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Thread: Critical modding question - CA?

  1. #1
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Critical modding question - CA?

    What are the -exact- requirements for triggering the Marian reforms in 1.2? And, less importantly, are they hard-coded, or can we affect them?

    I have heard various things about imperial palaces, cities on the Italian peninsula, and so on, but I was hoping someone could give me an exact, detailed answer about this.

    Cheers,

    -khel
    Cogita tute


  2. #2

    Default Re: Critical modding question - CA?

    I think there was mention of them in the v1.2 readme (I seem to have misplaced mine)...

    AFAIK there are three conditions

    - A Roman Faction has to build an Imperial Palace in a province with the Italy hidden resource
    - They cannot occur before 220BC
    - There is a "random element" meaning they won't strictly happen at 220BC even if you fulfil the criteria.
    Epistolary Richard's modding Rules of Cool
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  3. #3
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Critical modding question - CA?

    There might be a way around this by enabling the the trigger for the event of Marius in the event file, but that will not make it happen all that sooner if at all.
    You may not care about war, but war cares about you!


  4. #4
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Critical modding question - CA?

    Thanks, guys.
    Cogita tute


  5. #5
    Senior Member Senior Member Duke John's Avatar
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    Default Re: Critical modding question - CA?

    I can't be bothered to make a new test, but as far as I know you can make new events and make that event a requirement for your techtree. From other posts I got that some modders didnnot know this, so perhaps it could help you out.

  6. #6
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Critical modding question - CA?

    Can U really??

    But I thought you couldn't make new historical events.....

    Nice to see you still around DJ, but....
    Bald? Skeleton?!?!?

  7. #7

    Default Re: Critical modding question - CA?

    That's certainly not widely known - either defining new events or making new requirements for the tech tree - further explanation is greatly desired.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  8. #8
    Simulation Monkey Member The_Mark's Avatar
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    Default Re: Critical modding question - CA?

    Umm.. DJ, we'd really like to know how.

  9. #9
    Senior Member Senior Member Duke John's Avatar
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    Default Re: Critical modding question - CA?

    Hmmm, I really remember having units disabled until after an event happened. Now I did not make a new event (so forget that ), but I made one event happen after 2 turns and made it a prerequisite for units. I just made a test, but it gives an error: "Unexpected ". The event is causing troubles.

    It really bugs me that I can remember having it work but now it doesn't... I guess it is better if you just forget about it until I have remembered how I did it.

    Myrddraal, I have shaven off all my hair (no, I didn't my former avatar was also bald, but let me continue my little story) and I have locked myself up in a Buddhist monastery high in the mountains with the sole task of finishing Sengoku Jidai.


    Duke John the bald and losing more braincells every day

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