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Re: [Official] Reform requirements - as at 2.2b
Guys sorry if this has been already answered, but i suppose that autoresolve battles count for the reforms aren't they?
(im playing as Rome and im trying to get access to the Polybian reforms, i had my 4 battles at Cisalpine Gaul and now im starting counting the battles against the Carthaginians..)
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Re: [Official] Reform requirements - as at 2.2b
No they don't, auto-resolved battles don't count for any number-of-battles trigger. You have to fight them on the battle map.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Coldfire88
That is going to be a hard, there's barely 5 stacks in existence and most of them are in cities..
Be patient, don't jump into a war. The AI gets a scary number of troops after a while.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Parallel to all this, Hayastan starts as a tribute-paying satrapy of the seleukids, like Baktria, and has an independance event much like Baktria. In fact it is so much like Baktria's that I can just copy paste it :
Arche Seleukia will demand a tribute of 3000 every winter. Refusing it will lead to war between Hayastan and Arche Seleukia. Winning at least 6 land battles and capturing at least 3 regions from Seleukia will make Hayastan a kingdom, ending the war.
Note that an event will fire after 6 battles won and 2 settlements taken, where Hayastan can be forgiven and become a satrapy again, allied with Arche Seleukia (and paying tributes again, I would assume).
Something don't work in my campaign or in this requirement..
note that before starting this hayastan campaign i have re-installed eb2 on a fresh version of m2tw, and the campaign got more less ctd and problems rather my precedent experience..
I've started the script refusing to pay AS, after years of war, and 2 city captured, AS send the message for forgivness, every turn, and i refused every turn...
so the 6 battles triger it's been reched
Now i conquered 4 AS city, but the indipendence scrip tstill don't come...
Is possible the existence of another trigger? or maybe the six battle required for the indipendence must be 6 huge land battle (over 1000 man leaded by fm, no defence, no siege etc)..
because i'm not sure to haved fought all the big battle against FM leaded army
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Re: [Official] Reform requirements - as at 2.2b
What are the cities I need in order for the Pahlava to fully settle? The reform information in the first page have the old city names.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Tactics Mayers
What are the cities I need in order for the Pahlava to fully settle? The reform information in the first page have the old city names.
Asaak, Hekatompylos, Ekbatana and Rhagae are all their current names, I'm not sure what you're saying.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
Asaak, Hekatompylos, Ekbatana and Rhagae are all their current names, I'm not sure what you're saying.
Ah, forgive me about that. I just needed one more city for the reforms and I mislead myself into thinking it was one of the settlements near Assak.
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Re: [Official] Reform requirements - as at 2.2b
I may be missing it here, but there appears to be a trigger for Celtic Armor upgrades (for the Celtic Factions). I've had it happen in two different campaigns but don't recall seeing any notifications for it. I think it happens somewhere between turn 150 - 300. I've only played up to 500ish turns and have only seen the Bronze Armor upgrade.
Can anyone confirm the time frame for this? Or if there is a second, and if so, what year?
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Re: [Official] Reform requirements - as at 2.2b
The armour upgrades for Celts are triggered by their reforms.
The second one is very late, it'll be post turn 650.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Raffula
Something don't work in my campaign or in this requirement..
note that before starting this hayastan campaign i have re-installed eb2 on a fresh version of m2tw, and the campaign got more less ctd and problems rather my precedent experience..
I've started the script refusing to pay AS, after years of war, and 2 city captured, AS send the message for forgivness, every turn, and i refused every turn...
so the 6 battles triger it's been reched
Now i conquered 4 AS city, but the indipendence scrip tstill don't come...
Is possible the existence of another trigger? or maybe the six battle required for the indipendence must be 6 huge land battle (over 1000 man leaded by fm, no defence, no siege etc)..
because i'm not sure to haved fought all the big battle against FM leaded army
I have the same problem - I have captured 5 cities (not auto resolved) and won ?15 battles (not auto resolved) and get the offer of a return to the fold every turn. I decline every turn but never get the "independence" offer.
Except for the battle against the "Arbela" army however the battles have been against 800-900 enemy. Unsure if this makes any difference. I am also up to my neck in Seleucid assassins.
I tried accepting the "forgiveness" offer - the message recurs the next turn and if you accept it again you get to pay 9K and then the usual 3K/year. You can then use force diplomacy to have the Seleucids repay you the tribute at 750K per turn - giving essentially the same outcome as if you were independent.
I did try using the force diplomacy to make peace with the Seleucids but the script makes them declare war every turn so it was just easier to do the above.
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Re: [Official] Reform requirements - as at 2.2b
Odd, I tested the Hai reforms and got all 3 to trigger before release.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Genghis Skahn
Odd, I tested the Hai reforms and got all 3 to trigger before release.
Checking the script:
" monitor_event PostBattle FactionType f_hayasdan
and not I_ConflictType Naval
and not I_ConflictType Siege
and GeneralFoughtFaction f_seleukid
and WonBattle
inc_counter hayasdan_battlewon 1
if I_IsFactionAIControlled f_hayasdan ; terminate monitor if Hayasdan is AI-controlled
terminate_monitor
end_if
if I_CompareCounter hayasdan_battlewon > 5
terminate_monitor
end_if
end_monitor"
So siege battles do not count and "GeneralFoughtFaction f_selukid" presumably means you must defeat Seleucid armies - whether it means that army must have a FM present or not I don't know.
There is however no specified army size.
I'm probably misreading this but it looks like the monitor stops if you win 6 battles - maybe before the independence bit activates.
Regards
P.
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Re: [Official] Reform requirements - as at 2.2b
Yes, they have to be proper field battles to qualify and your armies have to be led by an FM.
The monitor does stop after 6 battles, because it will have done enough to trigger the next part.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
Yes, they have to be proper field battles to qualify and your armies have to be led by an FM.
The monitor does stop after 6 battles, because it will have done enough to trigger the next part.
And I think that is the problem:
If you have won 6 battles and captured 2 settlements it stops counting.
