Reforms
    monitor_event FactionTurnEnd FactionType seleucid
    and not FactionIsLocal
    and I_CompareCounter Romanii_Reform = 2
    and I_NumberOfSettlements seleucid > 20 
    
    if RandomPercent < 6 
    	set_counter Romanii_Reform 3
            terminate_monitor
    end_if
    
    end_monitor
    
    ;Conditional Reforms
    monitor_event FactionTurnEnd FactionType seleucid
    and I_CompareCounter Romanii_Reform = 2
    and I_CompareCounter Latifundia > 6
    and I_TurnNumber > 399
    and I_NumberOfSettlements seleucid > 44
    ;and BattlesFought > 249
    ;and I_CompareCounter ReformatorCounter = 1
    
    set_counter Romanii_Reform 3
    set_counter AugustanReformsAdvisor 1
    terminate_monitor
    
    end_monitor
    
    ;Check for Marius wanabe
    monitor_event CharacterTurnStart Trait Reformator > 0
    
    	set_counter ReformatorCounter 1
    
    end_monitor
    
    ;Reset Latyfundium Counter
    monitor_event FactionTurnEnd FactionType seleucid
    	set_counter Latifundia 0
    end_monitor
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

  13. #13
    Member Member NarcosCatolicos's Avatar
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    Default Re: Give trait

    Kugutsu this worked great man thanks a lot!

  14. #14
    Member Member NarcosCatolicos's Avatar
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    Default Re: Give trait

    Quote Originally Posted by NarcosCatolicos View Post
    Kugutsu this worked great man thanks a lot!

    Seeing the imperial models, I kinda feel sorry it did .

  15. #15
    EBII Bricklayer Member V.T. Marvin's Avatar
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    Default Re: Give trait

    Try this fix by Dart Stalin - it might even be savegame compatible!

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