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Thread: Unable to build Germanic Heavy Cavalry...

  1. #1

    Question Unable to build Germanic Heavy Cavalry...

    ...I've built the required building (Hauhasalaz Marhastallamz Mekilamme medalan) but I still can't build the heavy cav. Have I missed something or is the information in the "enables training of:"-box incorrect?

    EDIT: Forgot to mention: kickass mod this, great job!!
    Last edited by Hallsten; 10-26-2007 at 22:28.
    //Hallsten

  2. #2
    Βασιλευς και Αυτοκρατωρ Αρχης Member Centurio Nixalsverdrus's Avatar
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    Default AW: Unable to build Germanic Heavy Cavalry...

    I think you need the reform. I can't tell it right out of my mind so you need to take a look at the FAQ (stickied above).

  3. #3

    Default Re: AW: Unable to build Germanic Heavy Cavalry...

    Quote Originally Posted by Centurio Nixalsverdrus
    I think you need the reform. I can't tell it right out of my mind so you need to take a look at the FAQ (stickied above).
    I found it in the FAQ, and it seems I need the reform. Thanks! :)
    //Hallsten

  4. #4

    Default Re: AW: Unable to build Germanic Heavy Cavalry...

    I did not even know there was a Sweboz reform! Great!!!1
    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

  5. #5

    Default Re: Unable to build Germanic Heavy Cavalry...

    also, only provinces which might have Celtic influence (Mail, Warhorses, Cav tactics), since they are Brihentin-esque, can recruit them, sorry Skandza and Rugoland

    the barracks is kind of misleading because it says it can recruit Reform units when it cannot because of the way the Reforms recruitment work (there's a +/- switch that turns it on: different from Marian Reforms), so sorry about that, but it cannot be helped anyways, the Pikemen can be recruited in some locations at MIC5! (Btw, for anybody wondering, the phalanx ability will be removed in the future- we're tweaking their stats so they perform appropriately)
    Last edited by blitzkrieg80; 10-26-2007 at 23:12.
    HWÆT !
    “Vesall ertu þinnar skjaldborgar!” “Your shieldwall is pathetic!” -Bǫðvar Bjarki [Hrólfs Saga Kraka]
    “Wyrd oft nereð unfǽgne eorl þonne his ellen déah.” “The course of events often saves the un-fey warrior if his valour is good.” -Bēowulf
    “Gørið eigi hárit í blóði.” “Do not get blood on [my] hair.” -Sigurð Búason to his executioner [Óláfs Saga Tryggvasonar: Heimskringla]

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  6. #6

    Default Re: Unable to build Germanic Heavy Cavalry...

    Has anyone managed to reform Sweboz? Having looked at the FAQ (even though the city-names don't match) I think I should have gotten the reform by now. Is the info in the FAQ accurate?
    //Hallsten

  7. #7

    Default Re: Unable to build Germanic Heavy Cavalry...

    sorry I discovered the Reforms don't work... I will try to post a fixed script file if I discover how to get them working... so far, I notice the pre-Reform buildings are being referenced instead of the Reform buildings for the building-placing script when conditions are met, but even if we change the sweboz1 to sweboz2 in the script file, I don't know if that will make them work

    OK, if you want to edit your script file, the Reforms will work if you change the placed buildings from sweboz1 to sweboz2(that happen as a result of the conditional/unconditional turn number) at the end of the Sweboz Reforms commands
    Last edited by blitzkrieg80; 10-30-2007 at 05:27.
    HWÆT !
    “Vesall ertu þinnar skjaldborgar!” “Your shieldwall is pathetic!” -Bǫðvar Bjarki [Hrólfs Saga Kraka]
    “Wyrd oft nereð unfǽgne eorl þonne his ellen déah.” “The course of events often saves the un-fey warrior if his valour is good.” -Bēowulf
    “Gørið eigi hárit í blóði.” “Do not get blood on [my] hair.” -Sigurð Búason to his executioner [Óláfs Saga Tryggvasonar: Heimskringla]

    Wes þū hāl ! Be whole (with luck)!

  8. #8

    Default Re: Unable to build Germanic Heavy Cavalry...

    in english please....
    were not all scripters-- i dont understand what you mean

  9. #9

    Default Re: Unable to build Germanic Heavy Cavalry...

    ouch that ain't right blitz, those new Sweboz look sick.....

    FYI Gallic reforms are working well, I hit time of Bondsmen at 245BC

  10. #10
    Member Member Thaatu's Avatar
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    Default Re: Unable to build Germanic Heavy Cavalry...

    Quote Originally Posted by NeoSpartan
    FYI Gallic reforms are working well, I hit time of Bondsmen at 245BC
    I'm just wondering if that's a little too early... I got Time Of Bondsmen at about the same time, but I checked and there were only three large markets in Aedui, Arverni & Casse hands, not four as it's required. In a Casse campaign the Time Of Soldiers reform hit very early too, before 210 BCE. Maybe because I'm still playing an internal version.



    Btw, isn't there a year requirement for Celtic reforms?

  11. #11
    Member Member AngryAngelDD's Avatar
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    Default Re: Unable to build Germanic Heavy Cavalry...

    the reforms for Arverni/Aedui are really early...in my Sweboz campaign they hit Bondsmen around 260BC !!! and Time of Soldiers aorund 220BC.

    certainly some errors in the scripts....


    (sweboz too, as said above)

  12. #12

    Default Re: Unable to build Germanic Heavy Cavalry...

    So to summarize, the Sweboz don't work? They are broken? Will they be fixed or is there a way to fix them?
    Last edited by Beowulfas; 10-30-2007 at 12:57.

  13. #13
    Member Member AngryAngelDD's Avatar
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    Default Re: Unable to build Germanic Heavy Cavalry...

    The Sweboz in general work very well.
    Only the Sweboz reforms don´t work. but afaik you get only 1 heavy cavalry unit (lancers) from it, so it is not so important.

    hope anyway for a quick fix, which includes the celtic reforms also.

  14. #14

    Default Re: Unable to build Germanic Heavy Cavalry...

    i have a problem slightly like this, being that there's a unit i cant recruit, even when the barracks CLEARLY says it can. im playing as romani, and its in pella. iv set up an allied state to get soldiers, and iv built the BEST barracks, but although it says hoplitai can be recruited, they dont show up on the recruitment roster. any tips? cheers
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  15. #15
    Celtic Cataphracts!!!! Member The Celt's Avatar
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    Default Re: Unable to build Germanic Heavy Cavalry...

    Quote Originally Posted by Thaatu
    I'm just wondering if that's a little too early... I got Time Of Bondsmen at about the same time, but I checked and there were only three large markets in Aedui, Arverni & Casse hands, not four as it's required. In a Casse campaign the Time Of Soldiers reform hit very early too, before 210 BCE. Maybe because I'm still playing an internal version.



    Btw, isn't there a year requirement for Celtic reforms?
    The requirements for Time of Bondsmen are that Aedui, Arverni and Casse have four(I thought it was six) great markets built [i]collectively]/i]. That means that if the Arverni have built 3 either the Casse or Aedui will only have to build one to trigger the reforms for all three. Time of Soldiers is more specific I think since you need to own quite a few towns to get that one.
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  16. #16
    Whatever Member konny's Avatar
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    Default Re: Unable to build Germanic Heavy Cavalry...

    Quote Originally Posted by Long lost Caesar
    its in pella. iv set up an allied state to get soldiers, and iv built the BEST barracks, but although it says hoplitai can be recruited, they dont show up on the recruitment roster. any tips? cheers
    Hoplites were never available in Pella, I think that hasn't changed in EB1.0

    Disclaimer: my posts are to be considered my private opinion and not offical statements by the EB Team

  17. #17
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Smile Re: Unable to build Germanic Heavy Cavalry...

    Quote Originally Posted by AngryAngelDD
    the reforms for Arverni/Aedui are really early...in my Sweboz campaign they hit Bondsmen around 260BC !!! and Time of Soldiers aorund 220BC.

    certainly some errors in the scripts....


    (sweboz too, as said above)

    I have to admit that when I first saw the reform conditions for the Celts I was amazed, and thought that can't be right, they'll get them in next to no time.


    However it is also true that I have never played 1.0 so what do I know about it.
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  18. #18

    Default Re: Unable to build Germanic Heavy Cavalry...

    give me a moment and check this post and there should be a SAVE GAME COMPATABLE fix for the Sweboz Reforms, created by Blitzikus himself

    you're welcome, my loyal lovelies, although welcome to youz disloyals as well

    http://www.megaupload.com/?d=60TWCN7N

    oh, almost forgot- instructions:
    extract into the EB folder and it should overwrite your existing EB script file... make a backup just in case

    PS - more than the Heavy Cavalry is recruitable with the Sweboz Reforms, the Heavy Infantry is as well (Gastiz aka Thegnoz Drugule)
    Last edited by blitzkrieg80; 10-31-2007 at 02:00.
    HWÆT !
    “Vesall ertu þinnar skjaldborgar!” “Your shieldwall is pathetic!” -Bǫðvar Bjarki [Hrólfs Saga Kraka]
    “Wyrd oft nereð unfǽgne eorl þonne his ellen déah.” “The course of events often saves the un-fey warrior if his valour is good.” -Bēowulf
    “Gørið eigi hárit í blóði.” “Do not get blood on [my] hair.” -Sigurð Búason to his executioner [Óláfs Saga Tryggvasonar: Heimskringla]

    Wes þū hāl ! Be whole (with luck)!

  19. #19

    Default Re: Unable to build Germanic Heavy Cavalry...

    Were is the stat for unconditional reforms in the script for the Sweboz ?


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  20. #20

    Default Re: Unable to build Germanic Heavy Cavalry...

    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;Section 2h: Sweboz Reform
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    declare_counter Sweboz_Reform
    declare_counter Sweboz_Reforminc1
    declare_counter Sweboz_Reforminc2
    
    ; Check if Carthage Reforms already reached, if true set counter 1
    monitor_event SettlementTurnEnd SettlementName Swebotraustastamnoz
    and SettlementBuildingExists = sweboz2
    and I_CompareCounter Sweboz_Reform = 0
    
    set_counter Sweboz_Reform 1
    
    end_monitor
    
    ; Check for forum, if true inc counter 1.
    monitor_event SettlementTurnStart SettlementName Swebotráustástámnoz
    and SettlementBuildingExists >= forum
    and I_CompareCounter Sweboz_Reform = 0
    and I_TurnNumber >= 328
    
    inc_counter Sweboz_Reforminc1 1
    
    end_monitor
    
    ; Check for forum, if true inc counter 1.
    monitor_event SettlementTurnStart SettlementName Gáwjám~Hábukoz
    and SettlementBuildingExists >= forum
    and I_CompareCounter Sweboz_Reform = 0
    and I_TurnNumber >= 328
    
    inc_counter Sweboz_Reforminc1 1
    
    end_monitor
    
    ; Check for forum, if true inc counter 1.
    monitor_event SettlementTurnStart SettlementName Arctaunon
    and SettlementBuildingExists >= forum
    and I_CompareCounter Sweboz_Reform = 0
    and I_TurnNumber >= 328
    
    inc_counter Sweboz_Reforminc1 1
    
    end_monitor
    
    ; Check for forum, if true inc counter 1.
    monitor_event SettlementTurnStart SettlementName Gáwjám~Heruskoz
    and SettlementBuildingExists >= forum
    and I_CompareCounter Sweboz_Reform = 0
    and I_TurnNumber >= 328
    
    inc_counter Sweboz_Reforminc1 1
    
    end_monitor
    
    ; Check for forum, if true inc counter 1.
    monitor_event SettlementTurnStart SettlementName Gáwjám~Kimbroz
    and SettlementBuildingExists >= forum
    and I_CompareCounter Sweboz_Reform = 0
    and I_TurnNumber >= 328
    
    inc_counter Sweboz_Reforminc1 1
    
    end_monitor
    
    ; Check for forum, if true inc counter 1.
    monitor_event SettlementTurnStart SettlementName Gáwjám~Rugoz
    and SettlementBuildingExists >= forum
    and I_CompareCounter Sweboz_Reform = 0
    and I_TurnNumber >= 328
    
    inc_counter Sweboz_Reforminc1 1
    
    end_monitor
    
    ; Check for rMIC4, if true inc counter 1.
    monitor_event SettlementTurnStart SettlementName Lucarottea
    and SettlementBuildingExists >= army_barracks_U1
    and I_SettlementOwner Lucarottea = germans
    and I_CompareCounter Sweboz_Reform = 0
    and I_TurnNumber >= 328
    
    inc_counter Sweboz_Reforminc2 1
    
    end_monitor
    
    ; Check for rMIC4, if true inc counter 1.
    monitor_event SettlementTurnStart SettlementName Sarmiszegethusa
    and SettlementBuildingExists >= army_barracks_U1
    and I_SettlementOwner Sarmiszegethusa = germans
    and I_CompareCounter Sweboz_Reform = 0
    and I_TurnNumber >= 328
    
    inc_counter Sweboz_Reforminc2 1
    
    end_monitor
    
    ; Check for rMIC4, if true inc counter 1.
    monitor_event SettlementTurnStart SettlementName Buridava
    and SettlementBuildingExists >= army_barracks_U1
    and I_SettlementOwner Buridava = germans
    and I_CompareCounter Sweboz_Reform = 0
    and I_TurnNumber >= 328
    
    inc_counter Sweboz_Reforminc2 1
    
    end_monitor
    
    ; Check for rMIC4, if true inc counter 1.
    monitor_event SettlementTurnStart SettlementName Eburonum
    and SettlementBuildingExists >= army_barracks_U1
    and I_SettlementOwner Eburonum = germans
    and I_CompareCounter Sweboz_Reform = 0
    and I_TurnNumber >= 328
    
    inc_counter Sweboz_Reforminc2 1
    
    end_monitor
    
    ; Check for rMIC4, if true inc counter 1.
    monitor_event SettlementTurnStart SettlementName Vindobona
    and SettlementBuildingExists = army_barracks_U1
    and I_SettlementOwner Vindobona = germans
    and I_CompareCounter Sweboz_Reform = 0
    and I_TurnNumber >= 328
    
    inc_counter Sweboz_Reforminc2 1
    
    end_monitor
    
    ; Check for rMIC4, if true inc counter 1.
    monitor_event SettlementTurnStart SettlementName Aventicos
    and SettlementBuildingExists = army_barracks_U1
    and I_SettlementOwner Aventicos = germans
    and I_CompareCounter Sweboz_Reform = 0
    and I_TurnNumber >= 328
    
    inc_counter Sweboz_Reforminc2 1
    
    end_monitor
    
    ; Check for rMIC4, if true inc counter 1.
    monitor_event SettlementTurnStart SettlementName Vindelicoppidos
    and SettlementBuildingExists = army_barracks_U1
    and I_SettlementOwner Vindelicoppidos = germans
    and I_CompareCounter Sweboz_Reform = 0
    and I_TurnNumber >= 328
    
    inc_counter Sweboz_Reforminc2 1
    
    end_monitor
    
    ; Check for rMIC4, if true inc counter 1.
    monitor_event SettlementTurnStart SettlementName Viennos
    and SettlementBuildingExists = army_barracks_U1
    and I_SettlementOwner Viennos = germans
    and I_CompareCounter Sweboz_Reform = 0
    and I_TurnNumber >= 328
    
    inc_counter Sweboz_Reforminc2 1
    
    end_monitor
    
    ; Check for rMIC4, if true inc counter 1.
    monitor_event SettlementTurnStart SettlementName Iuvavoaeta
    and SettlementBuildingExists = army_barracks_U1
    and I_SettlementOwner Iuvavoaeta = germans
    and I_CompareCounter Sweboz_Reform = 0
    and I_TurnNumber >= 328
    
    inc_counter Sweboz_Reforminc2 1
    
    end_monitor
    
    ; Check for rMIC4, if true inc counter 1.
    monitor_event SettlementTurnStart SettlementName Veldideno
    and SettlementBuildingExists = army_barracks_U1
    and I_SettlementOwner Veldideno = germans
    and I_CompareCounter Sweboz_Reform = 0
    and I_TurnNumber >= 328
    
    inc_counter Sweboz_Reforminc2 1
    
    end_monitor
    
    ; Check counters are >= 6 and >= 1 or 140BC, if true set counter 1, if false set counters 0
    monitor_event FactionTurnStart FactionType germans
    and I_TurnNumber >= 328
    and I_CompareCounter Sweboz_Reform = 0
    
    if I_TurnNumber >= 528
    
    console_command create_building Swebotraustastamnoz sweboz2
    console_command create_building Gawjam_Habukoz sweboz2
    console_command create_building Gawjam_Heruskoz sweboz2
    console_command create_building Arctaunon sweboz2
    console_command create_building Vindelicoppidos sweboz2
    console_command create_building Eburonum sweboz2
    console_command create_building Gawjam_Kimbroz sweboz2
    console_command create_building Gawjam_Gotanoz sweboz2
    console_command create_building Gawjam_Rugoz sweboz2
    console_command create_building Gawjam_Silengoz sweboz2
    console_command create_building Carrodunum sweboz2
    console_command create_building Gawjam_Bastarnoz sweboz2
    console_command create_building Gawjam_Skandzawarjoz sweboz2
    console_command create_building Ascaucalis sweboz2
    set_counter Sweboz_Reform 1
    
