How do I set it in a campaign that the Marian Reforms have already taken place? It's for a campaign I'm making, taking place in 70 B.C.
Any help would be appreciated. Thanks![]()
How do I set it in a campaign that the Marian Reforms have already taken place? It's for a campaign I'm making, taking place in 70 B.C.
Any help would be appreciated. Thanks![]()
I dont know if you can do that.
What can do however is remove all pre marian reform units and change all the marian reform units so that they no longer the reforms. At least that would probably be your best option.
or you could change the requirements for the marian reforms to take place, you could make them require the start date and a low level barracks for example.
"I'm right and everyone else is wrong or has taken too much LSD."
How would I do that?Originally Posted by GrimSta
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i may need to think about that :P
"I'm right and everyone else is wrong or has taken too much LSD."
You cant. Marian reforms are hardcoded.Originally Posted by TheSilverKnight
And either way there is still the 'random' element. So even if you could do that theres a good chance you wont have the marian reforms for several turns.
Is it for RTW 1.3 ? If yes, it is possible to ‘desactivate’ marian reforms. Look in ‘bi\data\world\maps\campaign\barbarian_invasion\descr_strat.txt’, you have these lines :
start_date 363 summer
end_date 476 summer
marian_reforms_disabled
rebelling_characters_active
gladiator_uprising_disabled
night_battles_enabled
brigand_spawn_value 10
pirate_spawn_value 12
You can use ‘marian_reforms_disabled’ in RTW 1.3. It’s works also.
does rbellng characters also work?
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κείμεθα, τοῖς κείνων ῥήμασι πειθόμενοι.
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That as per their orders, here we fell.
I dont know if you can do that.
What can do however is remove all pre marian reform units and change all the marian reform units so that they no longer the reforms. At least that would probably be your best option.What he sayd .. just remove the pre-marian units from the export_descr_buildings.txt file and remove the "and marian_reforms" from the end of the units that has it...
Also from the descr_strat.txt you should change the marian_reforms_enabled line .. just put ; in front of it ...
IIRC this is what I've done![]()
Originally Posted by Flying Pig
With these old topics you're probably better of not reviving them but instead post a new topic, as you can see by the last reply people dont reply to a topic based on the last post, but based on the title and first post .. just a matter of increasing the odds of getting a proper answer ...
Anyway, afaik the rebeling characters thing does work in BI, not sure about Rome though.
G
I have some seperate but related questions -
(1) Is it possible to set any of the Pre-Marian units to remain recruitable after the reforms? I want to keep Equites and Triarii handy.
(2) How can I give Triarii the phalanx capability? (historically,the Triarii were phalanx troops,and I'd really like to impliment that into my files)
My Greek Cavalry submod for RS 1.6a: http://www.twcenter.net/forums/showthread.php?t=368881
For Calvin and TosaInu, in a better place together, modding TW without the hassle of hardcoded limits. We miss you.
1) Yes, just remove the line "and not marian reforms" on the unit recruit line in export_buildings. This makes them buildable with or without the reforms
Example:
Spoiler Alert, click show to read:
remove the bit in red
2) I have done the same thing in the past and also for Libyans (makes them a bit more worthwhile!)
Goto export_descr_unit and find Triarii and add in the red bits below
Spoiler Alert, click show to read:
This gives them phalanx and a secondary sword attack (note the stats for this are as good as the Hastatii and Princepes which I think is right...these guys are supposed to be the verterns, why would they get worse with their swords?)
Now you need to goto descr_medel_battle, find the Triarii and add in the red bits
Spoiler Alert, click show to read:
And jobs a goodun![]()
Thanks.
My Greek Cavalry submod for RS 1.6a: http://www.twcenter.net/forums/showthread.php?t=368881
For Calvin and TosaInu, in a better place together, modding TW without the hassle of hardcoded limits. We miss you.
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