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  1. #1
    Member Member Kleitos's Avatar
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    Default Re: Help appreciated reg. creating Galatian Units outside Ankyra

    well, now its 260BC in my campaign and the ships just disappeared anyway. ..as they did in my former Pergamon Campaign - just didnt mentioned it with that one.
    So my concern are not the ships but how to create Galatian units outside of Ankyra so that i can beef them up too in order to be able to defeat two Galatian Armies (see Reform Requirement).
    Since i produced a full Ankyra Garrison, right at Start of the Campaign, there passed now 48 Seasons and the Galatians still dont spawn anything by themselves. ...but i think there must be some way to spawn them by-oneself - but i dont know how.?

  2. #2

    Default Re: Help appreciated reg. creating Galatian Units outside Ankyra

    Just a suggestion, because I really don't know if it works this way.
    But does the script specify an 'eleutheroi' Galatian faction? Or can Ankyra be given to another Keltoi faction? And get same affect?

    PS would that Keltoi faction then be able to recruit and build from Galation building/recruitment tree? Therefore act as a real faction?
    Last edited by Antiokhos II Theos; 11-23-2014 at 09:31.



  3. #3
    Member Member Kleitos's Avatar
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    Default Re: Help appreciated reg. creating Galatian Units outside Ankyra

    afaik they must be Galatians. In my very first Try i already tried some version of your suggestion with conquering Ankyra from Pontos (they conquered it quite early as the Garrison originally is very weak) and abandoned it afterwards to let it revolt. But the Population revolted to the Aruernoi like in EB1 all the times - and so i couldnt get the chance to defeat the Galatians in this way either.
    (like in this thread: https://forums.totalwar.org/vb/showt...-Galatian-army)

    Anyway, all information i got from other members is that indeed the Reform requires to defeat two large Galatian Armies - and not like above the Aruernoi.

  4. #4

    Default Re: Help appreciated reg. creating Galatian Units outside Ankyra

    Quote Originally Posted by Kleitos View Post
    afaik they must be Galatians. In my very first Try i already tried some version of your suggestion with conquering Ankyra from Pontos (they conquered it quite early as the Garrison originally is very weak) and abandoned it afterwards to let it revolt. But the Population revolted to the Aruernoi like in EB1 all the times - and so i couldnt get the chance to defeat the Galatians in this way either.
    (like in this thread: https://forums.totalwar.org/vb/showt...-Galatian-army)

    Anyway, all information i got from other members is that indeed the Reform requires to defeat two large Galatian Armies - and not like above the Aruernoi.
    In that case can a slight rewording of the scripts to allow any Keltoi faction suffice?
    But it really does matter if the faction, can benefit from Galatoi reforms(if there are any?) And building tree etc.



  5. #5
    Member Member Gugus's Avatar
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    Default Re: Help appreciated reg. creating Galatian Units outside Ankyra

    Quote Originally Posted by Kleitos View Post
    ...but i think there must be some way to spawn them by-oneself - but i dont know how.?
    You can try doing it the same way You spawn units in a city, just instead of a city name put map coordinates in the console command. To obtain coordinates point the cursor on a place on the map you want, type SHOW_CURSORSTAT in the console, press 'enter'. You will get some text and two numbers for example 123 243 - this are the coordinates.
    Last edited by Gugus; 11-25-2014 at 10:56.

  6. #6
    Member Member Kleitos's Avatar
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    Default Re: Help appreciated reg. creating Galatian Units outside Ankyra

    @Gugus: well this sounds very good (why the heck didnt i thought myself to try it with the coordinates) - i just wanted to try this out and write you back after. ..and i was very confident after your post - but it didn't work right now... something must be there to type in additionally.?
    i tried with _ " space and comma between and even with the coordinates after the unit parameters and even with the "pos ... region id 125" ..but had no luck.
    But i have the feeling it must function this way somehow just with some additional signs or whatever.
    Did you try it out with EB2.01?
    ________________________

    again i tried it in all variations which came into my mind - but it dont work - the message i get is: "err character or settlement not found"
    Last edited by Kleitos; 11-25-2014 at 18:02.

  7. #7
    Member Member Gugus's Avatar
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    Default Re: Help appreciated reg. creating Galatian Units outside Ankyra

    Havn't try myself, just coming up with ideas. Used to play EB1 a lot but currently have time to play only during some weekends :(.

