Results 1 to 2 of 2

Thread: Celtic reform bug fix

  1. #1

    Default Celtic reform bug fix

    I'm just copying this from the other forum and putting it in the right place.

    Has anyone else noticed that if you hit the Time of Soldiers prior to conquering Germany (or other territories where the Celts' MIC can recruit units), the Time of Freemen will overwrite the Time of Soldiers when you reload the script? This results in the restriction of Celto-Germanic spearmen as the ToF Celtic MICs will be constantly damaged (if built) yet not upgraded to the ToS equivalents.

    Anyway, I have simple solution. In the EBBS_Script, in the Celtic section, you will see entries like this...

    monitor_event SettlementTurnStart SettlementName Adrumeto
    and I_CompareCounter Celt_Reform = 0
    and not SettlementBuildingExists = celt1

    if not I_SettlementOwner Adrumeto = seleucid
    and not I_SettlementOwner Adrumeto = parthia
    and not I_SettlementOwner Adrumeto = pontus
    and not I_SettlementOwner Adrumeto = numidia
    and not I_SettlementOwner Adrumeto = romans_julii
    and not I_SettlementOwner Adrumeto = egypt
    and not I_SettlementOwner Adrumeto = germans
    and not I_SettlementOwner Adrumeto = greek_cities
    and not I_SettlementOwner Adrumeto = macedon
    and not I_SettlementOwner Adrumeto = carthage
    and not I_SettlementOwner Adrumeto = romans_scipii
    and not I_SettlementOwner Adrumeto = dacia
    and not I_SettlementOwner Adrumeto = armenia
    and not I_SettlementOwner Adrumeto = spain
    and not I_SettlementOwner Adrumeto = thrace
    and not I_SettlementOwner Adrumeto = romans_brutii
    and not I_SettlementOwner Adrumeto = saba
    and not I_SettlementOwner Adrumeto = slave

    console_command create_building Adrumeto "celt1"

    end_if
    end_monitor

    To fix it and prevent the script from spawning a celt1 marker after a celt3 marker has been placed, just add the following lines after "and not SettlementBuildingExists = celt1"

    and not SettlementBuildingExists = celt2
    and not SettlementBuildingExists = celt3

    If Bovi's fixes have already covered this (I haven't downloaded all of them), ignore me. And if anyone wants a file that will save them 199 copy/pastes, just PM me.
    From Fluvius Camillus for my Alexander screenshot

  2. #2
    EB annoying hornet Member bovi's Avatar
    Join Date
    Jan 2007
    Location
    Norway
    Posts
    11,796

    Default Re: Celtic reform bug fix

    Thanks for this. I've also fixed the similar issue for the celt2 placement, now it won't place it if celt3 is already placed.

    Having problems getting EB2 to run? Try these solutions.
    ================
    I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
    ================
    I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO