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  1. #1
    Member Member Lovejoy's Avatar
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    Default Re: Disabling Vanilla Marian Reform requirements

    you can always type:

    "add_population cityname 4000"

    in the console to give a city in italy 4000 men. this will help the AI to get 2 huge cities in Italy faster.

    if you write:

    "process_cq cityname"

    every now and then things SHOULD get ever faster. I am not totaly sure on the last one tough. (it is supposed complete all buildings currently in production in the city.)

  2. #2
    Member Member Cyrus's Avatar
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    Default Re: Disabling Vanilla Marian Reform requirements

    i've done that, but it does not help, i gave Ariminum 25000 population and for some reason the pop. growth bonus went to -50% loosing even more than what it started with.


    Italians do it better! Chi dice donna dice guai. Abbi donna di te minore, se vuoi essere signore. Donne e buoi dei paesi tuoi. Fiume, grondaia e donna parlatora mandano l'uomo di casa fuora.
    And my personal favorite: "Non rimuovere il confine antico fissato dai tuoi padri". In english: "Do not remove the anchent border placed by your fathers". It looses something in the translation......

  3. #3

    Default Re: Disabling Vanilla Marian Reform requirements

    what about the units themselves. for example, for the later Saka bodyguards and Baktrian Bodyguards, their apprearance is contigent upon this happening. if i can't speed it up by adding population, can i turn off that requirement for specific units?

  4. #4
    urk! Member bobbin's Avatar
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    Default Re: Disabling Vanilla Marian Reform requirements

    Quote Originally Posted by goosejn View Post
    what about the units themselves. for example, for the later Saka bodyguards and Baktrian Bodyguards, their apprearance is contigent upon this happening. if i can't speed it up by adding population, can i turn off that requirement for specific units?
    For the bodyguard units you need to edit the EDU entry by replacing the general_unit_upgrade atribuite with general_unit, I'll use Baktria as an example.
    Spoiler Alert, click show to read: 
    Code:
    ;471
    type             hellenic cavalry hetairoi kataphraktoi
    dictionary       hellenic_cavalry_hetairoi_kataphraktoi      ; Hetairoi Kataphraktoi
    category         cavalry
    class            heavy
    voice_type       General_1
    soldier          hellenistic_cavalry_hetairoi_kataphractoi, 10, 0, 1
    mount            grivpanvar horse
    mount_effect     elephant -1, chariot +2
    attributes       sea_faring, hide_forest, general_unit
    formation        1.5, 4, 3, 6, 4, square
    stat_health      1, 1
    stat_pri         5, 47, no, 0, 0, melee, blade, piercing, spear, 200 ,0.4
    stat_pri_attr    ap
    stat_sec         11, 28, no, 0, 0, melee, simple, slashing, sword, 0 ,0.11
    stat_sec_attr    ap
    stat_pri_armour  29, 10, 0, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        5
    stat_ground      0, 0, -4, -1
    stat_mental      18, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 2924, 0, 80, 100, 2924
    ownership        romans_brutii


    and then disable the early bodyguards by deleting the general_unit attribute

    Spoiler Alert, click show to read: 
    Code:
    ;389
    type             hellenistic cavalry baktrian bodyguard
    dictionary       hellenistic_cavalry_baktrian_bodyguard      ; Somatophylakes Strategou (Baktrian Early Bodyguard)
    category         cavalry
    class            heavy
    voice_type       General_1
    soldier          hellenistic_cavalry_baktrianbodyguard_kambojas, 10, 0, 1
    mount            half armoured horse
    mount_effect     elephant -1, chariot +2
    attributes       sea_faring, hide_forest, hardy
    formation        1.5, 4, 3, 6, 4, square
    stat_health      1, 1
    stat_pri         5, 39, no, 0, 0, melee, blade, piercing, spear, 180 ,0.38
    stat_pri_attr    ap
    stat_sec         11, 22, no, 0, 0, melee, simple, slashing, sword, 0 ,0.11
    stat_sec_attr    ap
    stat_pri_armour  14, 13, 3, metal
    stat_sec_armour  0, 0, metal
    stat_heat        4
    stat_ground      0, 0, -4, -1
    stat_mental      16, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 2040, 0, 40, 60, 2040
    ownership        romans_brutii

    Just do the same with the respective bodyguards for the other factions and your laughing.
    Last edited by bobbin; 04-13-2009 at 17:17.


  5. #5

    Default Re: Disabling Vanilla Marian Reform requirements

    have you tried this for yourself?

  6. #6

    Default Re: Disabling Vanilla Marian Reform requirements

    i forgot to also ask....using the example of bactria, if i follow your suggestion, which bodyguard will show up, the early, or the katphraktoi?

  7. #7
    urk! Member bobbin's Avatar
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    Default Re: Disabling Vanilla Marian Reform requirements

    Quote Originally Posted by goosejn View Post
    i forgot to also ask....using the example of bactria, if i follow your suggestion, which bodyguard will show up, the early, or the katphraktoi?
    The Hetairoi Kataphraktoi wil be the bodyguard. I have done it myself.

    One thing to note is that if you do this in a current game only generals that come of age after the change is made will get the Kataphraktoi bodyguards.

    Also it has occured to me that if you start a new campaign your starting generals will have the old bodyguards as well, to change that you need to edit the descr_strat file.
    Last edited by bobbin; 04-14-2009 at 03:12.


  8. #8
    Devout worshipper of Bilious Member miotas's Avatar
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    Default Re: Disabling Vanilla Marian Reform requirements

    Quote Originally Posted by Lovejoy View Post
    you can always type:

    "add_population cityname 4000"

    in the console to give a city in italy 4000 men. this will help the AI to get 2 huge cities in Italy faster.

    if you write:

    "process_cq cityname"

    every now and then things SHOULD get ever faster. I am not totaly sure on the last one tough. (it is supposed complete all buildings currently in production in the city.)
    Quote Originally Posted by Cyrus View Post
    i've done that, but it does not help, i gave Ariminum 25000 population and for some reason the pop. growth bonus went to -50% loosing even more than what it started with.
    This method does work, add the population to capua so it goes to about 30000, then type "process_cq capua" into the console. Do this at the start of every turn and you will have your new unit in no time.

    If you need to check on the cities status, just use the "toggle_perfect_spy" and "toggle_fow", if capua has an imperial palace then you will get your new unit next turn.

    Depending on how big capua was to start with it will get huge negative growth but this doesn't matter as they will start the construction of the new building before they lose the population and then you can use process_cq to finish it imediatly.

    I have done this twice successfully.

    - Four Horsemen of the Presence

  9. #9
    Haruhiist Member Zett's Avatar
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    Default AW: Re: Disabling Vanilla Marian Reform requirements

    Quote Originally Posted by Lovejoy View Post
    in the console to give a city in italy 4000 men. this will help the AI to get 2 huge cities in Italy faster.
    I think they need only one huge city (which is not Roma) in Italy.

    Just capture Capua and upgrade it to huge yourself. Then give it back to the Romans.

    Quote Originally Posted by goosejn View Post
    what about the units themselves. for example, for the later Saka bodyguards and Baktrian Bodyguards, their apprearance is contigent upon this happening. if i can't speed it up by adding population, can i turn off that requirement for specific units?
    You can delete the "and marian_reform" in the EDB (export_descr_buildings) to make the Koinon Hellenon Phalangitai and the Hysteroi Pezhetairoi recruitable from the start.
    Spoiler Alert, click show to read: 


    Ceterum censeo Romam esse delendam
    Last edited by Zett; 04-13-2009 at 08:01.


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