Lets assume that I'm getting the forgiveness message every turn because it has counted that I have won 6 battles and captured at least 2 settlements. Actually I have captured 5 settlements but it will trigger when I have captured two if I win my 6th battle.
I've then fought another six battles, non siege with at least 2 of my FM in each battle. Same forgiveness message each turn. Two of these additional wins were fought against stacks with 1 or 2 Seleucid FM as well.
I then capture another 2 Seleucid cities. Same old forgiveness message.
Accepting it BTW, leads to the same message turning up next turn - and whether you accept or reject it the second time it goes away and you return to tribute. If you then refuse to pay tribute and revert to war, the forgiveness message immediately pops up and never goes away.
So either there is some other bug, or since it has stopped counting, it no longer records that I have captured any cities in excess of 2....
To make the independence script trigger I think I would have to capture the 3 cities before the 6th battle was won or maybe that is the problem - I captured the 3 cities before winning the 6th battle and it stopped counting cities....
I freely admit these are half-baked theories based on lots of testing but little understanding of the script.
P.
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Re: [Official] Reform requirements - as at 2.2b
Looking further at the script:
if I_EventCounter HE_HAYASDAN_FORGIVEN_accepted = 1
console_command diplomatic_stance f_seleukid f_hayasdan neutral
set_faction_standing f_hayasdan f_seleukid 0.2
set_faction_standing f_seleukid f_hayasdan 0.2
set_event_counter ecHayasdanSatrapy 1
set_event_counter ecHayasdanRebellion 0
set_counter Hayasdan_tributeunpaid 0
set_event_counter HE_HAYASDAN_FORGIVEN_accepted 0
set_event_counter HE_HAYASDAN_FORGIVEN 0
set_event_counter tribute_war_hay 0
set_event_counter HE_HAYASDAN_INDEPENDENCE_WAR 0
end_if
if I_EventCounter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined = 1
set_event_counter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined 0
set_event_counter HE_HAYASDAN_FORGIVEN 0
if I_EventCounter ecHayasdanRebellion = 1
and I_CompareCounter hayasdan_battlewon > 5
and I_CompareCounter hayasdan_regionstaken > 1
historic_event HE_HAYASDAN_KINGDOM factions { f_hayasdan, }
console_command diplomatic_stance f_seleukid f_hayasdan neutral
set_faction_standing f_hayasdan f_seleukid 0.0
set_faction_standing f_seleukid f_hayasdan 0.0
set_event_counter ecHayasdanKingdom 1
set_event_counter ecHayasdanRebellion 0
terminate_monitor"
should this not be "and I_CompareCounter hayasdan_regionstaken > 2"
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Re: [Official] Reform requirements - as at 2.2b
Well if you want only 2 regions to be taken, then it would be >1 yes?
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Re: [Official] Reform requirements - as at 2.2b
What I mean is: isn't this the part of the script that triggers the independence event, which is supposed to occur after you have conquered 3 settlements and won 6 battles etc and declined forgiveness (after winning 6 battles and conquering 2 cities per the previous part of the script). This would seem to indicate that the independence script will trigger at the same time as the forgiveness script because they both are set to trigger when you conquer 2 (>1) cities?
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Re: [Official] Reform requirements - as at 2.2b
Hmmm perhaps it could be.
Sorry you're having trouble with the reforms. I'm almost positive they were working before the last release--though that might not be true now.
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Re: [Official] Reform requirements - as at 2.2b
I had a look at the Baktrian independence event script and I am now pretty sure that the issue for Hayastan is having the triggers for forgiveness and independence the same. I have amended the independence requirement to be cities >2 and will start a new campaign.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Porphyrogenita
I had a look at the Baktrian independence event script and I am now pretty sure that the issue for Hayastan is having the triggers for forgiveness and independence the same. I have amended the independence requirement to be cities >2 and will start a new campaign.
The two scripts are broadly the same, so an issue with one will appear in the other.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Porphyrogenita
Looking further at the script:
if I_EventCounter HE_HAYASDAN_FORGIVEN_accepted = 1
console_command diplomatic_stance f_seleukid f_hayasdan neutral
set_faction_standing f_hayasdan f_seleukid 0.2
set_faction_standing f_seleukid f_hayasdan 0.2
set_event_counter ecHayasdanSatrapy 1
set_event_counter ecHayasdanRebellion 0
set_counter Hayasdan_tributeunpaid 0
set_event_counter HE_HAYASDAN_FORGIVEN_accepted 0
set_event_counter HE_HAYASDAN_FORGIVEN 0
set_event_counter tribute_war_hay 0
set_event_counter HE_HAYASDAN_INDEPENDENCE_WAR 0
end_if
if I_EventCounter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined = 1
set_event_counter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined 0
set_event_counter HE_HAYASDAN_FORGIVEN 0
if I_EventCounter ecHayasdanRebellion = 1
and I_CompareCounter hayasdan_battlewon > 5
and I_CompareCounter hayasdan_regionstaken > 1
historic_event HE_HAYASDAN_KINGDOM factions { f_hayasdan, }
console_command diplomatic_stance f_seleukid f_hayasdan neutral
set_faction_standing f_hayasdan f_seleukid 0.0
set_faction_standing f_seleukid f_hayasdan 0.0
set_event_counter ecHayasdanKingdom 1
set_event_counter ecHayasdanRebellion 0
terminate_monitor"
should this not be "and I_CompareCounter hayasdan_regionstaken > 2"
The requirement is 2 regions taken; if you make this the same as the point at which the monitor is switched off, it might never trigger properly. That's the issue with the Hayastan independence script in this area - the requirement and the switch-off are both >5 which means it may be switched off before registering it. I also note the Baktrian one is only 4 battles, not 6, so I've amended them to match (ie both are now 4).
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Re: [Official] Reform requirements - as at 2.2b
I'll amend the condition to be the same as the Baktrian script as you suggest and retry.
That would be 4 battles and 1 city for forgiveness and 6 battles and 1 city for independence.
