Has anyone had the "Marian" Reforms happen yet?
If you are reading this and have Marian Units please say so.
Here is my story/problem: The year is 201BC. I have 85 provinces. I have a leader with the required things for the "Reformer" trait. I've fought 850+ battles. I have Latifundias in all of Italy and nearby islands. So, I thought that I would prefer to have the "Marian" event happen due to a leader and not the default number of provinces. Therefore, I went into the EB script and changed the TurnNumber that was required to get the reform (200BC). I started up, played a couple turns then noticed in the report that the guy had gotten the "Reformer" trait. I went to my cities and found Polybian units still recruitable, there was not reform building, and no new barracks. So I ended turn and checked again, still no good. I quit out of RTW, restarted, loaded the script, ended turn; all still no good. The only effect I got was the trait.
Is this a bug, a rare baffling one time thing, or is there a TurnNumber needed for the reform building to be placed that I can't find?
EDIT: Ok after playing with the script a bit I know it isn't the conditions nor the placement script (I made both very simple so that it would work no matter what). It seems my problem is that the counter isn't going up to 2.
Last edited by MarcusAureliusAntoninus; 01-04-2007 at 22:15.
For the last couple of days Ive been quite busy with these reforms, as they weren't happening for me. I was gonna start a thread about it, but now you have.
I have to admit I use BI and Ive changed a few things (small bugfixes and I removed the popularis-requirement for the reformator-general (I didnt get a popularis consul ))
I had all the requirements >399 turns, >44 provinces, enough latifundia, but no reform for at least 10 turns. So I tried getting them by manipulating the script. The only way for me to get reforms was to change the trigger to:
Spoiler Alert, click show to read:
Code:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; MARIAN TRIGGER
;Unconditional Reforms
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 1
and I_NumberOfSettlements seleucid > 89
set_counter Romanii_Reform 2
terminate_monitor
end_monitor
;Conditional Reforms
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 1
and I_TurnNumber > 399
set_counter Romanii_Reform 2
terminate_monitor
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; IMPERIAL TRIGGER
adding
Spoiler Alert, click show to read:
Code:
and BattlesFought > 1
was already enough for the reforms not to happen.
Furthermore I came across a number of errors (what I think are errors) in the script (bold: my suggestions):
for every city:
Code:
monitor_event SettlementTurnStart SettlementName Ak-Ink
and I_CompareCounter Romani_Reform = 0
and not SettlementBuildingExists = romani1
and I_SettlementOwner Ak_Ink = seleucid
console_command create_building Ak_Ink "romani1"
end_monitor
and I_CompareCounter Romanii_Reform = 0
Imperial trigger:
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
set_counter Reform 3
end_monitor
set_counter Romanii_Reform = 3 and maybe a terminate monitor, like in other triggers.
Detect current reform:
Spoiler Alert, click show to read:
Code:
;Detect current reform
monitor_event SettlementTurnEnd SettlementBuildingExists = romani2
and not SettlementBuildingExists = romani3
and not SettlementBuildingExists = romani4
and FactionType seleucid
set_counter Romanii_Reform 1
terminate_monitor
end_monitor
monitor_event SettlementTurnEnd and SettlementBuildingExists = romani3
and not SettlementBuildingExists = romani4
and FactionType seleucid
set_counter Romanii_Reform 2
terminate_monitor
end_monitor
monitor_event SettlementTurnEnd SettlementBuildingExists = romani4
and FactionType seleucid
set_counter Romanii_Reform 3
terminate_monitor
end_monitor
The first and third entry dont have and between SettlementTurnEnd and SettlementBuildingExists, the second one does.
For the last couple of days Ive been quite busy with these reforms, as they weren't happening for me. I was gonna start a thread about it, but now you have.
I have to admit I use BI and Ive changed a few things (small bugfixes and I removed the popularis-requirement for the reformator-general (I didnt get a popularis consul ))
I had all the requirements >399 turns, >44 provinces, enough latifundia, but no reform for at least 10 turns. So I tried getting them by manipulating the script. The only way for me to get reforms was to change the trigger to:
Spoiler Alert, click show to read:
Code:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; MARIAN TRIGGER
;Unconditional Reforms
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 1
and I_NumberOfSettlements seleucid > 89
set_counter Romanii_Reform 2
terminate_monitor
end_monitor
;Conditional Reforms
monitor_event FactionTurnEnd FactionType seleucid
and I_CompareCounter Romanii_Reform = 1
and I_TurnNumber > 399
set_counter Romanii_Reform 2
terminate_monitor
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; IMPERIAL TRIGGER
adding
Spoiler Alert, click show to read:
Code:
and BattlesFought > 1
was already enough for the reforms not to happen.
So BattlesFought is bugged now? Gah!
Originally Posted by oleo
Furthermore I came across a number of errors (what I think are errors) in the script (bold: my suggestions):
for every city:
Code:
monitor_event SettlementTurnStart SettlementName Ak-Ink
and I_CompareCounter Romani_Reform = 0
and not SettlementBuildingExists = romani1
and I_SettlementOwner Ak_Ink = seleucid
console_command create_building Ak_Ink "romani1"
end_monitor
and I_CompareCounter Romanii_Reform = 0
Already noticed and fixed for .81.
Originally Posted by oleo
Imperial trigger:
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
set_counter Reform 3
end_monitor
set_counter Romanii_Reform = 3 and maybe a terminate monitor, like in other triggers.
Thanks for the heads-up.