    Now I remember that not all commands work on the console, maybe it will work as a script? There are some garrison scripts around, If you can find one maybe it can be adjusted and used to spawn armies around Ancyra?
    Last edited by Gugus; 11-26-2014 at 11:34.

  8. #8
    Member Member Kleitos's Avatar
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    Default Re: Help appreciated reg. creating Galatian Units outside Ankyra

    ah, ok - but was a good idea ...really was confident about it.
    about script i dont know anything ..can try search for garrison scripts though.
    ..really want to make this Pergamon Reform possible - interesting Campaign.

    thank you,
    Kleitos

  9. #9

    Default Re: Help appreciated reg. creating Galatian Units outside Ankyra

    Hi there Kleitos, if you would restart your campaing again, you could edit the file where are listed all initial armies ("desc_strat" I think it is called in the imperial_camping folder) and put some 10-12 Galatian units in each of the minor settlements in the province and also buffing the garrison in the capital, or you could check that file for the sintaxis to use the same commands in the console.
    I will restart my Pergamon campaign for the same reason this weekend, in my game the Seleucid conquered Ankyra while I was roleplaying saving Bizancium from getai marauders , and I plan to do such change in the starting conditions for Galatia.
    Also what do you think about the submods you installed? Do you recommend those?
    Last edited by Fabio Scevola; 11-28-2014 at 06:26. Reason: Many spelling mistakes

  10. #10
    Member Member Kleitos's Avatar
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    Default Re: Help appreciated reg. creating Galatian Units outside Ankyra

    hi Fabio - thank you very much for your input. Well i found the file, but in the description/parameters for the Galatian Units/City there is only listed Ankyra. (..i raised the Garrison in Ankyra anyway right from the beginning via the console - of this actually 4. Try as Pergamon!) ..so with this large Garrison Galatia in 252BC in my Campaign is still independent. ..in my first Try (not beefed up) of course it was soon conquered - in my case from Pontos.
    But i dont know how you can spawn units in the minor settlements - how do you name this Settlement if you type this in into the "desc_strat" file? Besides: the one in the very east of Galatia near the border to Kappadokia is shown as a Minor Seleukid Settlement (Polichne)..just a small slip but maybe this can add some problems if one will spawn Galatian units in there.?

    If you start your Pergamon Campaign new and your solution works - please drop some knowledge about how you did it. ..i really want to get this Reform as well. Also i never read here from someone he got it. ..but strangely, i find anyway not much new posts on this forum since weeks although this Great Mod really is out (and so many impatient ones here always bothered the Team Members how long it will take)..in my opinion, the work of so many here actually deserves more...

    The Character-Trait-Hotfix (https://forums.totalwar.org/vb/showt...rait-mechanics) is definitely a must - in my 3.Pergamon Try i did not installed that yet and after about 25years in the Campaign there was nearly no Character-Development at all.
    So now with that Hotfix its of course much more fun.

    Very recommendable (and i would not play the Game without it) is Tux' Vegetation-Lighting Patch (https://forums.totalwar.org/vb/showt...ng-2-0-testing) - now with it, the Battles feel much more realistic because of realistic looking vegetation - before i found this oversaturation disturbing.

    The Graphic-Enhancement Mod (https://forums.totalwar.org/vb/showt...28Open-Beta%29) is also very recommendable as the Units look much more realistic with it (and it can be easily disabled on Strategy Map). ...But my Graphic card for instance is not fully compatible with it: perfect performance on Battle Map but unplayable slow on Strategy Map (just to disable via shift+f12 makes no difference). ...just try it - i found my way in just copying the files in, right before a Battle and take them out after.(as long i can decide when to battle - if attacked at the end of a turn i have to play the Battle without it.)

    And Quintus' Javelineer-Cavalry Submod (https://forums.totalwar.org/vb/showt...post2053623481) is also substantial primarily because the Skirmishers are now really useful compared to their weak performance before.
    He has anyway miscellaneous updates - so you can choose if you only want to beef up the Javelineers or the Cavalry or both.
    I installed the update 6 - very happy with the closer Cavalry formations but to be honest: the Speed increase in update 5 and 6 is too much - so i would not use this speed again - thought maybe to change it myself - but in the next campaign, as such EDU changings are not save game compatible (acc. to Quintus).

    Good luck for your new Pergamon Try! ..i mean, particularly to get your two large Galatian Armies for the Reform.
    Last edited by Kleitos; 11-28-2014 at 14:10. Reason: ..discovered just now that there are two Galatian minor settlements

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