Okay, thanks !
It seems I did everything as it should be.
Now for another question, why do the ancilliares trigger when you reach 50 settlements ?
It seems a bit much, but I could be wrong or missing some historic reason behind all this.
Okay, thanks !
It seems I did everything as it should be.
Now for another question, why do the ancilliares trigger when you reach 50 settlements ?
It seems a bit much, but I could be wrong or missing some historic reason behind all this.
I roleplay when Marius was consul and if you reflect his reforms 90 settlements are too much. I have decreased EBBS script to 50 cities so both my marian reformed legions and their commanders are available.
Also later I have adapted RS legions as stated in my sig, so now I have named legions as well.
If you check this map, though may not be so accurate, 90 cities are reaaally too much if you apply it to EB map.
hi man, awesome add-on to the game, but what I felt is that there's some incomplete work here and there (specially romans) so i began to expand your work, adding new roman provinces to the game, but, what I've encountered is that I'm getting a non-message CTD, so I think I could ask your help, after all you better than anyone knows how your system works, so this is what I've done, what is basically copy-paste your triggers,ancillaries and so on and changing the name for the specific province, getting this:
what I've modified in the export_descr_ancillaries
;------------------------------------------
Trigger acquire_Governor_of_Illyricum_Segestica
WhenToTest CharacterTurnEnd
Condition FactionType seleucid
and EndedInSettlement
and RemainingMPPercentage = 100
and IsGeneral
and SettlementName Segestica
and I_SettlementOwner Dalminion = seleucid
and I_SettlementOwner Epidamnos = seleucid
and I_SettlementOwner Apollonia = seleucid
and SettlementBuildingExists > gov4
and SettlementBuildingExists < govparthian
and Attribute Electability < 11
and not FactionwideAncillaryExists Governor_of_Illyricum
and Trait FamilyMember > 0
AcquireAncillary Governor_of_Illyricum Chance 100
Affects NumAncillariesAcquired 1 Chance 100
;------------------------------------------
Trigger acquire_Governor_of_Illyricum_Dalminion
WhenToTest CharacterTurnEnd
Condition FactionType seleucid
and EndedInSettlement
and RemainingMPPercentage = 100
and IsGeneral
and SettlementName Dalminion
and I_SettlementOwner Epidamnos = seleucid
and I_SettlementOwner Apollonia = seleucid
and I_SettlementOwner Segestica = seleucid
and SettlementBuildingExists > gov4
and SettlementBuildingExists < govparthian
and Attribute Electability < 11
and not FactionwideAncillaryExists Governor_of_Illyricum
and Trait FamilyMember > 0
AcquireAncillary Governor_of_Illyricum Chance 100
Affects NumAncillariesAcquired 1 Chance 100
;------------------------------------------
Trigger acquire_Governor_of_Illyricum_Epidamnos
WhenToTest CharacterTurnEnd
Condition FactionType seleucid
and EndedInSettlement
and RemainingMPPercentage = 100
and IsGeneral
and SettlementName Epidamnos
and I_SettlementOwner Apollonia = seleucid
and I_SettlementOwner Segestica = seleucid
and I_SettlementOwner Dalminion = seleucid
and SettlementBuildingExists > gov4
and SettlementBuildingExists < govparthian
and Attribute Electability < 11
and not FactionwideAncillaryExists Governor_of_Illyricum
and Trait FamilyMember > 0
AcquireAncillary Governor_of_Illyricum Chance 100
Affects NumAncillariesAcquired 1 Chance 100
;------------------------------------------
Trigger acquire_Governor_of_Illyricum_Ambrakia
WhenToTest CharacterTurnEnd
Condition FactionType seleucid
and EndedInSettlement
and RemainingMPPercentage = 100
and IsGeneral
and SettlementName Apollonia
and I_SettlementOwner Segestica = seleucid
and I_SettlementOwner Dalminion = seleucid
and I_SettlementOwner Epidamnos = seleucid
and SettlementBuildingExists > gov4
and SettlementBuildingExists < govparthian
and Attribute Electability < 11
and not FactionwideAncillaryExists Governor_of_Illyricum
and Trait FamilyMember > 0
AcquireAncillary Governor_of_Illyricum Chance 100
Affects NumAncillariesAcquired 1 Chance 100
This is what I added in the export_ancillaries
Spoiler Alert, click show to read:
Code:
¬---------------
{Governor_of_Illyricum} Provinciae Dalmatia
{Governor_of_Illyricum_desc}
This man has been selected as Governor of Dalmatia, to govern the Province and implement the will of the Senate and People of Rome. DESCRIPTION REQUIRED
{Governor_of_Illyricum_effects_desc}
20% bonus on tax income
in the expor_descr_character_traits.txt
Spoiler Alert, click show to read:
Code:
;------------------------------------------
Trigger Governor_in_Illyria_gets_bonuses_Segestica
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and FactionType seleucid
and SettlementName Segestica
and Attribute Electability = 62
and Trait Roman_Provincial_Governor_Effect < 1
Affects Roman_Provincial_Governor_Effect 1 Chance 100
;------------------------------------------
Trigger Governor_in_Illyria_gets_bonuses_Dalminion
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and FactionType seleucid
and SettlementName Dalminion
and Attribute Electability = 62
and Trait Roman_Provincial_Governor_Effect < 1
Affects Roman_Provincial_Governor_Effect 1 Chance 100
------------------------------------------
Trigger Governor_in_Illyria_gets_bonuses_Epidamnos
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and FactionType seleucid
and SettlementName Epidamnos
and Attribute Electability = 62
and Trait Roman_Provincial_Governor_Effect < 1
Affects Roman_Provincial_Governor_Effect 1 Chance 100
;------------------------------------------
Trigger Governor_in_Illyria_gets_bonuses_Apollonia
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and FactionType seleucid
and SettlementName Apollonia
and Attribute Electability = 62
and Trait Roman_Provincial_Governor_Effect < 1
Affects Roman_Provincial_Governor_Effect 1 Chance 100
;------------------------------------------
Trigger Governor_not_in_Illyria_loses_bonuses
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and not SettlementName Segestica
and not SettlementName Dalminion
and not SettlementName Epidamnos
and not SettlementName Apollonia
and Attribute Electability = 62
and Trait Roman_Provincial_Governor_Effect = 1
Affects Roman_Provincial_Governor_Effect -1 Chance 100
Also, if correct me if I'm wrong, electability works only as a marker for the specific ancillary? having two electability numbers affects in some way the adquistion of the ancillaries? for example, you gave the governor_of_cyrenacia ancillary a electability of 26, so if I give my recently created "governor_of_illyricum" ancillary the same number, does this causes conflicts to the game?
thanks in advance for your help, and the great system you've created
looking foward your reply ;)
Metaluis90
Originally Posted by Sonic
Allready download and see it... Very-very good idea!!! Brav.... eh....
OH BY IVPITER?!? WHAT'VE I DONE!?!? OH PATER CONSCRIPTI..... FORGIVE ME
I was a Roman... and a good Roman won't laugh too see his comrades dying in calendar!!! I call for a Proud Roman artist to made one calendar full of Glorious Roman conquest!!!
You had a good job on it, simply electability makes the game engine assign the FMs the stated ancillaries in order. You may omit them, I have followed the EB goverment system so I left it.
We have a good trait and ancillary verificator in tools sections that can be used both for Rome and Medieval2 that helped me greatly reducing script and missing errors.
So search for "ATVTW - Trait/Ancillary Validator of Sqυid"
Also I am sure that you are not using windows notepad.
I have been just re-reading some old threads including this one and noticed a discussion we have had many years ago (on page 1 and 2 here) about how it "might be nice to intoduce a script, giving the faction, say, 500 mnai if the HAMÂRAKARA/DIOIKETES is both unselfish and loyal, whereby if he is selfish and disloyal those money would be taken away (as he is keeping the amenities of his position for himself - that would force the player to choose his top officers carefully)". Now it occurred to me a rather simple solution to this so that I am wondering how we did not tried that earlier. Just as province ancillaries in vanilla EB are tied with provincial governor trait, it should be possible to design corresponding traits to other ancillaries like Dioiketes and only after that let the EBBS check for the traits and give or take away the money...
I do think that you will be making another version of your Extended Offices Mod for EB 1.2, but noticing from your signature that you have been promoted to official EB Team ancillary-designer, you might find it helpful in your current endeavors towards EB II. Or not...
This mod can be enlarged a lot in many ways, personally at the moment I mostly read for resources for Pahlavs. I lack power on script so if you can combine this with other mod file you are free to do what you want. Yes, I have new offices but I am unsure to put them here, they are currently reserved for EB2.
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