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Thread: Military reforms by script

  1. #1

    Default Military reforms by script

    How to make military reforms(like Marium reform ),but using scripts ?

  2. #2
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Military reforms by script

    I had a look around. I think EB have done something along these lines. They made several sets of Reforms: Polybian, Marian, using a script and character traits I think.

  3. #3
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Default Re: Military reforms by script

    Quote Originally Posted by Myrddraal View Post
    I had a look around. I think EB have done something along these lines. They made several sets of Reforms: Polybian, Marian, using a script and character traits I think.
    Yes, check out the Europa Barbaroum mod. You can find their website here.
    Looking for a good read? Visit the Library!

  4. #4

    Default Re: Military reforms by script

    I watched it.I find interesting,how to attach reforms to the buildings.
    Spoiler Alert, click show to read: 

    monitor_event SettlementTurnStart SettlementName Babylon
    and I_CompareCounter Romanii_Reform = 2
    and I_SettlementOwner Babylon = seleucid
    and not SettlementBuildingExists = romani3
    and SettlementBuildingExists > muster_field_A
    and not SettlementBuildingExists = militia_barracks_A1
    and not SettlementBuildingExists = city_barracks_A1
    and not SettlementBuildingExists = army_barracks_A1
    and not SettlementBuildingExists = militia_barracks_A2
    and not SettlementBuildingExists = city_barracks_A2
    and not SettlementBuildingExists = army_barracks_A2

    console_command create_building Babylon "romani3"
    console_command create_building Babylon "royal_barracks_B1"
    console_command set_building_health Babylon Barracks_A 0

    end_monitor

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