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Thread: Karthadast reforms.. ?

  1. #1

    Default Karthadast reforms.. ?

    Checklist..

    1) Script enabled: check
    2) Requirements fulfilled resulting in spawn of Xan: check
    3) Click on advisor's portrait as opposed to clicking the "X" : check
    4) Reforms occur: ??

    Are the reforms supposed to activate the recruitment pool for the upgraded spearmen? if so it's not occuring unless there is criteria to be met after Xan's arrival which i cannot find in the FAQ.

    Right now Xan's wreaking havoc in Iberia, and to be honest i'd prefer to keep the current units to keep upkeep down(unless both are optional), but someone else might want the new units. Anyone else experiencing this?
    Last edited by EdwardL; 10-30-2007 at 06:14.

  2. #2

    Default Re: Karthadast reforms.. ?

    What are the requirements for Xan (?) 's appearance, and who is Xan? Where is this explained?

  3. #3
    EBII Mod Leader Member Foot's Avatar
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    Default Re: Karthadast reforms.. ?

    Xan has nothing to do with the Carthage Reforms. They are activated by different conditions.

    Foot
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    Hayasdan Faction Co-ordinator


  4. #4

    Default Re: Karthadast reforms.. ?

    Could you tell me what, exactly, the conditions for each event (Reforms and Xanthippus) are please?

  5. #5

    Default Re: Karthadast reforms.. ?

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

  6. #6
    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.

  7. #7
    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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  8. #8
    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

  9. #9

    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?
    Those who would give up essential liberties for a perceived sense of security deserve neither liberty nor security--Benjamin Franklin

  10. #10

    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.

  11. #11
    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.

  12. #12
    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.

  13. #13

    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.

  14. #14
    The Galatian, AtB Member Member Admetos's Avatar
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    Default Re: Karthadast reforms.. ?



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  15. #15

    Default Re: Karthadast reforms.. ?

    SO which units are added to the Carthaginian Roster by these reforms?
    Because I checked the unit cards for the Carthaginian (Libyan, Liby-phoenician, and African units) and none of them require reforms to be usable, or at least there is no reform Icon.

  16. #16

    Default Re: Karthadast reforms.. ?



    Admetos, thanks for this advice!

    It reminds me of that saying, "If all else fails, read the rule book"

    H.

  17. #17
    Member Member sgsandor's Avatar
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    Default Re: Karthadast reforms.. ?

    can someone explain how xan is spawned and is he only for carthage if cathage is human?
    I whave gotten to 235 and havent seen him

  18. #18
    Barely a levy Member overweightninja's Avatar
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    Default Re: Karthadast reforms.. ?

    Quote Originally Posted by gran_guitarra
    SO which units are added to the Carthaginian Roster by these reforms?
    Because I checked the unit cards for the Carthaginian (Libyan, Liby-phoenician, and African units) and none of them require reforms to be usable, or at least there is no reform Icon.
    The new units available AFAIK are:

    Spoiler Alert, click show to read: 

    Libyan spearmen (late)
    Liby-Phoenician spermen (late)
    Elite African Infantry
    Iberian Assault Infantry (IIRC)

    You obviously get early libys, liby-phoenies, african pikeman and heavy iberian infantry from the start though, they are effectively "upgraded" as opposed to completely new. These are the ones I obtained myself, there could always be more but I don't believe so.


    Quote Originally Posted by EdwardL
    Right not Xan's wreaking havoc in Iberia, and to be honest i'd prefer to keep the current units to keep upkeep down(unless both are optional), but someone else might want the new units. Anyone else experiencing this?
    You can still train and retrain you're old units, never fear AFAIK none of the units are removed after the reforms.

  19. #19

    Default Re: Karthadast reforms.. ?

