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Thread: Any way to get every faction's reforms at the start of a game?

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  1. #1

    Arrow Any way to get every faction's reforms at the start of a game?

    Hi, I followed a guide someone here posted a while ago about how to get the Roman Imperial and Celtic Time of Soldiers reforms within a few turns of starting a game, and I was wondering if it was possible to edit the script to get all reforms for every faction that has them at the start of a game. If someone can show me or direct me to somewhere that has instructions, I would greatly appreciate it. Thanks!

  2. #2

    Default Re: Any way to get every faction's reforms at the start of a game?

    Did I do something wrong? I see lots of views for my thread but no replies, sorry if I did...

  3. #3
    The Rhetorician Member Skullheadhq's Avatar
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    Default Re: Any way to get every faction's reforms at the start of a game?

    No, they are just lazy ass lurkers, well you should just build an Huge City in Italy (with process_cq and add_population XX if you like) and then you get the March of Time, and if you want it to happen earlier you should just adjust the requirements of the reforms in the script. Sorry, but I don't know much about scripting. We should just wait for someone who does.
    Last edited by Skullheadhq; 11-10-2009 at 17:42.
    "When the candles are out all women are fair."
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  4. #4
    urk! Member bobbin's Avatar
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    Default Re: Any way to get every faction's reforms at the start of a game?

    Yes it would be possible but explaining it all would be very time consuming which is probably why nobody's replied yet, I recommend just having a look at the script you should be able to work it out fairly easily

    hint: a lot of reforms have unconditional requirements to trigger the reform at after a certtain number of turns so all you need to do is edit that value.


  5. #5

    Default Re: Any way to get every faction's reforms at the start of a game?

    Most importantly, the files that you will need to edit to change the reforms (or other common stuff) is in the following/similar locations: C:\Program Files\The Creative Assembly\Rome - Total War\EB\Data\scripts\show_me AND C:\Program Files\The Creative Assembly\Rome - Total War\EB\Data

    The files are called: EBBS_SCRIPT.txt AND export_descr_character_traits.txt (in the data folder)

    For a Roman example: Not only will you need to change the reform triggers in EBBS_SCRIPT, you might need to change the reformer/marius trait in the other file. That will take care of the roman reforms, I'm not for sure of others.

    There is an index that will tell you were things are. Use ctrl f to search for what you need. The hardest part is that some things can be hard to deduce the meaning of. I know some programming, but I don't really know the syntax of this mod. So certain things I can only guess on, like ICERating (I think over 2 on major ratings), TurnsAlive (I think 10 years for each one), Electability, the numbers before and after Chance keyword, etc. I wish there was a place that could teach you more about modding these files. Is there a place? How do they train recruits that want to help?

    You should use notepad++ (http://notepad-plus.sourceforge.net/uk/download.php) or something like that to open these kind of files.

    I also like to mod the reforms or at least the roman reforms, which is all I play. I don't think the Reforms should have to be so "history" oriented. Unless you want to play your faction, exactly like it happened in the past (so boring, imo). So I mod away because I roleplay that I would do things better than the Romans did.
    Imo, the following "mod" is almost perfect:
    Spoiler Alert, click show to read: 
    For installation process, I followed the following: RTW Gold > Alexander > EB 1.1 > 1.2 > Official Fixes > 1.2 Mini Mod Pack 3.1 > LZ3's Custom EB Fix Adaptation > Phalanx Mod > RS Textures > Naval Strat Map Add On > Lysander's Sihunet Formations Adaptations > EOM 4 Carthaginian Governors Edition > Atraphoenix' RS Legions Adaptation For ALEXANDER EB > Getting Rid Of The Giant Trees Mod > (I've also modded the Roman reforms to happen sooner, deleted 7 files/folders to get rid of window lights and torches for night battles, and added 3 SKYMOD_BI .txt files for night lighting.) - The only thing missing is a 12 turns per year mod, maybe 6 tpy instead.

  6. #6
    Member Member seienchin's Avatar
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    Default Re: Any way to get every faction's reforms at the start of a game?

    Just go to the script. Erase all the conditions for reforms except the turn numbers and than set them to 1. It might be neccesarry for factions with more than one reform to make them 1,2, etc.

  7. #7

    Default Re: Any way to get every faction's reforms at the start of a game?