Do I need to delete the map.rwm file or can I just start a new campaigns.
I can't help but think that if the issue was the monitor stopping at 6 (for battles) then you would not get the forgiveness event.
If it is the issue then the Baktrian independence event should also not work.
And if the issue is that the battles target number is also the condition for the monitor to terminate then this should affect the city capture element as well (it use the same function) - since the target number for both independence and forgiveness is 2 which is also the monitor terminate trigger.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Porphyrogenita
I'll amend the condition to be the same as the Baktrian script as you suggest and retry.
That would be 4 battles and 1 city for forgiveness and 6 battles and 1 city for independence.
Do I need to delete the map.rwm file or can I just start a new campaigns.
I can't help but think that if the issue was the monitor stopping at 6 (for battles) then you would not get the forgiveness event.
If it is the issue then the Baktrian independence event should also not work.
And if the issue is that the battles target number is also the condition for the monitor to terminate then this should affect the city capture element as well (it use the same function) - since the target number for both independence and forgiveness is 2 which is also the monitor terminate trigger.
No, it means 2 settlements (>1) and 4 battles (>3).
You need to delete map.rwm and start a new campaign for the changes to take effect.
It's not that they use the same function, but that they were using the exact same number. There needs to be a cushion whereby the monitor terminates after the required number, to make sure there's headroom.
Both are hideously complicated bits of scripting, which unfortunately suffer all the issues with complex scripts.
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Re: [Official] Reform requirements - as at 2.2b
Sorry - I meant 4 battles and 2 settlements. Anyway I've edited as you suggested and will start a Baktrian campaign first then test Hayastan.
Cheers.
P.
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Re: [Official] Reform requirements - as at 2.2b
Still doesn't work. Just endless offers of forgiveness.
I guess if the script needs a cushion of at least 1 then you set the end monitor counts to >6 for battles (so effectively the monitor ends at 7 for a target for independence of 6) and >2 for cities (so effectively monitor ends at 3 for a target for independence of 2).
But it could be another issue entirely.
Eg at the Start of the Baktrian independence script you get:
" ; === Baktrian Independence ===
set_event_counter ecBaktriaSatrapy 1
set_event_counter ecBaktriaRebellion 0
set_event_counter ecBaktriaKingdom 0
; --- Councillors Event --"
So event_counter ecBaktriaKingdon is set to 0 except a little further down where the script sets it to 1 if AI.
whereas the Hayastan version is like this:
" ; === Hayastan Independence (mimic of Baktrian script) ===
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
set_event_counter ecHayasdanSatrapy 1
; --- COUNCILLORS EVENT ---
"
so event_counter ecHayasdanKingdom is not set to 0. (although a little later in the script it is set to 1 instead if AI)
Does it make difference? Well the independence script doesn't seem to reference "ecHayasdanKingdom = 0" so probably not. :laughter:
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Re: [Official] Reform requirements - as at 2.2b
Actually - this is probably the real culprit!
Hayasdan script has:
if I_EventCounter HE_HAYASDAN_FORGIVEN_accepted = 1
console_command diplomatic_stance f_seleukid f_hayasdan neutral
set_faction_standing f_hayasdan f_seleukid 0.2
set_faction_standing f_seleukid f_hayasdan 0.2
set_event_counter ecHayasdanSatrapy 1
set_event_counter ecHayasdanRebellion 0
set_counter Hayasdan_tributeunpaid 0
set_event_counter HE_HAYASDAN_FORGIVEN_accepted 0
set_event_counter HE_HAYASDAN_FORGIVEN 0
set_event_counter tribute_war_hay 0
set_event_counter HE_HAYASDAN_INDEPENDENCE_WAR 0
end_if
if I_EventCounter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined = 1
set_event_counter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined 0
set_event_counter HE_HAYASDAN_FORGIVEN 0
if I_EventCounter ecHayasdanRebellion = 1
and I_CompareCounter hayasdan_battlewon > 5
and I_CompareCounter hayasdan_regionstaken > 1
historic_event HE_HAYASDAN_KINGDOM factions { f_hayasdan, }
console_command diplomatic_stance f_seleukid f_hayasdan neutral
set_faction_standing f_hayasdan f_seleukid 0.0
set_faction_standing f_seleukid f_hayasdan 0.0
set_event_counter ecHayasdanKingdom 1
set_event_counter ecHayasdanRebellion 0
terminate_monitor
end_if"
The Baktrian script here has:
"if I_EventCounter HE_BAKTRIA_FORGIVEN_accepted = 1
console_command diplomatic_stance f_seleukid f_baktria allied
set_faction_standing f_baktria f_seleukid 0.5
set_faction_standing f_seleukid f_baktria 0.5
set_event_counter ecBaktriaSatrapy 1
set_event_counter ecBaktriaRebellion 0
set_counter baktria_tributeunpaid 0
set_event_counter HE_BAKTRIA_FORGIVEN_accepted 0
set_event_counter HE_BAKTRIA_FORGIVEN 0
set_event_counter tribute_war_bak 0
set_event_counter HE_BAKTRIA_INDEPENDENCE_WAR 0
end_if
if I_EventCounter HE_BAKTRIA_FORGIVEN_declined = 1
set_event_counter HE_BAKTRIA_FORGIVEN 0
set_event_counter HE_BAKTRIA_FORGIVEN_declined 0
if I_EventCounter ecBaktriaRebellion = 1
and I_CompareCounter baktria_battlewon > 5
and I_CompareCounter baktria_regionstaken > 1
historic_event HE_BAKTRIA_KINGDOM factions { f_baktria, }
console_command diplomatic_stance f_seleukid f_baktria neutral
set_faction_standing f_baktria f_seleukid 0.0
set_faction_standing f_seleukid f_baktria 0.0
set_event_counter ecBaktriaKingdom 1
set_event_counter ecBaktriaRebellion 0
terminate_monitor
end_if"
I think the Hayasdan script should read:
" if I_EventCounter HE_HAYASDAN_FORGIVEN_declined = 1
set_event_counter HE_HAYASDAN_FORGIVEN 0
set_event_counter HE_HAYASDAN_FORGIVEN_declined 0"
P.