    As far as I know, Xantipphos appears if you are not Karthadastim, more possibly, being Roman and invading Africa (Zeugitana). Xan as far as I know, only appears if you are Karthage
    From the markets of Lilibeo to the Sacred Band in the halls of Astarte, from those halls to the Senate of Safot Softin BiKarthadast as Lilibeo representative

  20. #20
    Member Member sgsandor's Avatar
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    Default Re: Karthadast reforms.. ?

    then i am going to africa! I wanna see this guy what year anything after 240bc?

  21. #21

    Default Re: Karthadast reforms.. ?

    It should be added to the FAQ that royal_barracks_V1 are (as far as I've understood) the top possible Native unit barracks (not the factional ones).

  22. #22

    Default Re: Karthadast reforms.. ?

    So you're saying i need a lvl 5 local recruitment mic in 5 places to get them??

  23. #23

    Default Re: Karthadast reforms.. ?

    Quote Originally Posted by HasdrubalBarca
    So you're saying i need a lvl 5 local recruitment mic in 5 places to get them??

    or wait until the year 200...
    Those who would give up essential liberties for a perceived sense of security deserve neither liberty nor security--Benjamin Franklin

  24. #24

    Default Re: Karthadast reforms.. ?

    Yes, that's what I think...Also, to have the top native barracks you need gov type 4, if I'm not mistaken.

  25. #25
    Barely a levy Member overweightninja's Avatar
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    Default Re: Karthadast reforms.. ?

    Quote Originally Posted by Mister V
    Yes, that's what I think...Also, to have the top native barracks you need gov type 4, if I'm not mistaken.
    That's correct, you need type 4 for top native mic.
    I've edited my earlier post to show this new information, cheers Mister V :)

  26. #26

    Default Re: Karthadast reforms.. ?

    so my level 5 barracks located at my level 4 governments at garama and Syracuse don't count towards the reforms, because they are not among the list of provinces?

    Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr.

    H.

  27. #27

    Default Re: Karthadast reforms.. ?

    In another thread there was a better explanation about Xantipphos stated by a member as:

    “Xanthippos may be recuited by the Qarthadastim during the years 256 and 255 if they are at war with the Romans and if he has not already been offered. The player is notified of his availability by the advisor.”

    Who is this Xan anyway???? I have never encountered him or any reference other then the present thread about him! What are his triggers and its fuction?
    Last edited by Leão magno; 10-30-2007 at 10:30.
    From the markets of Lilibeo to the Sacred Band in the halls of Astarte, from those halls to the Senate of Safot Softin BiKarthadast as Lilibeo representative

  28. #28
    Member Member Bonny's Avatar
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    Default Re: Karthadast reforms.. ?

    Who is this Xan anyway???? I have never encountered him or any reference other then the present thread about him! What are his triggers and its fuction?
    Xanthippus was Spartan merc who was hired by the Quarthadastim as militry advisor during the first punic war. He was the mind behind the Quarthadastim Victory against Regulus. The full story can be read in the "Year in History" Events.

    Well, you have just quoted the triggers for him to enter the game. If those conditions are not met he will not enter the game.


  29. #29
    Barely a levy Member overweightninja's Avatar
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    Default Re: Karthadast reforms.. ?

    Quote Originally Posted by HamilcarBarca
    so my level 5 barracks located at my level 4 governments at garama and Syracuse don't count towards the reforms, because they are not among the list of provinces?

    Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr.

    H.
    Garama is, Sycraruse isn't.

  30. #30
    Member Member Bonny's Avatar
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    Default Re: Karthadast reforms.. ?

    so my level 5 barracks located at my level 4 governments at garama and Syracuse don't count towards the reforms, because they are not among the list of provinces?

    Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr.

    H.
    Those are the Settlements who count

    Lepki
    Garama
    Adrumeto
    Kirtan
    Ippone
    Tuat
    Siga
    Lixus
    Sala
    Gader
    Mastia
    Sucum-Murgi
    Baikor
    Arsé
    Oxtraca
    Numantia
    Emporion
    Tyde
    Pallantia
    Vellika
    Tolosa
    Massalia
    Segesta
    Arretium
    Ariminum
    Roma
    Capua
    Arpi
    Taras
    Rhegion


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