Is there a way to change general's battle model due to reform?
Is there a way to change general's battle model due to reform?
It's only possible to change strat models and heir/leader battle models with a script.
Hi, I just use it on Americas Campaign changing southern european to roman in all files and copying all the culture folder of the original Medieval to Americas directory with the correct names on the images and the folder, but it doesn't work, when I try to enter on campaign I just get a CTD without any advice on errors log. Maybe when I change the culture on a Kingdoms directory some file of the original are missing and stay on southern european?
Regards
Check my tutorial to see what you may have missed. Tip: don't replace a culture (especially the default one**), add a new one for the purpose of the reform. Then assign factions to it.
** see this file as well: descr_ui_buildings.txt and the portrait redirects in descr_cultures.txt
This is something I'd really like to implement into Tsardoms because we have late bodyguards for several factions. Is there some way that I can make the marian reforms trigger at a specific date (1450, Gothic event)?
Looking at the conditions required it would be a bit difficult if you follow the default principle:
1. a faction that belongs to the 'roman' culture controls a region with the 'italy' hidden resource
2. and upgrades its settlement to 'huge city'
You should be able** force the building of the upgrade provided the settlement is owned by a faction with the roman culture, use one monitor per desired settlement, make sure the settlement has the required hidden resource in descr_regions:
** not sure if core buildings can be created via console command, needs testingCode:; --- checking for 'natural' Reform --- monitor_event SettlementTurnStart [settlement] if I_EventCounter marian_triggered = 1 ; checking if reform was already triggered terminate_monitor ; terminating if triggered end_if and SettlementBuildingExists = huge_stone_wall ; huge city is there and I_TurnNumber > [value] ; turn to trigger and I_SettlementOwner [settlement] [faction] ; settlement is owned by desired faction set_event_counter marian_triggered = 1 ; setting reform as triggered terminate_monitor end_monitor ; --- forcing Reform monitor_event SettlementTurnStart [settlement] if I_EventCounter marian_triggered = 1 ; checking if reform was already triggered terminate_monitor ; terminating if triggered end_if and SettlementBuildingExists > wooden_pallisade ; making sure it's not a castle and not SettlementBuildingExists = huge_stone_wall ; making sure it's not already a huge city and I_TurnNumber > [value] ; turn to trigger and I_SettlementOwner [settlement] [faction] ; settlement is owned by desired faction console_command create_building [settlement] huge_stone_wall ; create the upgrade set_event_counter marian_triggered = 1 ; setting reform as triggered terminate_monitor end_monitor
We have the necessary commands to trigger the Marian Reforms automatically. All that's need for it to be clean is a dummy faction with the roman culture and a spare settlement somewhere on the map that can't be captured normally. Third Age Total War has just the thing in the form of a "wastelands" region with an inaccessible settlement in the corner of the map. Simply make this region the only one with the italy HR, and then use console commands capture_settlement and upgrade_settlement during the dummy faction's turn. This triggers the reform event. Then use surrender regions to kill the dummy faction and end their turn. An instance of set_faction_undiscovered is probably called for here to prevent the dummy faction from showing up in the rankings scroll.
Creating the core buildings is not necessary and won't result in the settlement being upgraded. Only the upgrade_settlement command can do that.