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  1. #1
    Laetus
    Join Date
    Sep 2009
    Location
    Thessaloniki, Greece
    Posts
    17

    Default Modding Reforms

    So, is there a way to modify the script and make the reforms happen in some earlier date?

    If so, how?

  2. #2
    MarkusAntonius's Avatar Tiro
    Join Date
    Jan 2011
    Location
    Santos. Brazil
    Posts
    234

    Default Re: Modding Reforms

    i make the same question ?. i mean i have made all the roman empire with the early legions and when i finally had the reforms. the fun had over. and no more gaul,spanish,carthaginian or greek to fight against. so if someone could say what files to change i would like to change it for myself. and start another campaign without hurry and without the fear of pontus reach to finland and the ptolemies reach india as unfortunately happened last time.

  3. #3

    Default Re: Modding Reforms

    There is only one file to change, but you must do it carefully:

    D:\Program Files\The Creative Assembly\Rome - Total War - mods\RG\data\scripts\show_me\rgbs.txt

    To change the date of the first reforms, look for this text:

    Code:
    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber = 226
    console_command create_building Alesia reform2
    And replace 226, for the turn in which you want to start the Reforms.

    If you want to change the next Reforms, just scroll down and you will find them:

    Code:
    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber = 386
    console_command create_building Alesia reform3
    And the date for the next Reforms is further below:

    Code:
    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber = 440
    console_command create_building Alesia reform4
    So far so good. But if you want to have a perfect result, you must also edit another part of the script: I added some code to make the Roman factions, when controlled by the AI, recruit more heavy units, instead of levies. You will find the code under this title:
    Code:
    ;;;;;;;;;;;;;;;;;Balanced recruitment
    For the Polybian Era, the AI spawns hastati, princeps and triarii:

    Code:
    monitor_event UnitTrained TrainedUnitCategory infantry
    and SettlementName Arretium
    and not FactionIsLocal
    and I_TurnNumber < 226
    
    console_command add_population Arretium 80
    
    if I_SettlementOwner Arretium = romans_julii
    
    console_command create_unit Arretium "roman hastati" 2
    console_command create_unit Arretium "roman princeps" 2
    console_command create_unit Arretium "roman triarii"
    console_command add_population Arretium 80
    console_command add_money romans_julii, -900
    
    end_if
    
    end_monitor
    While for the Marian era, the AI is forced to spawn legionary units:
    Code:
    monitor_event UnitTrained TrainedUnitCategory infantry
    and SettlementName Bononia
    and not FactionIsLocal
    and I_TurnNumber > 225
    and I_TurnNumber < 386
    
    console_command add_population Bononia 80
    
    if I_SettlementOwner Bononia = romans_julii
    
    console_command create_unit Bononia "roman legionary cohort" 2
    console_command create_unit Bononia "roman legionary cohort" 2
    console_command create_unit Bononia "roman legionary first cohort i"
    console_command add_population Bononia 80
    console_command add_money romans_julii, -900
    
    end_if
    
    end_monitor
    This code is dependant on the date that you have set for the Reforms. If the first Reform is set in turn 226, the game will run the script that spawns princeps, triari et al, as it has a condition that says
    Code:
    and I_TurnNumber < 226
    While the Marian legionaries will only appear between turns 226 and 385, which is the date between the start of the Marian Reforms and the start of the Augustan Reforms.

    So, if you want to change the Marian Reforms to turn 50 and the Augustan to turn 75, you should rewrite the above scripts like this:

    Code:
    monitor_event UnitTrained TrainedUnitCategory infantry
    and SettlementName Arretium
    and not FactionIsLocal
    and I_TurnNumber < 50
    
    console_command add_population Arretium 80
    
    if I_SettlementOwner Arretium = romans_julii
    
    console_command create_unit Arretium "roman hastati" 2
    console_command create_unit Arretium "roman princeps" 2
    console_command create_unit Arretium "roman triarii"
    console_command add_population Arretium 80
    console_command add_money romans_julii, -900
    
    end_if
    
    end_monitor
    Code:
    monitor_event UnitTrained TrainedUnitCategory infantry
    and SettlementName Bononia
    and not FactionIsLocal
    and I_TurnNumber > 49
    and I_TurnNumber < 75
    
    console_command add_population Bononia 80
    
    if I_SettlementOwner Bononia = romans_julii
    
    console_command create_unit Bononia "roman legionary cohort" 2
    console_command create_unit Bononia "roman legionary cohort" 2
    console_command create_unit Bononia "roman legionary first cohort i"
    console_command add_population Bononia 80
    console_command add_money romans_julii, -900
    
    end_if
    
    end_monitor
    You must do this for every settlement in the script -there a few of them-, but otherwise you might find yourself using Imperial legionaries against other Roman factions' princeps and triarii, which would be a bit weird.


    Hope this is barely understandable.

  4. #4
    MarkusAntonius's Avatar Tiro
    Join Date
    Jan 2011
    Location
    Santos. Brazil
    Posts
    234

    Default Re: Modding Reforms

    man i don't know the best way to thank you. i'm really grateful.

  5. #5

    Default Re: Modding Reforms

    You are already doing some excellent new portraits. Enough said.

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