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DRR7799
Old February 21, 2007, 06:05 PM / Extra reform event?   #1
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Hey,


Just like the Polybian, Marian & Imperial, I would like another reform added to my game. Call it Imperial II. It doesen't have to be fancy, just that It will trigger the ability to build newer & improved versions of the units in the exact same places all the Imperial era units can be built. If possible, a date trigger rather than a building trigger would be preferable.

Since this is a pretty verbose mod & I'm not completely familiar with the jargon in it yet, could someone tell me how I would go about doing this?

Thanks.
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MarcusAureliusAntoninus
Old February 21, 2007, 07:13 PM / Re: Extra reform event?   #2
 
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Well, first you would need new units (skins, models, unit entries, recruitment entries, ect).

Second, you would have alter the script file and add all of the required requirments. Then add the scripted deployment of the reform building and maybe the new MIC.

Third, the problem. The way the scripts work currently you would need an additional two building tiers (one for the reform building and one for the new MIC(barracks)). EB doesn't have any spare building tiers (the number allowed, being hardcoded). So it would be impossible to add another reform similar to the way the current reforms work.

I think the EB team is going to overhaul the reform building tiers or something some day...

(I'll let anyone else, more knowledgable, add to or disagree with anything I just said.)

Last edited by MarcusAureliusAntoninus; February 21, 2007 at 07:16 PM.
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Lećo magno
Old February 21, 2007, 07:42 PM / Re: Extra reform event?   #3
 
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Are these factors true to the proposed reform for, let say, Carthaginians?
I mean, the heavier units are already there (African Elites, Loricati Scutari, Heavy Libyan Spearman, Heavy Libyan pikeman). The trigger would be a combination of a date and an event like conquering two or three cities in Italy main land, I do not know… something that displays the interaction with the armies of Roma… but it could be triggered by the Roma’s reforms itself … would it be possible??? Would it be possible for the Successors (Torakitai) case????
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DRR7799
Old February 21, 2007, 09:01 PM / Re: Extra reform event?   #4
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Thanks for the reply. It looks like it would have been more trouble than it was worth even if it was possible. I'm again amazed at how much work went into this.

I think there's a way to end run around kind of what I want to do and I wanted to ask a few questions first.

1. Is the number of possible units maxed out for this mod? I.E. Is it possible to add a "Western Archer Auxilia" if I wanted to?

2. I want to make it where certain types of units can't be built, regardless of Barracks level, when a certain settlement level is reached (like City). Since a Proconsuls palace requires a minimum City settlement level to be built, could I just put "and not building_present_min_level proconsuls_palace" after each recruit I want to exclude?
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MarcusAureliusAntoninus
Old February 22, 2007, 02:54 AM / Re: Extra reform event?   #5
 
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Originally Posted by Lećo magno View Post
Are these factors true to the proposed reform for, let say, Carthaginians?
I mean, the heavier units are already there (African Elites, Loricati Scutari, Heavy Libyan Spearman, Heavy Libyan pikeman). The trigger would be a combination of a date and an event like conquering two or three cities in Italy main land, I do not know… something that displays the interaction with the armies of Roma… but it could be triggered by the Roma’s reforms itself … would it be possible??? Would it be possible for the Successors (Torakitai) case????
Using the current 'system' of reforms, it would be possible to make a Carthaginain reform only needing one new building tier. Making it work with the Roman reform triggers and buildings would also, theoretically, be possible. It would require major changes, additions, and cut-and-pastes to the script file. It would probably increase the script file size 20% or so. Lots of work...
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Originally Posted by DRR7799 View Post
Thanks for the reply. It looks like it would have been more trouble than it was worth even if it was possible. I'm again amazed at how much work went into this.

I think there's a way to end run around kind of what I want to do and I wanted to ask a few questions first.

1. Is the number of possible units maxed out for this mod? I.E. Is it possible to add a "Western Archer Auxilia" if I wanted to?
Yes, if you know how, you can add more units to EB. The max number of units has not yet been reached, but it is planned to be reached. By the way, there is a archer avxila, but you have to wait until the Imperial Era.
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2. I want to make it where certain types of units can't be built, regardless of Barracks level, when a certain settlement level is reached (like City). Since a Proconsuls palace requires a minimum City settlement level to be built, could I just put "and not building_present_min_level proconsuls_palace" after each recruit I want to exclude?
In RTW1.2, maybe. In RTW1.5 (EB's platform), no. Adding building requirements to unit recruitment will cause a gamestart CTD. This very problem was one of the many major reasons why the change from 7.4 to 8.0 took so long.

You could add the unit in question as recruitable on the "governors house", "governors villa", and "governors palace" but not "proconsuls palace" or "imperial palace". But I'm guessing that's not what you had in mind.

Last edited by MarcusAureliusAntoninus; February 22, 2007 at 02:58 AM.
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MarcusAureliusAntoninus
Old February 22, 2007, 02:55 AM / Re: Extra reform event?   #6
 
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Dang it! I hate my internet connection!
Sorry, double post.
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cunctator
Old February 22, 2007, 03:32 AM / Re: Extra reform event?   #7
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B.t.w. reform MIC branches for several other factions, including the carthaginians, are already prepared but not used yet. In future EB versions we will see complex reforms for more factions than now.
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Lećo magno
Old February 22, 2007, 08:04 PM / Re: Extra reform event?   #8
 
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Quote:
Originally Posted by MarcusAureliusAntoninus View Post
Using the current 'system' of reforms, it would be possible to make a Carthaginain reform only needing one new building tier. Making it work with the Roman reform triggers and buildings would also, theoretically, be possible. It would require major changes, additions, and cut-and-pastes to the script file. It would probably increase the script file size 20% or so. Lots of work...
Thanks for explaining, already a superb mod... those reforms would be amazing but I know the team have lot of priority work to do… but, I still hope some day I can see those reforms for Carthage… some day
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