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  1. #1

    Default polybian reforms

    Loving the new DEI - but when the Polybian Reforms kick in and I update all my units, I lose the nice CatMaster Roman Cohort mod that works so well with it. Up until then, I am getting 480 per cohort but afterwards, everything is down by half - save for the enemy, who are still getting THEIR 480-man units.

    So I have to turn it off and lose a lot of big-battle enjoyment. Any way/mod to get 480-men units back with the updated DEI?

  2. #2

    Default Re: polybian reforms

    Some of those DeI reform units are probably new data table entries, ergo they probably wouldn't be overwritten by tables from another mod that affects vanilla entries. The simplest thing to do might be to just go into the DeI file(s) with PFM and manually change the unit sizes yourself unfortunately.

  3. #3

    Default Re: polybian reforms

    When will the Polybian Reforms will start ? Currently, I'm in 238BC and already researched the Advanced Barracks Construction but still haven't seen any reforms.

  4. #4

    Default Re: polybian reforms

    Quote Originally Posted by HadrianMT View Post
    When will the Polybian Reforms will start ? Currently, I'm in 238BC and already researched the Advanced Barracks Construction but still haven't seen any reforms.
    Reforms aren't tied to tech, they're tied to imperium level and time period. Read the Scriptorium stickied thread for all the info.

  5. #5

  6. #6

    Default Re: polybian reforms

    Quote Originally Posted by Dresden View Post
    Thanks. But I am at turn 138 and Imperium level 6 now (army cap 12).(DeI 0.95e, new campaign)
    Attached Thumbnails Attached Thumbnails 2014-08-05_00002.jpg  

  7. #7

    Default Re: polybian reforms

    Are you using any mods that affect scripts, like campaign camera mods?

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  8. #8

    Default Re: polybian reforms

    Quote Originally Posted by Dresden View Post
    Are you using any mods that affect scripts, like campaign camera mods?
    I don't think so. These are the mods that I'm using:
    + DeI
    + DeI English submod
    + No Fog of War
    + Agent portrait

  9. #9

    Default Re: polybian reforms

    If the no fog of war is the scripting one, then that will disable our various scripts including reforms. If it is the agent sight distance one it should be compatible.

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  10. #10

    Default Re: polybian reforms

    So if I disable the fog war, will the reform script kick in ?

  11. #11

    Default Re: polybian reforms

    Unfortunately if you start the game with another script mod activated ahead of DeI, it will probably ruin your reforms for that save game. If you post it we might be able to fix it.

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  12. #12

    Default Re: polybian reforms

    Thanks a lot ! but there are new troubles, after switching those mods back and forth in the Mod Manager, whenever I click on a settlement or a general/agent, the game will crash.

    http://www.mediafire.com/download/mx...BC_Winter.save

  13. #13
    Semisalis
    Join Date
    Jun 2013
    Location
    Rheinland
    Posts
    402

    Default Re: polybian reforms

    i dont know why you need to have 480 men per unit. i am happy with my 68, 75, 98, 120, 180, 192, 225 unit numbers

  14. #14

    Default Re: polybian reforms

    Need - want, same thing according to my woman and shoes. I don't 'need' 480-man units, I just like them. The reason I ask in this case is that the 480-man Roman units have all vanished mid-game, but the ones for other tribes/peoples have not. I suspect that those, like the Carthaginians, who have Reform tables of their own will lose them when it kicks in, but there are enough holdovers for me to be going into stack-on-stack battles constantly outnumbered almost two-to-one. Turning the 480-man mod off does not help in a save game - those with existing 480-man units retain them. I am reluctant to lose a long-running game and have to start again, but it looks like I may have to.

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