Results 1 to 13 of 13

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

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    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.

  2. #2
    urk! Member bobbin's Avatar
    Join Date
    Aug 2008
    Location
    Tin Isles
    Posts
    3,668

    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.


  3. #3

    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.

  4. #4

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

    I modified the EBBS Script in E:\Games\Rometotalwar\EB\Data\Scripts\Show_me and changed

    ; 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

    to

    ; Unconditional Player Reforms after 210BC
    if I_TurnNumber > 1
    and I_LocalFaction seleucid
    set_counter Romanii_Reform 1
    set_counter PolybianReformsAdvisor 1
    terminate_monitor
    end_if

    but I still got no reforms after turn 1 either from continuing a saved game or starting a new one. Do I need to remove any other text from the script?

  5. #5

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

    If that is the only thing you changed, it should work. It might even work with saved games.

    Start over and try it again. Perhaps a 'text' editor messed up something. What did you edit it with?

    -Apple
    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
    urk! Member bobbin's Avatar
    Join Date
    Aug 2008
    Location
    Tin Isles
    Posts
    3,668

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

    Sorry missed a bit out. You need to also change this bit which can be found just before the first piece of script i put up in my previous post.
    Code:
    ; Check Conditions
    monitor_event FactionTurnEnd FactionType seleucid
    and I_CompareCounter Romanii_Reform = 0
    and I_TurnNumber > 80
    Mine's has already been altered so the trunnumber value will be different, just set it to 1 if you want the reform right away.


  7. #7

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

    I don't want them at the start of the game I just don't want to wait 744 turns for the Polybian Reforms since I am using the 12 turns per year mod. Thank you sir I will edit the script when I get home from work.

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