    Thanks for the suggestions. I went into the script and tried to guess at what to delete, and I messed with the Sweboz, Saka, Hayasdan Pan-Caucusus and Persian, Seleucid Cataphract and Carthage reforms, but now when I started a new game to test them out I can't start the EB script. The advisor comes up and says I need to start it like usual, but the show me how button is greyed out. What did I do wrong?

    And for most of the reform scripts, I just deleted everything except for the declare_counter (whatever reforms). I tried to leave the things that seemed important, am I on the right track? I dont have any experience with modding, so I'm pretty much guessing on this.

  8. #8
    urk! Member bobbin's Avatar
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    Default Re: Any way to get every faction's reforms at the start of a game?

    For the Romani reforms.

    Polybian
    Find this part
    Code:
    	; Unconditional Player Reforms after 210BC
    	if I_TurnNumber > 248
    	and I_LocalFaction seleucid
    		set_counter Romanii_Reform 1
    		set_counter PolybianReformsAdvisor 1
    		terminate_monitor
    	end_if
    and make TurnNumber >1

    Marian
    find
    Code:
    ;Unconditional Player Reforms 
    monitor_event FactionTurnEnd FactionType seleucid
    and FactionIsLocal
    and I_CompareCounter Romanii_Reform = 1
    and I_NumberOfSettlements seleucid > 89
    and make NumberOfSettlements seleucid > 1

    Imperial
    find
    Code:
    monitor_event FactionTurnEnd FactionType seleucid
    and I_CompareCounter Romani > 54
    and I_TurnNumber > 499
    and I_NumberOfSettlements seleucid > 89
    ;and BattlesFought > 399
    and I_CompareCounter Romanii_Reform = 2
    and I_CompareCounter AugustanReformatorCounter = 1
    and do this
    Code:
    monitor_event FactionTurnEnd FactionType seleucid
    ;and I_CompareCounter Romani > 54
    and I_TurnNumber > 3
    ;and I_NumberOfSettlements seleucid > 89
    ;and BattlesFought > 399
    and I_CompareCounter Romanii_Reform = 2
    ;and I_CompareCounter AugustanReformatorCounter = 1
    Be aware this will mean you completely miss out on Camillian, Polybian and Marian troops as by turn three you'll have the imperial reforms
    Last edited by bobbin; 11-11-2009 at 01:57.


  9. #9

    Default Re: Any way to get every faction's reforms at the start of a game?

    Quote Originally Posted by roman dude View Post
    Thanks for the suggestions. I went into the script and tried to guess at what to delete, and I messed with the Sweboz, Saka, Hayasdan Pan-Caucusus and Persian, Seleucid Cataphract and Carthage reforms, but now when I started a new game to test them out I can't start the EB script. The advisor comes up and says I need to start it like usual, but the show me how button is greyed out. What did I do wrong?

    And for most of the reform scripts, I just deleted everything except for the declare_counter (whatever reforms). I tried to leave the things that seemed important, am I on the right track? I dont have any experience with modding, so I'm pretty much guessing on this.
    The first rule with modding is to always make a copy of whatever you are modding.

    You should never delete or change anything unless you are pretty sure you know what will happen or you will run into the problems like you just did or worse. I recommend you go back to your backup file and start over. This time read and try to understand it. I wouldn't delete things (at worse put a ';' in front of a line, rather than delete).

    Just go to the unconditional part or the conditional part, whichever seems easier to mod, and make the turns much less, along with whatever else needs to be "less" to trigger the event. Or if you don't even what a part to be in the trigger, then put the ';' in front of the line. BUT do not change things that you don't understand, that will only lead to problems later.
    Last edited by applebreath; 11-11-2009 at 01:58.
    Imo, the following "mod" is almost perfect:
    Spoiler Alert, click show to read: 
    For installation process, I followed the following: RTW Gold > Alexander > EB 1.1 > 1.2 > Official Fixes > 1.2 Mini Mod Pack 3.1 > LZ3's Custom EB Fix Adaptation > Phalanx Mod > RS Textures > Naval Strat Map Add On > Lysander's Sihunet Formations Adaptations > EOM 4 Carthaginian Governors Edition > Atraphoenix' RS Legions Adaptation For ALEXANDER EB > Getting Rid Of The Giant Trees Mod > (I've also modded the Roman reforms to happen sooner, deleted 7 files/folders to get rid of window lights and torches for night battles, and added 3 SKYMOD_BI .txt files for night lighting.) - The only thing missing is a 12 turns per year mod, maybe 6 tpy instead.

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