i really hate to wait until 243BC to get these new roman units, any tell me how to make it sooner, please ?
i really hate to wait until 243BC to get these new roman units, any tell me how to make it sooner, please ?
It changes with the time you get an imperial city in Italy (including Sicily I think)
If you want to make that sooner. Create loads of peasant units, take them to Italy and disband them there.
Hope that helps
Stormie
A (relative) newb
Go to your export_descr_buildings.txt file. Do a search for the units that you want to make sooner - you'll see at the end of each line is "and marian_reforms" - remove it.
Backup your file before you mess with it though![]()
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Can you make it so that it the event happens when Marius in reality changed the system? Wasn't it 108BC?
OR
Could you make it impossible for the Imperial palace to be built before 108BC? But wouldn't that create large levels of squalor?
Shamo, I'd try switching 'imperial_palace' and 'proconsuls_palace' for every instance in export_descr_buildings.txt ( and descr_strat if cities are large enough). Hard coded stuff generally relates to resource / building name not context so that should bring it in earlier.
Melea Lord, to make trigger activate later, you could either, make building queue longer by increasing building times and / or enforcing inter-dependencies so all lower buildings inc - all levels of stables etc have to be built first - if squalor becomes too much of a problem you can add health benefits to other buildings.
Alternatively reduce population growth in regions with relevant resource ( I assume that the relevant one is italy- but it could be rome or something else!?)
In normal modding I don't think there's anything to link this to a specific year, but you could look into scripting, as that seems to achieve more....
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Yes, this is correct. If you remove the hidden resource "italy", the reforms will not occur.Originally Posted by Makanyane
Agreed. Something like this should work in a background script:Originally Posted by Makanyane
You would want to make construction of the new units dependent in some way upon the existence of new_building_name. The normal method for triggering the Marian reforms would need to be disabled, and the marian_reforms keyword will then always evaluate to false.Code:monitor_conditions( I_TurnNumber=326 ) console_command create_building ROME new_building_name terminate_monitor end_monitor
Last edited by Atilius; 08-22-2006 at 03:46.
The truth is the most valuable thing we have. Let us economize it. - Mark Twain
so there's not a certain year about Marius's new system,that's why i looked everywhere but found nothingOriginally Posted by stormbringer_951
it's not a big problem in the vanilla, but in RTG, every settlements start with a really small population,and there's no peasant unit, so it seems they take forever to change to an imperial city
@ Makanyane & Epistolary Richard :i'll see it'd work or not
@ Atilius :maybe a bit stupid , but where i can find these script ?
and...thanks alot u guys ^-^
Shamo: The scripts that come with the game are restricted to giving advice and setting up battles. You must write scripts that control aspects of the game yourself. My suggestion is that you look at the A Beginner's Guide to Scripting and An Intermediate Guide to Scripting if you'd like to learn more about writing and running scripts.
The truth is the most valuable thing we have. Let us economize it. - Mark Twain
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