Eureka! It worked.[Independence Day!] :)
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Porphyrogenita
Actually - this is probably the real culprit!
Hayasdan script has:
if I_EventCounter HE_HAYASDAN_FORGIVEN_accepted = 1
console_command diplomatic_stance f_seleukid f_hayasdan neutral
set_faction_standing f_hayasdan f_seleukid 0.2
set_faction_standing f_seleukid f_hayasdan 0.2
set_event_counter ecHayasdanSatrapy 1
set_event_counter ecHayasdanRebellion 0
set_counter Hayasdan_tributeunpaid 0
set_event_counter HE_HAYASDAN_FORGIVEN_accepted 0
set_event_counter HE_HAYASDAN_FORGIVEN 0
set_event_counter tribute_war_hay 0
set_event_counter HE_HAYASDAN_INDEPENDENCE_WAR 0
end_if
if I_EventCounter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined = 1
set_event_counter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined 0
set_event_counter HE_HAYASDAN_FORGIVEN 0
if I_EventCounter ecHayasdanRebellion = 1
and I_CompareCounter hayasdan_battlewon > 5
and I_CompareCounter hayasdan_regionstaken > 1
historic_event HE_HAYASDAN_KINGDOM factions { f_hayasdan, }
console_command diplomatic_stance f_seleukid f_hayasdan neutral
set_faction_standing f_hayasdan f_seleukid 0.0
set_faction_standing f_seleukid f_hayasdan 0.0
set_event_counter ecHayasdanKingdom 1
set_event_counter ecHayasdanRebellion 0
terminate_monitor
end_if"
The Baktrian script here has:
"if I_EventCounter HE_BAKTRIA_FORGIVEN_accepted = 1
console_command diplomatic_stance f_seleukid f_baktria allied
set_faction_standing f_baktria f_seleukid 0.5
set_faction_standing f_seleukid f_baktria 0.5
set_event_counter ecBaktriaSatrapy 1
set_event_counter ecBaktriaRebellion 0
set_counter baktria_tributeunpaid 0
set_event_counter HE_BAKTRIA_FORGIVEN_accepted 0
set_event_counter HE_BAKTRIA_FORGIVEN 0
set_event_counter tribute_war_bak 0
set_event_counter HE_BAKTRIA_INDEPENDENCE_WAR 0
end_if
if I_EventCounter HE_BAKTRIA_FORGIVEN_declined = 1
set_event_counter HE_BAKTRIA_FORGIVEN 0
set_event_counter HE_BAKTRIA_FORGIVEN_declined 0
if I_EventCounter ecBaktriaRebellion = 1
and I_CompareCounter baktria_battlewon > 5
and I_CompareCounter baktria_regionstaken > 1
historic_event HE_BAKTRIA_KINGDOM factions { f_baktria, }
console_command diplomatic_stance f_seleukid f_baktria neutral
set_faction_standing f_baktria f_seleukid 0.0
set_faction_standing f_seleukid f_baktria 0.0
set_event_counter ecBaktriaKingdom 1
set_event_counter ecBaktriaRebellion 0
terminate_monitor
end_if"
I think the Hayasdan script should read:
" if I_EventCounter HE_HAYASDAN_FORGIVEN_declined = 1
set_event_counter HE_HAYASDAN_FORGIVEN 0
set_event_counter HE_HAYASDAN_FORGIVEN_declined 0"
P.
Eureka! It worked.[Independence Day!] :)
Thanks for persevering with that - now I look at it, it should have been obvious. There are two "if" loops, which should be referencing the two alternatives to the same event - either forgiveness is accepted, or it's declined.
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Re: [Official] Reform requirements - as at 2.2b
I am playing EB II 2.2 as Boii faction. Are there any reforms for Boii faction? I am curently at the early age like 30 turn and I can only recruit Londo epatoi or East celt light cavalry. How can you recruit Boii noble cavalry are they conected with reforms?
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
peltast147
I am playing EB II 2.2 as Boii faction. Are there any reforms for Boii faction? I am curently at the early age like 30 turn and I can only recruit Londo epatoi or East celt light cavalry. How can you recruit Boii noble cavalry are they conected with reforms?
Yes, recruitment of heavy cavalry comes after the first reform. And only with Confederation governments.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
Yes, recruitment of heavy cavalry comes after the first reform. And only with Confederation governments.
Thanks for the information. But how does this first reform come? Does it come at certain turn like 150 turn of campaig game or do you need to do some requirements?
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Re: [Official] Reform requirements - as at 2.2b
They're time-based AFAIK. Just wait for it to fire. Although the last one can be sped up I think? Still they're time based.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
peltast147
Thanks for the information. But how does this first reform come? Does it come at certain turn like 150 turn of campaig game or do you need to do some requirements?
It's all in the first post. Look under "Celtic Reforms".
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
It's all in the first post. Look under "Celtic Reforms".
Ok, thanks.
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Re: [Official] Reform requirements - as at 2.2b
Hello!
How can I get the Reformator trait to one of my FMs? It's turn 505 now, have a couple of celebrity generals, yet nothing... is the a special feat to accomplish which triggers the trait?
Thanks,
Colos
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Re: [Official] Reform requirements - as at 2.2b
Reform for Boii came in random 89 turn. I did not attack Romans, Hellens or Cartaginians. The notification came
in 90 turn and in 91 turn I could recruit slingers and heavy cavalry.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
peltast147
Reform for Boii came in random 89 turn. I did not attack Romans, Hellens or Cartaginians. The notification came
in 90 turn and in 91 turn I could recruit slingers and heavy cavalry.
Yes, it's random if you don't trigger it otherwise.
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Re: [Official] Reform requirements - as at 2.2b
Anyone had luck with the reform for Pergamon?
