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  1. #1

    Default Re: Karthadast reforms.. ?

    Can I also ask a Carthage question: Is there any games/festivals that Carthage can hold?

  2. #2
    Barely a levy Member overweightninja's Avatar
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    Default Re: Karthadast reforms.. ?

    Here are the reform conditions:

    Spoiler Alert, click show to read: 
    ; Check counters are >= 5 and >= 3 or 200BC, if true set counter 1, if false set counters 0
    monitor_event FactionTurnStart FactionType egypt
    and I_TurnNumber >= 148
    and I_CompareCounter Carthage_Reforms = 0

    if I_TurnNumber >= 288

    console_command create_building Kart-Hadast "carthage1"
    console_command create_building Atiqa "carthage1"
    console_command create_building Gader "carthage1"
    console_command create_building Mastia "carthage1"
    console_command create_building Bocchoris "carthage1"
    console_command create_building Sala "carthage1"
    console_command create_building Lixus "carthage1"
    console_command create_building Adrumeto "carthage1"
    console_command create_building Lilibeo "carthage1"
    console_command create_building Lepki "carthage1"
    console_command create_building Karali "carthage1"
    set_counter Carthage_Reforms 1

    end_if

    if I_CompareCounter Carthage_Reformsinc1 >= 5
    and I_CompareCounter Carthage_Reformsinc2 >= 3

    console_command create_building Kart-Hadast "carthage1"
    console_command create_building Atiqa "carthage1"
    console_command create_building Gader "carthage1"
    console_command create_building Mastia "carthage1"
    console_command create_building Bocchoris "carthage1"
    console_command create_building Sala "carthage1"
    console_command create_building Lixus "carthage1"
    console_command create_building Adrumeto "carthage1"
    console_command create_building Lilibeo "carthage1"
    console_command create_building Lepki "carthage1"
    console_command create_building Karali "carthage1"
    set_counter Carthage_Reforms 1

    end_if

    if I_CompareCounter Carthage_Reforms < 1
    set_counter Carthage_Reformsinc1 0
    set_counter Carthage_Reformsinc2 0
    end_if
    end_monitor
    The reforms are triggered when it is past 235 BC and the two check conditions have been met OR when 200 BC rolls in without check conditions.

    The first check counter checks for the presence of a top level NATIVE MIC in settlements, the second checks for ownership of provinces in Italy, Iberia etc.


    Hope that helps.

    Cheers
    Last edited by overweightninja; 10-24-2007 at 15:59.

  3. #3
    EB annoying hornet Member bovi's Avatar
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    Default Re: Karthadast reforms.. ?

    Spoiler Alert, click show to read: 
    Not 148BC. 272 - 148/4 = 272 - 37 = 235

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  4. #4
    Barely a levy Member overweightninja's Avatar
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    Default Re: Karthadast reforms.. ?

    Quote Originally Posted by bovi
    Spoiler Alert, click show to read: 
    Not 148BC. 272 - 148/4 = 272 - 37 = 235
    Sorry didn't stop to actually read what I'd posted, I just skimmed the code

    Fixed

    Cheers

  5. #5

    Default Re: Karthadast reforms.. ?

    Quote Originally Posted by overweightninja
    Sorry didn't stop to actually read what I'd posted, I just skimmed the code

    Fixed

    Cheers
    Isn't there quite a big chunk of requirements before that part of the code?
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  6. #6

    Default Re: Karthadast reforms.. ?

    if I_TurnNumber >= 288

    console_command create_building Kart-Hadast "carthage1"
    console_command create_building Atiqa "carthage1"
    console_command create_building Gader "carthage1"
    console_command create_building Mastia "carthage1"
    console_command create_building Bocchoris "carthage1"
    console_command create_building Sala "carthage1"
    console_command create_building Lixus "carthage1"
    console_command create_building Adrumeto "carthage1"
    console_command create_building Lilibeo "carthage1"
    console_command create_building Lepki "carthage1"
    console_command create_building Karali "carthage1"
    set_counter Carthage_Reforms 1
    Does this mean Carthage has to complete building a barracks in each of theses ettlements before the reforms will occur?

