Disabling Vanilla Marian Reform requirements

Thread: Disabling Vanilla Marian Reform requirements

  1. goosejn's Avatar

    goosejn said:

    Default Disabling Vanilla Marian Reform requirements

    is it possible to disable the requirement for some units having to wait for the vanilla marian reforms to trigger before they can be used/recruited. i know you have to wait for rome to build a huge city in italy, but i find the AI never gets to that point. where do i need to go in order for this to be done?
     
  2. Lovejoy's Avatar

    Lovejoy said:

    Default Re: Disabling Vanilla Marian Reform requirements

    you can always type:

    "add_population cityname 4000"

    in the console to give a city in italy 4000 men. this will help the AI to get 2 huge cities in Italy faster.

    if you write:

    "process_cq cityname"

    every now and then things SHOULD get ever faster. I am not totaly sure on the last one tough. (it is supposed complete all buildings currently in production in the city.)
     
  3. Cyrus's Avatar

    Cyrus said:

    Default Re: Disabling Vanilla Marian Reform requirements

    i've done that, but it does not help, i gave Ariminum 25000 population and for some reason the pop. growth bonus went to -50% loosing even more than what it started with.


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  4. goosejn's Avatar

    goosejn said:

    Default Re: Disabling Vanilla Marian Reform requirements

    what about the units themselves. for example, for the later Saka bodyguards and Baktrian Bodyguards, their apprearance is contigent upon this happening. if i can't speed it up by adding population, can i turn off that requirement for specific units?
     
  5. Zett's Avatar

    Zett said:

    Default AW: Re: Disabling Vanilla Marian Reform requirements

    Quote Originally Posted by Lovejoy View Post
    in the console to give a city in italy 4000 men. this will help the AI to get 2 huge cities in Italy faster.
    I think they need only one huge city (which is not Roma) in Italy.

    Just capture Capua and upgrade it to huge yourself. Then give it back to the Romans.

    Quote Originally Posted by goosejn View Post
    what about the units themselves. for example, for the later Saka bodyguards and Baktrian Bodyguards, their apprearance is contigent upon this happening. if i can't speed it up by adding population, can i turn off that requirement for specific units?
    You can delete the "and marian_reform" in the EDB (export_descr_buildings) to make the Koinon Hellenon Phalangitai and the Hysteroi Pezhetairoi recruitable from the start.
    Spoiler Alert, click show to read: 


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    Last edited by Zett; 04-13-2009 at 08:01.


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  6. bobbin's Avatar

    bobbin said:

    Default Re: Disabling Vanilla Marian Reform requirements

    Quote Originally Posted by goosejn View Post
    what about the units themselves. for example, for the later Saka bodyguards and Baktrian Bodyguards, their apprearance is contigent upon this happening. if i can't speed it up by adding population, can i turn off that requirement for specific units?
    For the bodyguard units you need to edit the EDU entry by replacing the general_unit_upgrade atribuite with general_unit, I'll use Baktria as an example.
    Spoiler Alert, click show to read: 
    Code: [View]
    ;471
    type             hellenic cavalry hetairoi kataphraktoi
    dictionary       hellenic_cavalry_hetairoi_kataphraktoi      ; Hetairoi Kataphraktoi
    category         cavalry
    class            heavy
    voice_type       General_1
    soldier          hellenistic_cavalry_hetairoi_kataphractoi, 10, 0, 1
    mount            grivpanvar horse
    mount_effect     elephant -1, chariot +2
    attributes       sea_faring, hide_forest, general_unit
    formation        1.5, 4, 3, 6, 4, square
    stat_health      1, 1
    stat_pri         5, 47, no, 0, 0, melee, blade, piercing, spear, 200 ,0.4
    stat_pri_attr    ap
    stat_sec         11, 28, no, 0, 0, melee, simple, slashing, sword, 0 ,0.11
    stat_sec_attr    ap
    stat_pri_armour  29, 10, 0, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        5
    stat_ground      0, 0, -4, -1
    stat_mental      18, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 2924, 0, 80, 100, 2924
    ownership        romans_brutii


    and then disable the early bodyguards by deleting the general_unit attribute

    Spoiler Alert, click show to read: 
    Code: [View]
    ;389
    type             hellenistic cavalry baktrian bodyguard
    dictionary       hellenistic_cavalry_baktrian_bodyguard      ; Somatophylakes Strategou (Baktrian Early Bodyguard)
    category         cavalry
    class            heavy
    voice_type       General_1
    soldier          hellenistic_cavalry_baktrianbodyguard_kambojas, 10, 0, 1
    mount            half armoured horse
    mount_effect     elephant -1, chariot +2
    attributes       sea_faring, hide_forest, hardy
    formation        1.5, 4, 3, 6, 4, square
    stat_health      1, 1
    stat_pri         5, 39, no, 0, 0, melee, blade, piercing, spear, 180 ,0.38
    stat_pri_attr    ap
    stat_sec         11, 22, no, 0, 0, melee, simple, slashing, sword, 0 ,0.11
    stat_sec_attr    ap
    stat_pri_armour  14, 13, 3, metal
    stat_sec_armour  0, 0, metal
    stat_heat        4
    stat_ground      0, 0, -4, -1
    stat_mental      16, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 2040, 0, 40, 60, 2040
    ownership        romans_brutii

    Just do the same with the respective bodyguards for the other factions and your laughing.
    Last edited by bobbin; 04-13-2009 at 17:17.