I have the 5 regions, gotten the 3 big battles against both Arche Seleukia and Eleutheroi in Galatia (think I'm around 6 battles in total), but still haven't gotten the chance to upgrade my government.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
TiTiTimmy
Anyone had luck with the reform for Pergamon?
I have the 5 regions, gotten the 3 big battles against both Arche Seleukia and Eleutheroi in Galatia (think I'm around 6 battles in total), but still haven't gotten the chance to upgrade my government.
Did a notification appear for each of the battles? You'll also get one to tell you that you've achieved it.
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Re: [Official] Reform requirements - as at 2.2b
Did you have a FM in those enemy armies?
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Re: [Official] Reform requirements - as at 2.2b
No message and most of the battles didn't had enemy family members.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
TiTiTimmy
No message and most of the battles didn't had enemy family members.
If the message didn't pop up, then it wasn't a qualifying battle. There has to be at least 11 units in their stack and the "Galatian" one is hard to qualify for because it has to take place in Galatia.
You also have to fight them on the battlemap, auto-resolving doesn't count.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Simpelicity
In my Lugian game the reforms triggered at turn 159/233bc (in the script it says it will be between 128 and 208). So either the script or the descrition on this thread are wrong. Same for the Swebozes.
Also, in the script there are some lines mentioning different Eras for the Lugiones, I gess it is WIP stuff not implemented yet as I haven't noticed any effect ingame or am I missing something?
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
LusitanianWolf
In my Lugian game the reforms triggered at turn 159/233bc (in the script it says it will be between 128 and 208). So either the script or the descrition on this thread are wrong. Same for the Swebozes.
Also, in the script there are some lines mentioning different Eras for the Lugiones, I gess it is WIP stuff not implemented yet as I haven't noticed any effect ingame or am I missing something?
That's what it now is in 2.2c - the original setting was far too early.
All that LugianEra stuff is irrelevant, never-implemented code.
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Re: [Official] Reform requirements - as at 2.2b
I used auto-resolve as I had superior forces, just gonna fight them manually next time. Thank you. :thumbsup2
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Re: [Official] Reform requirements - as at 2.2b
Hello!
I have a problem with Nabatea... Imperial reforms would not trigger. I have 5 hellenistic polies, 5 minor polies and 2 metropolies, 5+ large markets, my FL is Philhellenos. That's for sure. And the turn number is 340, so the Thorakitai reform must have been triggered ages ago. Am I missing something? Also, is there a way to check if the Thorakitai reform did fire? Maybe it was that reform that is bugged and did not happen, hindering my reform. Any ideas?
Thanks,
Colos
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Colos1987
Hello!
I have a problem with Nabatea... Imperial reforms would not trigger. I have 5 hellenistic polies, 5 minor polies and 2 metropolies, 5+ large markets, my FL is Philhellenos. That's for sure. And the turn number is 340, so the Thorakitai reform must have been triggered ages ago. Am I missing something? Also, is there a way to check if the Thorakitai reform did fire? Maybe it was that reform that is bugged and did not happen, hindering my reform. Any ideas?
Thanks,
Colos
There may be an issue with the ">=" in the building check part of that script. I've edited to only use ">", but haven't been able to test yet.
As for the Hellenistic reforms, unless you had a crash around the time they went off, they should be fine. You can tell by the units available to you - can you recruit late Hellenistic cavalry in any of your Greek settlements?
Otherwise, I've added a "failsafe" to the script to trigger them if they haven't happened already (due to crashes and such).
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Re: [Official] Reform requirements - as at 2.2b
Can't remember any major crash around that period... will check the units, though.
Is that '>=' or '>' issue in connection with the market buildings? If I somehow managed to get to huge city and build LVL 5 markets, should that help?
Thanks,
Colos
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Colos1987
Can't remember any major crash around that period... will check the units, though.
Is that '>=' or '>' issue in connection with the market buildings? If I somehow managed to get to huge city and build LVL 5 markets, should that help?
Thanks,
Colos
I don't think the script pays any attention to it, it simply doesn't fire is my suspicion. Though perhaps L5 will trigger it if it treats it as > market_four.
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Re: [Official] Reform requirements - as at 2.2b
Well, sadly L5 Markets actually requires post reform government, so that would not work. Also, I can't seem to recruit post-reform Hellenistic units. Most of the eligible regions are Allied Government, is that a problem?
What can be done here? I guess this campaign is finished?
Colos
Edit: Hippakontistai, which should have been eliminated by the Late Hellenistic reform, is still available in Egypt (Allied Gov), while none of the new units can be recruited... so there is something wrong, definitely with th Late Hellenistic Reform
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Colos1987
Well, sadly L5 Markets actually requires post reform government, so that would not work. Also, I can't seem to recruit post-reform Hellenistic units. Most of the eligible regions are Allied Government, is that a problem?
What can be done here? I guess this campaign is finished?
Colos
Edit: Hippakontistai, which should have been eliminated by the Late Hellenistic reform, is still available in Egypt (Allied Gov), while none of the new units can be recruited... so there is something wrong, definitely with th Late Hellenistic Reform
I don't remember now if Allied Governments don't have reforming units in them in 2.2b; that was a relatively late change I made to the EDB to make sure everyone gets reformed units even in Allied Governments. Mercenary pools are telling - there should be Lonchophoroi Hippeis in Anatolia and Egypt.
If the reform hasn't fired for some reason (and it's a really simple date-based trigger) then there's nothing you can do about it. That's why I've added a "failsafe" script for all those date-triggered reforms to make them happen if they haven't already.
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Re: [Official] Reform requirements - as at 2.2b
Well that unit would not appear in Egypt :(
How does that failsafe work? What should I do?
Colos
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Colos1987
Well that unit would not appear in Egypt :(
How does that failsafe work? What should I do?
Colos
It might have been recruited, just keep an eye on the pool.
It's not in 2.2b, I'm afraid there's nothing you can do.
