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    Sticky: Re: Reform requirements

    Hey Floren!

    Quintus was reading this a lot more than me for a while there. Hasn't manifested himself yet though. I'll write it down as possibly broken until we get more info. Thanks though :)
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    Sticky: Re: Reform requirements

    To answer the more immediate question : there are no celtic reforms yet.
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    Sticky: Re: Reform requirements

    I did note the "n", that's why I said they don't increase the same counter. What does the lugian-specific script increase then?
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    Sticky: Re: Reform requirements

    I am not changing the OP for that, unless they change the script. But that's a good observation.

    Something else : some "Germanic Reforms" were added, they work for both Lugia and Sweboz,...
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    Sticky: Re: Reform requirements

    I have verified the script for Rome, Baktria and Pontos. Baktria needed some corrections (that punitive expedition is new, and the tribute seems to have increased), otherwise I'm just adding the fact...
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    Sticky: Re: Reform requirements

    Okay I started reading the campaign script and comparing with OP, and right in the first script (Rome), you have these couple lines :

    monitor_event PostBattle FactionType f_rome
    and...
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    Sticky: Re: Reform requirements

    Well, in a rare occurence both time and interest have coincided. I'm patching to 2.4 to check it out later. Assuming I still have time later. At least it'll be patched for the next time I have time...
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    Sticky: Re: Reform requirements

    mmmmmwell it could be in the description of the faction I suppose. In a more vague way of course. Just describing what you should be aiming for during your campaign.
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    Sticky: Re: Reform requirements

    The text I put there doesn't convey that it needs clearing up enough? :P

    Most factions would need to be reviewed, there've been a few too many patches and I haven't been keeping up with the...
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    Sticky: Re: Reform requirements

    Change made.

    Well if you bury the changes I'm supposed to make with stuff I barely pay attention to, you're making it unlikely the changes are gonna happen. That is all.
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    Sticky: Re: Reform requirements

    There also seem to be misconceptions about the purpose of this thread...

    Confirmation that the early-mid-late eras of Pergamon have been scrapped, before I scrap it off the OP?
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    Sticky: Re: Reform requirements

    Sounds like y'all are having a grand ol' discussion in here ^.^

    I've changed Koinon Hellenon to indicate the correct Archon-able settlements. Gimme a holler if this discussion leads to any...
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    Sticky: Re: Reform requirements

    so if I get this straight, Chalkis is no longer a possible leader, and I should replace Kydonia and Mytilene with Ephesos and Knossos?
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    Sticky: Re: Reform requirements

    Haha I'm not the only one able to answer that question, no need to address it to me ^.^

    I did not confuse the settlements with EB1. I ripped all that info from the codes of EBII. I don't have the...
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    Sticky: Re: Reform requirements

    Done. Thx for pointing it out!
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    Sticky: Re: Reform requirements

    Changed it.
    Haven't really had time/interest to look into reforms myself much, but I pop in now and then, I can do changes to the OP easily if need be, so do mention it when changes are necessary.
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    Sticky: Re: Reform requirements

    Ok. 2 questions then :

    @Quintus you didn't exactly answer my first question. If you terminate a monitor, does the counter it was increasing disappear with it? I would imagine not, but just...
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    Sticky: Re: Reform requirements

    yours and the enemy's?
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    Sticky: Re: Reform requirements

    Does terminating monitors make them disappear entirely? Because you terminate the monitor once a certain number of battles are won. Same with settlements. If it makes the counter go away with the...
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    Sticky: Re: Reform requirements

    Updated the OP with this info, thanks Thuycidides. Just a question though, you can build the simpoliteia revolt in any 2 settlements, or 2 specific settlements? If it's specific settlements, which...
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    Re: Europa Barbarorum 2.03 is released!

    Thank you Quintus :)

    Guess I have to look over the reforms again.
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    Re: Europa Barbarorum 2.03 is released!

    It seems you changed the 2.02c thread to 2.03? I think the changelog is 2.02c's... or if you added to it I don't know what's added.

    In other words, what changed in 2.03?
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    Sticky: Re: Reform requirements

    Ah I see.

    Well yes I saw that the scripts were identical. My proposition only makes it more complicated if you keep both requirements but split them. Removing the battles requirement being on top...
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    Sticky: Re: Reform requirements

    All right, I finally had time to install 2.02c and look at the reforms. I have updated the OP with the Thureos reform, as well as the new conditions for Baktrian and Hayasdan independance. A few...
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    Sticky: Re: Reform requirements

    Woah stickied? What happened there?

    I need to get back into the swing of things, I had stopped playing waiting for updates, so I hadn't been around as much, and hadn't been updating the thread......
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    Sticky: Re: Reform requirements

    Reforms might do it, like it does for the germans, but I'm pretty sure the arevaci don't have any yet. Is there perhaps a shrine or other building doing it for them?
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    Sticky: Re: Reform requirements

    ;Basilike Patris (Dynastic Administration)
    pontos7 city requires factions { f_pontos, } and not building_present govallied and region_religion rel_c 30 and event_counter ecPontos_Imperial 1
    ...
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    Sticky: Re: Reform requirements

    That's... actually an interesting proposition. What takes the most time to produce is units and more specifically half a dozen accurate skins for them. They could create generic units with just...
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    Sticky: Re: Reform requirements

    Haha, I only played Hayasdan and Boii for significant amounts.

    I know who doesn't have a reform because I made a list of those who do :P

    btw celts and successor kingdoms aren't the only...
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    Sticky: Re: Reform requirements

    The only celts that got their reforms in time are the pritanoi.

    Celts aren't the only unfinished business, far from it. The 4 successor kingdoms (Epirus, Makedon, Seleukia and Ptolemies) don't...
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    Sticky: Re: Reform requirements

    If doing so does reform them, the script for it isn't with the scripting for other reforms.
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    Sticky: Re: Reform requirements

    I doubt this necromancy is a problem, this thread was made to answer those questions :)

    Updated OP with that info, but it would be great to have a few more details on how to make a city out of a...
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    Re: Saka problem help please

    Shaameless self-plug, but you can find that answer here : http://www.twcenter.net/forums/showthread.php?665176-Reform-requirements

    EDIT on a side note, I would love to know how you got the settled...
  34. Re: I have been betrayed almost 5 times by my own Generals.

    I was told a spy does that, and as far as I can tell a spy works.
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    Re: turning skirmisher woes to wows

    Can't apply any kinds of mixes until my LP is done, or believe me, I would have. I'm having so much fun fighting the getai and their super archers.
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    Re: turning skirmisher woes to wows

    The skirmisher problem is just one of range. They can't throw farther than their safety range. If they can hit targets from a relatively safe distance, they can do what they need to, and be useful...
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    Re: Polybian reforms not working

    Huh, that was actually a small mistake. It's past turn 248, so technically on turn 249.

    That being said, it doesn't really solve your problem. I don't see what could break it myself. Is it...
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    Sticky: Re: Reform requirements

    Well I've never had much to contribute to this project this whole time it's been developping. I try :)
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    Invisible wall ?

    Yet another bug you get to see happen live! This one brought to you by Segesta's rather confusing gate.

    _pMMAN35Bx8?t=7m16s

    I in case it's not working properly : aedui's heavy cavalry is having...
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    Sticky: Re: Reform requirements

    It is an easy fix, yes. I'm not messing with the scripting though, I'm just reading it.

    Keep in mind that I do not have the latest version of the mod. I cannot upgrade due to having an ongoing...
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