    What sort of barracks? Does this effect the type of governments Carthage can place in these provinces/settlements?

    H.

  7. #7
    American since 2012 Senior Member AntiochusIII's Avatar
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    Default Re: Karthadast reforms.. ?

    Quote Originally Posted by HamilcarBarca
    Does this mean Carthage has to complete building a barracks in each of theses ettlements before the reforms will occur?
    No, it means these provinces will receive the Carthage reform effects.

    The conditional reform is the lower code; the details of those conditionals are however much longer and are not shown in the code above. Essentially they check province-by-province the number of Carthaginian cities which have the prerequisite buildings. Before the reform could happen, Carthage needs five of the first building and the second 3. And of course only at 235 B.C. at the earliest.

    At least that's what it says.

    Unfortunately, as to what type of buildings they need I have absolutely no clue. Something about barracks 'n stuff. You should be able to compare the buildings' id's in the script code with the export_descr_buildings file though.

  8. #8
    Barely a levy Member overweightninja's Avatar
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    Default Re: Karthadast reforms.. ?

    Quote Originally Posted by mcantu
    Isn't there quite a big chunk of requirements before that part of the code?
    Kind of, they work a little differently though and all those chunks of code only really do two things.

    Spoiler Alert, click show to read: 
    ; Check for royal_barracks_V1, if true inc counter 1
    monitor_event SettlementTurnStart SettlementName Lepki
    and SettlementBuildingExists = royal_barracks_V1
    and I_TurnNumber >= 148
    and I_CompareCounter Carthage_Reforms = 0

    inc_counter Carthage_Reformsinc1 1
    All these lines of code simply check for the presence of a Royal barracks in certain settlements, when it finds one it adds one to the counter "Carthage_Reformsinc1".

    ; Check for egypt ownership, if true inc counter 1
    monitor_event SettlementTurnStart SettlementName Tolosa
    and I_SettlementOwner Tolosa = egypt
    and I_TurnNumber >= 148
    and I_CompareCounter Carthage_Reforms = 0

    inc_counter Carthage_Reformsinc2 1
    This checks for the presence of certain settlements under Kart-Hadast control. When one of these settlements is found to be in Kart-Hadast's possesion the counter "Carthage_Reformsinc2" has one added to it.

    If you now check my previous post, hopefully you'll see how this fits in.

    You need Carthage_Reformsinc1 >= 5 (equal or more than 5), so that mean's you're going to need five level 5 regional MICs built in the right places. You then also need Carthage_Reformsinc2 >= 3, so that means you need at least three of the settlements named in the script under your control. Once you've got those requirements you should just need to wait until 235bc.


    Cheers
    Last edited by overweightninja; 01-14-2008 at 15:44.

  9. #9

    Default Re: Karthadast reforms.. ?

    I would love to know what has to be done to get these reforms!

    I am up to 207 BC and need heavier Carthaginian foot! I have controlled all these provinces since around 240, merrily building them up, and still nothing!

    console_command create_building Kart-Hadast "carthage1"
    console_command create_building Atiqa "carthage1"
    console_command create_building Gader "carthage1"
    console_command create_building Mastia "carthage1"
    console_command create_building Bocchoris "carthage1"
    console_command create_building Sala "carthage1"
    console_command create_building Lixus "carthage1"
    console_command create_building Adrumeto "carthage1"
    console_command create_building Lilibeo "carthage1"
    console_command create_building Lepki "carthage1"
    console_command create_building Karali "carthage1"

    Do i have to build a particular type of government in these provinces to get the reforms? Both Lixus and Sala are client kingdoms in my Punic empire!

    Do I have to build a royal barracks in each of these? That would be an expensive, unhelpful requirement...

    Any advice?

    H.

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