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Re: [Official] Reform requirements - as at 2.2b
Oh well :(
At least I get to try out the new AI :)
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Re: [Official] Reform requirements - as at 2.2b
Trying out Hayasdan turn 75 managed pretty quicly to unite all the Caucasus and unlocked the satrapies governments. The thing is in Gazaka and Kabalaka I cant recruit anything even I have built a satrapy and a native outpost. I really need recruitment there since Ill be dealing with both AS and Parthia when Ill be refusing to pay the tribute. What do I need to do more in order to get the recruitment?
so what does it means that you will ne independent from Seleucids? youll end the war with them but it will gona last? on short campaign the wining objective is to eliminate them anyway so whats the point?
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Orphydian
Trying out Hayasdan turn 75 managed pretty quicly to unite all the Caucasus and unlocked the satrapies governments. The thing is in Gazaka and Kabalaka I cant recruit anything even I have built a satrapy and a native outpost. I really need recruitment there since Ill be dealing with both AS and Parthia when Ill be refusing to pay the tribute. What do I need to do more in order to get the recruitment?
so what does it means that you will ne independent from Seleucids? youll end the war with them but it will gona last? on short campaign the wining objective is to eliminate them anyway so whats the point?
You've hit the bug with the recruitment limitation script failing to unfreeze the pool for the player. It might take a few turns, or might not change til turn 101.
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Re: [Official] Reform requirements - as at 2.2b
ok then I guess I should postpone my rebellion although I have to cross all of the Armenian plateau to retrain my units in the war with Parthia.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Colos1987
Oh well :(
At least I get to try out the new AI :)
In fact, the Hellenistic reforms aren't in the AI update script in the first post of that thread. I spotted it when I was updating to make the 2.2c patch, we had conflicting updates which removed the Calendar Events section which now holds it.
It should all be working when I get the patch sorted.
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Re: [Official] Reform requirements - as at 2.2b
Soooo, if I installed the new AI (and the AI only), then the Hellenistic reforms would not happen at all? O.o
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Colos1987
Soooo, if I installed the new AI (and the AI only), then the Hellenistic reforms would not happen at all? O.o
No, that section is missing entirely. There's a new patch now, incorporating the AI update and a host of other things, including fixed reforms. See the stickies in the main forum.
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Re: Reform requirements
What are the cities for the Pahlava reform? The description is kinda confusing cause it mixes cities and regions.
Also what is the name of the level 4 farm and what gov type/city level does it require?
I hope it's not too high cause I had to sack these cities since they had 0% of my culture ;__;.
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Re: Reform requirements
Quote:
Originally Posted by
Balkan Beast
What are the cities for the Pahlava reform? The description is kinda confusing cause it mixes cities and regions.
Also what is the name of the level 4 farm and what gov type/city level does it require?
I hope it's not too high cause I had to sack these cities since they had 0% of my culture ;__;.
Asaak, Hekatompylos, Ekbatana and Rhagae are the names of the cities.
It's called Large Scale Farming and requires a City (ie 6000+ households).
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Colos1987
Hello!
I have a problem with Nabatea... Imperial reforms would not trigger. I have 5 hellenistic polies, 5 minor polies and 2 metropolies, 5+ large markets, my FL is Philhellenos. That's for sure. And the turn number is 340, so the Thorakitai reform must have been triggered ages ago. Am I missing something? Also, is there a way to check if the Thorakitai reform did fire? Maybe it was that reform that is bugged and did not happen, hindering my reform. Any ideas?
Thanks,
Colos
Hello!
I'm afraid this problem still persists. Playing 2.2D, have 4 poleis, 4 large markets, FL (and FH) is Philhellenos. This time the late Hellenistic reform surely happened, I got the message window, and have new units in the merc pool.
I checked the campaign script and EDB but found nothing, except maybe that the name for the large market is different in the camaign script that from the EDB, not sure that matters, though.
Any advice?
Thanks!
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Colos1987
Hello!
I'm afraid this problem still persists. Playing 2.2D, have 4 poleis, 4 large markets, FL (and FH) is Philhellenos. This time the late Hellenistic reform surely happened, I got the message window, and have new units in the merc pool.
I checked the campaign script and EDB but found nothing, except maybe that the name for the large market is different in the camaign script that from the EDB, not sure that matters, though.
Any advice?
Thanks!
The Settled reform fired fine? What size are the Polis buildings you have - Minor Hellenistic Poleis' don't count.
The name isn't different, it requires bigger than market_three, ie market_four, which is the Large Market.
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Re: [Official] Reform requirements - as at 2.2b
Settled reform fired wonderously. Have one minor and 3 metropolies.
Loaded an older save, before Hell. reforms to test if you have to obtain polies and large markets before turn 203 (Hell reform time), still nothing.
In the next test run I will try to have a new FL after turn 203 (I used the current Philhellen one for settling down, maybe that's the problem?).
Will provide feedback asap.
Colos
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Re: [Official] Reform requirements - as at 2.2b
It doesn't make any difference when or in what order you meet the requirements, only that you do.
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Re: [Official] Reform requirements - as at 2.2b
I see :( Any advice, or suggestion?
Colos
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Colos1987
I see :( Any advice, or suggestion?
Colos
Now I call for help to review the script, and see where it's going wrong. Hopefully we'll have it fixed in 2.2e.
EDIT: Which I think we've cracked, thanks to Gigantus; it's an error in the processing sequence of the monitors used. CharacterTurnStart on the check for reform conditions needs to be CharacterTurnEnd.
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Re: [Official] Reform requirements - as at 2.2b
Cool, thanks :) Is it save compatible?
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Colos1987
Cool, thanks :) Is it save compatible?
No, unfortunately not. No script changes are, because the script is compiled at the start of the game. Worst of all, it's a really tiny text edit that makes it work. If you're willing to start a new game before 2.2e comes out, you could try it yourself (you need to use Notepad++ or another proper editor to make the change).