     
  7. goosejn's Avatar

    goosejn said:

    Default Re: Disabling Vanilla Marian Reform requirements

    have you tried this for yourself?
     
  8. goosejn's Avatar

    goosejn said:

    Default Re: Disabling Vanilla Marian Reform requirements

    i forgot to also ask....using the example of bactria, if i follow your suggestion, which bodyguard will show up, the early, or the katphraktoi?
     
  9. miotas's Avatar

    miotas said:

    Default Re: Disabling Vanilla Marian Reform requirements

    Quote Originally Posted by Lovejoy View Post
    you can always type:

    "add_population cityname 4000"

    in the console to give a city in italy 4000 men. this will help the AI to get 2 huge cities in Italy faster.

    if you write:

    "process_cq cityname"

    every now and then things SHOULD get ever faster. I am not totaly sure on the last one tough. (it is supposed complete all buildings currently in production in the city.)
    Quote Originally Posted by Cyrus View Post
    i've done that, but it does not help, i gave Ariminum 25000 population and for some reason the pop. growth bonus went to -50% loosing even more than what it started with.
    This method does work, add the population to capua so it goes to about 30000, then type "process_cq capua" into the console. Do this at the start of every turn and you will have your new unit in no time.

    If you need to check on the cities status, just use the "toggle_perfect_spy" and "toggle_fow", if capua has an imperial palace then you will get your new unit next turn.

    Depending on how big capua was to start with it will get huge negative growth but this doesn't matter as they will start the construction of the new building before they lose the population and then you can use process_cq to finish it imediatly.

    I have done this twice successfully.

    - Four Horsemen of the Presence
     
  10. bobbin's Avatar

    bobbin said:

    Default Re: Disabling Vanilla Marian Reform requirements

    Quote Originally Posted by goosejn View Post
    i forgot to also ask....using the example of bactria, if i follow your suggestion, which bodyguard will show up, the early, or the katphraktoi?
    The Hetairoi Kataphraktoi wil be the bodyguard. I have done it myself.

    One thing to note is that if you do this in a current game only generals that come of age after the change is made will get the Kataphraktoi bodyguards.

    Also it has occured to me that if you start a new campaign your starting generals will have the old bodyguards as well, to change that you need to edit the descr_strat file.
    Last edited by bobbin; 04-14-2009 at 03:12.

     
  11. Zim's Avatar

    Zim said:

    Default Re: Disabling Vanilla Marian Reform requirements

    Is there a list of factions that get units from the vanilla Marian Reforms? I didn't see one in the reforms section of the FAQ thread.

    I'm thinking of starting an Epirus campaign and creating an empire in Italy but don't want to miss out (or have potential opponents not get the units if they'd make a big difference).
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  12. A Very Super Market's Avatar

    A Very Super Market said:

    Default Re: Disabling Vanilla Marian Reform requirements

    Everyone that does not have their own reform requirements uses the March of Time as a reference.

    Bobbin, I once had a mercenary Eastern General that suddenly gained Baktrian cataphract bodyguards when the reform came...
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  13. Zim's Avatar

    Zim said:

    Default Re: Disabling Vanilla Marian Reform requirements

    Do all factions without unique reforms have units they don't get until the march of time then?

    I suppose I'll have to leave the Romans alone and go after Greece then.

    Quote Originally Posted by A Very Super Market View Post
    Everyone that does not have their own reform requirements uses the March of Time as a reference.
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  14. bobbin's Avatar

    bobbin said:

    Default Re: Disabling Vanilla Marian Reform requirements

    Quote Originally Posted by A Very Super Market View Post
    Bobbin, I once had a mercenary Eastern General that suddenly gained Baktrian cataphract bodyguards when the reform came...
    Huh thats weird, maybe the game doesn't distinguish between recruited generals and family members, I think I've heard somewhere that mercenary generals count towards your family member count so it could be the case.

    @Zim If your playing as Eprius you don't need to worry as they don't recieve any new stuff from the march of time event.

    March of Time
    Romans get 2 new ships
    Koinon Hellenon get a Phalangite unit.
    Makedon gets the Hysteroi Pezhetaroi
    Hayasdan, Saka, Pontos, Parthia and Baktria get new bodyguards

     
  15. Zett's Avatar

    Zett said:

    Default AW: Re: Disabling Vanilla Marian Reform requirements

    Quote Originally Posted by Zim View Post
    Do all factions without unique reforms have units they don't get until the march of time then?

    I suppose I'll have to leave the Romans alone and go after Greece then.
    Only to say it again, Epeiros didn't get new units. So you can crush the Romani anytime.

    Edit: Damn, didn't see this:
    Quote Originally Posted by bobbin View Post
    @Zim If your playing as Eprius you don't need to worry as they don't recieve any new stuff from the march of time event.
    I should read more carefully.


    Ceterum censeo Romam esse delendam
    Last edited by Zett; 04-17-2009 at 09:38.


    Balloon Count: 4

    My Greek Nobles:
    from satalexton, his name is Plato
    from satalexton, his name is Sōkrátēs
    from satalexton, his nam is Aristotélēs
     
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