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Thread: Modding Man of the Hour event?

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  1. #1

    Default Modding Man of the Hour event?

    Hi

    Working with some modifications to strengthen factions (since they seem to die out too fast). One thing I can´t find out is how to mod "man of the hour event" so it will trigger more often. Is it hardcoded or is there some possibility to influence the chance?

  2. #2

    Default Re: Modding Man of the Hour event?

    Yes, it´s hardcoded (and better known around here as the Marius Reforms, in case you´re searching for info on it) and it can occur only once. What version do you try to mod, by the way? In 1.2, Marius Reforms don´t occur before 220 BC, after that it appears after the first Imperial Palace is built in a province with the "Italy" hidden resource (in descr_regions). From 1.3 on the first building of an Imperial Palace triggers it, no matter what´s the year.

  3. #3

    Default Re: Modding Man of the Hour event?

    Quote Originally Posted by Ciaran
    Yes, it´s hardcoded (and better known around here as the Marius Reforms, in case you´re searching for info on it) and it can occur only once. What version do you try to mod, by the way? In 1.2, Marius Reforms don´t occur before 220 BC, after that it appears after the first Imperial Palace is built in a province with the "Italy" hidden resource (in descr_regions). From 1.3 on the first building of an Imperial Palace triggers it, no matter what´s the year.
    Thanks for the quick reply but my question is not about the Marius reform. I am referring to the event where a captain is available for adoption after a battle the so called "man of the hour event".

  4. #4

    Default Re: Modding Man of the Hour event?

    I'm not aware of any way to mod the adoption of captains, I believe it generally depends on your family member/settlement ratio.
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  5. #5

    Default Re: Modding Man of the Hour event?

    Read first, post later
    Sorry, but the Marius reform is called "The New Man", so I confused it. Still, the answer remains, yes, it´s hardcoded, and as Epistolary Richard said, it depends on how many settlements and family members you´ve got. It´s the game´s way of making sure you can´t lose since when you run low on family members you can adopt a captain . The same goes for the AI as well, by the way, making the try to use assasins to take out a faction a pain in the back.

  6. #6

    Default Re: Modding Man of the Hour event?

    Epistolary Richards and Ciaran thanks for your replies. It is a shame that the event is hardcoded. My ambition was to make faction last longer since I find that some die out too fast. Well there are other ways. Just removed assasins from the game and I will add some traits to family members (fertile and so on) + increase the number of family members a faction get when hording. Will make some other changes to trait triggers to increase the chance of getting the trait "fertile".

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