Change this:
Code:
monitor_event CharacterTurnStart FactionType f_nabatu
and IsFactionLeader
and Trait Philhellene > 0 ;;; Faction leader has the requisite "Philhellene" trait
and I_EventCounter ecNabatu_Settled > 0 ;;; first reform has happened
and I_EventCounter ecThorakitaiReform > 0 ;;; late Hellenistic reform has happened
and I_CompareCounter nabatu_hel_poleis > 2 ;;; have at least 3 major Greek settlements
and I_CompareCounter nabatu_trade_centers > 2 ;;; have at least 3 major markets
;set_event_counter ecNabatu_Settled 0 ;;; Settled reform
set_event_counter ecNabatu_Imperial 1 ;;; Empire reform
set_religion f_nabatu rel_c ;;; change to Eastern Imperial "religion"
historic_event HE_NABATU_IMPERIAL factions { f_nabatu, }
terminate_monitor
end_monitor
To this:
Code:
monitor_event CharacterTurnEnd FactionType f_nabatu
and IsFactionLeader
and Trait Philhellene > 0 ;;; Faction leader has the requisite "Philhellene" trait
and I_EventCounter ecNabatu_Settled > 0 ;;; first reform has happened
and I_EventCounter ecThorakitaiReform > 0 ;;; late Hellenistic reform has happened
and I_CompareCounter nabatu_hel_poleis > 2 ;;; have at least 3 major Greek settlements
and I_CompareCounter nabatu_trade_centers > 2 ;;; have at least 3 major markets
;set_event_counter ecNabatu_Settled 0 ;;; Settled reform
set_event_counter ecNabatu_Imperial 1 ;;; Empire reform
set_religion f_nabatu rel_c ;;; change to Eastern Imperial "religion"
historic_event HE_NABATU_IMPERIAL factions { f_nabatu, }
terminate_monitor
end_monitor
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Re: [Official] Reform requirements - as at 2.2b
Oh boy :( This is my 3rd Nabatean campaign I have to abandon :( I think I will wait for 2.2e. Assuming it comes out in a few weeks?
Thanks anyway!
Colos
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Colos1987
Oh boy :( This is my 3rd Nabatean campaign I have to abandon :( I think I will wait for 2.2e. Assuming it comes out in a few weeks?
Thanks anyway!
Colos
It'll probably be in a few days, just making some final changes today.
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Re: [Official] Reform requirements - as at 2.2b
Wooow!!! :)
very well done!
it will be a standalone or a patch? :) I am waiting for the new standalone version, take your time by the way, no hurry, even if I can't wait :D
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Julio85
Wooow!!! :)
very well done!
it will be a standalone or a patch? :) I am waiting for the new standalone version, take your time by the way, no hurry, even if I can't wait :D
No, like 2.2d2 it'll be another patch.
The next full installer will be 2.3. No idea when that will be, though. I'd highly recommend playing the patched update over continuing with 2.2b; not only are there new features, but there's all sorts of bugs fixed too.
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Re: [Official] Reform requirements - as at 2.2b
Just posting that I'm trying to make roman reform trigger between turn 100~150 but after a kinda big battle with Cartaghe in Sicily and a sunk fleet with 3/4 stack inside I never was able to see they amass more than 10 units together again...
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Re: [Official] Reform requirements - as at 2.2b
Is it normal that after the Polybian reform, you still can't recruit roman troops in Cisalpine Gaul, Sicily, Corsica and Sardinia?
Wasn't it possible in EB I?
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
TiTiTimmy
Is it normal that after the Polybian reform, you still can't recruit roman troops in Cisalpine Gaul, Sicily, Corsica and Sardinia?
Wasn't it possible in EB I?
The short answer is this isn't EB1. Recruitment is completely different; you never get Roman troops outside of Italy, besides Cisalpine Gaul and Illyria (and not til the Marian reforms for those two).
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Re: [Official] Reform requirements - as at 2.2b
Hi
I have a question.
Is Hellenic reform and Konion reform different from each other ? I mean does that mean each of them add different things and units ?
Because I got a reform but I'm not sure which of them was triggered.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Titan Kronos
Hi
I have a question.
Is Hellenic reform and Konion reform different from each other ? I mean does that mean each of them add different things and units ?
Because I got a reform but I'm not sure which of them was triggered.
The Hellenistic reforms are universal and simple date-triggers. It activates new units for all Hellenistic factions and some others besides.
The Koinon Hellenon reforms are specific to KH and complicated. It has nothing whatsoever to do with units, but unlocks new governments for KH.
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Re: [Official] Reform requirements - as at 2.2b
I am happy to report that all the Nabatean reforms are now functioning properly... man, the Imperial one makes Nabatu pretty powerful :)
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Colos1987
I am happy to report that all the Nabatean reforms are now functioning properly... man, the Imperial one makes Nabatu pretty powerful :)
Thanks for persevering, and glad we got there in the end. Yes, given what you have to go through to achieve it, the end result should be worthwhile.
Their post-reform governments are pretty good, as is being able to build Native Colonies.
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Re: [Official] Reform requirements - as at 2.2b
When playing Taksashila, If I dont defeat 4 Mauryan armies and own 7 settlements before turn 170 will it be impossible to ever achieve independence reforms?
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
LusitanianWolf
When playing Taksashila, If I dont defeat 4 Mauryan armies and own 7 settlements before turn 170 will it be impossible to ever achieve independence reforms?
Hmmm, there's no fallback for independence (which is a pre-requisite for military reform).
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
Hmmm, there's no fallback for independence (which is a pre-requisite for military reform).
Oh, I gess I'll have to reload from a old save then :laughter:: I refused to pay tribute in turn 160 and by 170 only 3 Mauryan armies had spawned.
Btw, if the player rebels in the early game will he have to fight Maurian stacks all the time until turn 170 (even if achieves the requisites for Independence much earlier) or the invasion also stops as Taksashila is recognised as an independent empire?
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Re: [Official] Reform requirements - as at 2.2b
It stops after three invasions, so putting it off doesn't aid you in that respect.
I should add, there's no time sensetivity to the military reform. If you don't gain independence until turn 300, the various counters will start from then. The requirement for the ThorakitaiReform just prevents it happening too early.