    end_if
    
    if I_CompareCounter Sweboz_Reforminc1 >= 6
    and I_CompareCounter Sweboz_Reforminc2 >= 1
    
    console_command create_building Swebotraustastamnoz sweboz2
    console_command create_building Gawjam_Habukoz sweboz2
    console_command create_building Gawjam_Heruskoz sweboz2
    console_command create_building Arctaunon sweboz2
    console_command create_building Vindelicoppidos sweboz2
    console_command create_building Eburonum sweboz2
    console_command create_building Gawjam_Kimbroz sweboz2
    console_command create_building Gawjam_Gotanoz sweboz2
    console_command create_building Gawjam_Rugoz sweboz2
    console_command create_building Gawjam_Silengoz sweboz2
    console_command create_building Carrodunum sweboz2
    console_command create_building Gawjam_Bastarnoz sweboz2
    console_command create_building Gawjam_Skandzawarjoz sweboz2
    console_command create_building Ascaucalis sweboz2
    set_counter Sweboz_Reform 1
    
    end_if
    
    if I_CompareCounter Sweboz_Reform < 1
        set_counter Sweboz_Reforminc1 0
        set_counter Sweboz_Reforminc2 0
    end_if
    end_monitor
    scroll from the bottom on this here, for the part I marked in RED and BOLD, it's quicker... then, in the file, if you do a search for Sweboz you can find this whole patch of lines easiest (probably already thought of that, oh well)
    Last edited by blitzkrieg80; 10-31-2007 at 03:44.
    HWÆT !
    “Vesall ertu þinnar skjaldborgar!” “Your shieldwall is pathetic!” -Bǫðvar Bjarki [Hrólfs Saga Kraka]
    “Wyrd oft nereð unfǽgne eorl þonne his ellen déah.” “The course of events often saves the un-fey warrior if his valour is good.” -Bēowulf
    “Gørið eigi hárit í blóði.” “Do not get blood on [my] hair.” -Sigurð Búason to his executioner [Óláfs Saga Tryggvasonar: Heimskringla]

    Wes þū hāl ! Be whole (with luck)!

  21. #21

    Default Re: Unable to build Germanic Heavy Cavalry...

    Quote Originally Posted by Pharnakes
    I have to admit that when I first saw the reform conditions for the Celts I was amazed, and thought that can't be right, they'll get them in next to no time.


    However it is also true that I have never played 1.0 so what do I know about it.
    dude... but really what do celts get in the reforms?????

    Time of Bondsmen:
    -Cornutus in 1 Settlement ONLY
    -Belgrae in 2 settlements ONLY
    -Some light spearmen and the archers...

    THATS IT!

    You don't get Neitos, Soldudurs, & Brenhim(sp) until the other reform...

    Nothing too special man. Just some new good and EXPENSIVE elites.

  22. #22

    Default Re: Unable to build Germanic Heavy Cavalry...

    good job BLITZ!!!!! much needed!!!

  23. #23
    Member Member Thaatu's Avatar
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    Default Re: Unable to build Germanic Heavy Cavalry...

    Quote Originally Posted by NeoSpartan
    dude... but really what do celts get in the reforms?????
    It's not a matter of what they get, but when did it really happen and what triggered it. The reform conditions make sense in that they represent the three tribes getting wealthier, while weaker tribe getting indebted to them, but there could be a bit more to them, especially since the description says "happened approx 220 BCE". In 0.81 I was able to use the chariots that Belgae get to wreck havoc on the Sweboz, but now, unless I blitz Belgae, I can't build a type 4 MIC in time. Plus, it's no use having reforms if it happens so early in the game that you don't even need new units.

  24. #24

    Default Re: Unable to build Germanic Heavy Cavalry...

    Quote Originally Posted by blitzkrieg80
    OK, if you want to edit your script file, the Reforms will work if you change the placed buildings from sweboz1 to sweboz2(that happen as a result of the conditional/unconditional turn number) at the end of the Sweboz Reforms commands

    How do I do this?

  25. #25

    Default Re: Unable to build Germanic Heavy Cavalry...

    I think this fix is already included in the stickied fixes thread.

  26. #26

    Default Re: Unable to build Germanic Heavy Cavalry...

    It ought to.
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