Originally Posted by oleo
Detect current reform:
Spoiler Alert, click show to read:
Code:
;Detect current reform
monitor_event SettlementTurnEnd SettlementBuildingExists = romani2
and not SettlementBuildingExists = romani3
and not SettlementBuildingExists = romani4
and FactionType seleucid
set_counter Romanii_Reform 1
terminate_monitor
end_monitor
monitor_event SettlementTurnEnd and SettlementBuildingExists = romani3
and not SettlementBuildingExists = romani4
and FactionType seleucid
set_counter Romanii_Reform 2
terminate_monitor
end_monitor
monitor_event SettlementTurnEnd SettlementBuildingExists = romani4
and FactionType seleucid
set_counter Romanii_Reform 3
terminate_monitor
end_monitor
The first and third entry dont have and between SettlementTurnEnd and SettlementBuildingExists, the second one does.
The second one is wrong, there should be no and there.
Last edited by BozosLiveHere; 01-04-2007 at 21:19.
I removed the battles required condition and it worked. It seems in my testing last night, I forgot to test multiple turns for each change I made. You must have the "Reformer" trait for at least one turn before the reforms will happen, it seems.
Now I have the buyers remorse, seeing as I now am down to 3 infantry and 1 skirmisher unit only.
An added note on the script: At the building placement section for Marian refoms, there is a section with options for all the different levels of barracks that could be in the city. (So that the same level of Marian will be placed.) Are these really needed for all of the cities outside of Italia, since you can only build Camilian/Polybian MIC in Italia? All other cities could just have one script that places the reform building and maybe the first level of barracks.
So we can assume from this thread that as of 0.8 the Marian reforms do not work, but by correcting the mentioned typos and removing the 'battles fought' necessity it will work?
An added note on the script: At the building placement section for Marian refoms, there is a section with options for all the different levels of barracks that could be in the city. (So that the same level of Marian will be placed.) Are these really needed for all of the cities outside of Italia, since you can only build Camilian/Polybian MIC in Italia? All other cities could just have one script that places the reform building and maybe the first level of barracks.
Don't tell anyone but us in the coding department aren't completely familiar with all the particulars of factional recruitment, so stuff like that tends to happen. For .81 I've already cut the placement of romani1 buildings (Camillan Era) and restricted that of romani2 (Polybian Era) to the correct area. Maybe for the next version one of us will take a look at Marian/Imperial placement.
Don't tell anyone but us in the coding department aren't completely familiar with all the particulars of factional recruitment, so stuff like that tends to happen. For .81 I've already cut the placement of romani1 buildings (Camillan Era) and restricted that of romani2 (Polybian Era) to the correct area. Maybe for the next version one of us will take a look at Marian/Imperial placement.
Yeah, the script checks every town for every level of barracks, dispite the fact you can't build barracks in towns outside Italy. I don't suppost it hurts anything, except the half milisecond of end turn time on very slow computers.
I didn't want to start another thread, but I do have some questions about the recruitment of the Marian Era. I understand that Legionaries are only available in Italy (though bugged and only in the same 6 towns as Polybian troops were available in), but shouldn't I be allowed to recruit Vigiles in most places? And is there no infantry auxilia available in the Marian Era? Outside of Italy, the only good faction MICs are is to give Gallic/Germanic/Iberian/Thracian cavalry in certain regions.
EDIT: I have another question, for whom it may concern, that came up when I was looking at the script. I have been told that reform buildings are indestructable so that you won't go back an era, however the script will just place a new reform building if you tear down yours of the era you are in. So then couldn't the buildings be destructable for those of us who are absessive-compulsive and want to clean up the building display of other people's reforms?
Here's a picture on the subject:
Half the buildings I can see are text.
Last edited by MarcusAureliusAntoninus; 01-05-2007 at 07:15.
Part of it dealt with the scripts being finished before Romani recruitment was finalized, and everybody thought the other was done. Whoops. Thankfully Bozos was on top of it.
Originally Posted by MarcusAureliusAntoninus
EDIT: I have another question, for whom it may concern, that came up when I was looking at the script. I have been told that reform buildings are indestructable so that you won't go back an era, however the script will just place a new reform building if you tear down yours of the era you are in. So then couldn't the buildings be destructable for those of us who are absessive-compulsive and want to clean up the building display of other people's reforms?
Interesting.
Thanks for the tip, MA! If testing pans out, this helps solve about three separate problems.
Sure seems to be. A fresh 1.5 EB campaign with a trigger for reforms after turn 1, works within 3 turns, but doesnt work for at least 8 turns after adding BattlesFought > 1 and 2 battles fought.
I wonder how much use the battlesfought condition really has though. By the time I had reached 400 turns and 45 settlements I had fought 600 battles.
I just want to say, now that I have had the "Marian" Reforms, I've gotten a second wind. For a while there I was getting bored with my Roman campaign, but now I have new guys to test out in battle and new recruitment to explore.
Originally Posted by blacksnail
Interesting.
Thanks for the tip, MA! If testing pans out, this helps solve about three separate problems.
Out of curiousity, what kind of bugs? Were the Roman reforms screwing with the Celtic reforms or something, and now it will be manditory to destroy reform buildings along with governments? If it's secret/new/overly complicated, ignore this.
Originally Posted by Oleo
I wonder how much use the battlesfought condition really has though. By the time I had reached 400 turns and 45 settlements I had fought 600 battles.
True, I'm at 192BC, and I've fought just under 900 battles. (Many are auto_win's though. Trying to weaken the Seleucids so Parthia will invade.)
Out of curiousity, what kind of bugs? Were the Roman reforms screwing with the Celtic reforms or something, and now it will be manditory to destroy reform buildings along with governments? If it's secret/new/overly complicated, ignore this.
Not bugs, just limitations I thought we had that don't appear to be the case. I'm not a scripter so when I look at the code I can generally follow it but sometimes I miss the little details. It potentially gives us more flexibility than I thought we had, and therefore allows more reforms.
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