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Re: [Official] Reform requirements - as at 2.2b
How to get Hellenistic Poleis? I'm playing as Malkuna Nabatu and I'm trying for second reform. I have after ThorakitaiReform, settlements with three large markets and philhellene leader but I can't still build it. I have defeated Seleucids, but they have only one "Hellenistic polis" in Seleukea. Do I have to invade Greece?
Also, I think it is a bit too many requirements for reform. It not like I need it anymore, I just want to see what I can get.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
YourMadDoc
How to get Hellenistic Poleis? I'm playing as Malkuna Nabatu and I'm trying for second reform. I have after ThorakitaiReform, settlements with three large markets and philhellene leader but I can't still build it. I have defeated Seleucids, but they have only one "Hellenistic polis" in Seleukea. Do I have to invade Greece?
Also, I think it is a bit too many requirements for reform. It not like I need it anymore, I just want to see what I can get.
You can't build them as Nabatu, only Hellenistic factions can. You have to find settlements that have them.
Nearby you have Antiocheia, Alexandreia, Memphis. The AI may have built more in the time being, or upgraded smaller ones into larger.
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Re: [Official] Reform requirements - as at 2.2b
The requirements may seem though (and they are), but the reward is even greater. You will become overpowered, actually. Pretty much unstoppable.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
You can't build them as Nabatu, only Hellenistic factions can. You have to find settlements that have them.
Nearby you have Antiocheia, Alexandreia, Memphis. The AI may have built more in the time being, or upgraded smaller ones into larger.
Hurray! I never captured Alexandreia and Memphis as Carthaginians, my former allies have them.I was quick playing around 80 turns to grow my homeland settlement to large cities as I though I could upgrade those Hellenistic military settlements into Hellenistic Poleis or something like that.
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Re: [Official] Reform requirements - as at 2.2b
The pergamon reform event seems to be broken atm. I got the event telling me I was now a king but 120 turns later I can still not build a Basilike Patris. I've tried cheating to win more battles and build all the buildings in Pergamon but it changed nothing. Is there something I am missing? I got the event after beating 3 Seleucid stacks.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
Seimour
The pergamon reform event seems to be broken atm. I got the event telling me I was now a king but 120 turns later I can still not build a Basilike Patris. I've tried cheating to win more battles and build all the buildings in Pergamon but it changed nothing. Is there something I am missing? I got the event after beating 3 Seleucid stacks.
Cheating to win battles won't work, since those triggers require them to be played on the battle map.
Do you own Pergamon, Sardis, Ipsos and Ankyra?
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
Cheating to win battles won't work, since those triggers require them to be played on the battle map.
Do you own Pergamon, Sardis, Ipsos and Ankyra?
I own all of Anatolia and Pella(Which should technically make me eligible for Macedonian kingship if such a mechanic existed). As I said, I got the event telling me I had become King after winning 2 battles against the Seleucids and 1 against a stack of rebels in Ankyra. Is there another event after the first one? Otherwise I cant see what else I should be doing.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
QuintusSertorius
Cheating to win battles won't work, since those triggers require them to be played on the battle map.
Do you own Pergamon, Sardis, Ipsos and Ankyra?
I own all of Anatolia and Pella(Which should technically make me eligible for Macedonian kingship if such a mechanic existed). As I said, I got the event telling me I had become King after winning 2 battles against the Seleucids and 1 against a stack of rebels in Ankyra. Is there another event after the first one? Otherwise I cant see what else I should be doing.
Edit: Got the event on winning yet another battle against the Seleucids. Still no Basilike Patris 2 turns later. I finally got it. Not sure what went on here.
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Re: [Official] Reform requirements - as at 2.2b
I got a question.. So as pontos.. is there no other way to get the reform? is there a default turn where you just automatically become an empire? or do you HAVE to do as the reform says and fight 11 battles against greeks and own those provinces and the 10 + required.
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Re: [Official] Reform requirements - as at 2.2b
Quote:
Originally Posted by
moisesjns
I got a question.. So as pontos.. is there no other way to get the reform? is there a default turn where you just automatically become an empire? or do you HAVE to do as the reform says and fight 11 battles against greeks and own those provinces and the 10 + required.
There is a default trigger; after turn 360 (183BC). It used to be an AI-only fallback, but given how late it is, there's no harm in letting the player benefit too. That's when it happened in history.
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Re: [Official] Reform requirements - as at 2.2l
A question,
now the city of Rhagae has changed it's name.
for the Parthians is still triggering with new name, for the reform to take place?
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Re: [Official] Reform requirements - as at 2.2l
Quote:
Originally Posted by
Julio85
A question,
now the city of Rhagae has changed it's name.
for the Parthians is still triggering with new name, for the reform to take place?
As the Medieval II engine permits you can change name of any settlement you own during campaign, just select the town/city/camp name in the upper part of the settlement window so name change does not affect any reform (at least for Parthia and all these fractions i have played so far)
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Re: [Official] Reform requirements - as at 2.2l
Quote:
Originally Posted by
Julio85
A question,
now the city of Rhagae has changed it's name.
for the Parthians is still triggering with new name, for the reform to take place?
The visible name of the settlement makes no difference whatsoever to the mechanics of reforms and such. They all use the (unchanging) data name, either sett_nnn or region_nnn depending.
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Re: [Official] Reform requirements - as at 2.2l
I defeated a huge garrison at Felsina as the Romani. Does that count towards the 4 battles I need to have in that region for the reforms, or do I have to fight 4 land battles there?
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Re: [Official] Reform requirements - as at 2.2l
Quote:
Originally Posted by
postm00v
I defeated a huge garrison at Felsina as the Romani. Does that count towards the 4 battles I need to have in that region for the reforms, or do I have to fight 4 land battles there?
Sieges and naval battles against Gauls/Greeks don't count.
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Re: [Official] Reform requirements - as at 2.2l
I have a question for kh reform, how to acquire the titles for state leaders