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Thread: [Official] Reform requirements - as at 2.3

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  1. #1

    Default Re: Reform requirements

    Yes I can but the heavy infantry still sau next armor upgrade second reform its all very odd.

  2. #2

    Default Re: Reform requirements

    If you are playing with those trouser-wearing, mischief-making brutes: make a custom battle and see if you can apply armour upgrades to some of your units, bronze represents the first reform, silver the second. The look on the battle map also changes quite a bit, e.g. Solduras without any upgrade only have a couple of mailed units, with a silver upgrade they have different helmets and all of them are wearing mail.

  3. #3

    Default Re: Reform requirements

    Quote Originally Posted by malibu.stacey View Post
    If you are playing with those trouser-wearing, mischief-making brutes: make a custom battle and see if you can apply armour upgrades to some of your units, bronze represents the first reform, silver the second. The look on the battle map also changes quite a bit, e.g. Solduras without any upgrade only have a couple of mailed units, with a silver upgrade they have different helmets and all of them are wearing mail.
    Oh, that's cool, I had totally forgotten the game had that feature.

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  4. #4

    Default Re: Reform requirements

    Did someone manage to get the Baktrian reforms? After a few battles, now at every new turn, the message pops up that the Seleukids would forgive me, which I decline of course. But it just pops up again next turn. And I'm sure I've got 9 land battles won against them already :/ Does anyone have an idea what I'm doing wrong?

    Or is there any way to see the counter of the script?

    Edit: Checking the map with toggle_fow the Seleukids are actually close to be exterminated - will the Baktrian Reform trigger if the Seleukids go down?
    Last edited by Kyren; October 14, 2014 at 05:26 AM.

  5. #5

    Default Re: Reform requirements

    AFAIK the script doesn't have a fallback if Seleucids die, but that's just from memory.
    Did you capture settlements from them?

  6. #6

    Default Re: Reform requirements

    Quote Originally Posted by Simpelicity View Post
    AFAIK the script doesn't have a fallback if Seleucids die, but that's just from memory.
    Did you capture settlements from them?
    Yes, as of now I've captured around 4, I'd have to check to get the total number. Is the script for getting forgiveness supposed to run every turn now, though?

  7. #7

    Default Re: Reform requirements

    Why not?

    You've captured them directly from seleukids, right? They hadn't rebelled, or been taken by someone else?

    Otherwise, either you haven't won the 9 battles you thought you did, or the script is somehow broken for you. Other people did manage to get the reform.

  8. #8

    Default Re: Reform requirements

    Quote Originally Posted by Simpelicity View Post
    Why not?

    You've captured them directly from seleukids, right? They hadn't rebelled, or been taken by someone else?

    Otherwise, either you haven't won the 9 battles you thought you did, or the script is somehow broken for you. Other people did manage to get the reform.
    Hmm, strange. Yes, I captured all of them from the Seleukids. I'll keep track now on how many battles I fight and if siege/land and then report back here if the script fires or not!

  9. #9

    Default Re: Reform requirements

    I didn't get the reforms anymore - after fighting another couple of land battles I agreed to the offer for forgiveness, left the fighting for one turn, and then next winter started to not pay my tribute again until war broke out. First thing after the war broke out was that the "Basileus offers forgiveness" script started again, and I declined, and it repeated again every turn. Still, I took another couple of cities from the Seleukids until Antiocheia and fought more than 10 land battles. I suppose this script "Basileus offers forgiveness" is somehow broken for me, it should show up just once and then not repeat again, no? I'm using b0Gias Submod Compilation too, but I guess this shouldn't affect the Baktria script. Thank you for your help though Simpelicity!

    I'll try reinstalling everything and starting a new campaign, but I'd be glad for any tips for checking the scriptss progress!

  10. #10
    b0Gia de Bodemloze's Avatar Europa Barbarorum Dev
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    Default Re: Reform requirements

    Quote Originally Posted by Kyren View Post
    I didn't get the reforms anymore - after fighting another couple of land battles I agreed to the offer for forgiveness, left the fighting for one turn, and then next winter started to not pay my tribute again until war broke out. First thing after the war broke out was that the "Basileus offers forgiveness" script started again, and I declined, and it repeated again every turn. Still, I took another couple of cities from the Seleukids until Antiocheia and fought more than 10 land battles. I suppose this script "Basileus offers forgiveness" is somehow broken for me, it should show up just once and then not repeat again, no? I'm using b0Gias Submod Compilation too, but I guess this shouldn't affect the Baktria script. Thank you for your help though Simpelicity!

    I'll try reinstalling everything and starting a new campaign, but I'd be glad for any tips for checking the scriptss progress!
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  11. #11

    Default Re: Reform requirements

    So, I read that the Koinon reforms are not only complicated, but don't work?

    I started a KH campaign. Me and Epeiros teamed up and destroyed Macedon. Took my attention to Crete, captured it. I need the second level of Polis to be able to recruit Cretan units. However, I can't seem to find the administration building required for it. I am guessing that building can't be built, thus preventing me to expand the polis and recruiting the Cretans, right?

    I can circumvent it by installing an allied kingdom, where I can recruit some Cretans, so it's not a big deal atm...

  12. #12

    Default Re: Reform requirements

    Quote Originally Posted by Rad View Post
    So, I read that the Koinon reforms are not only complicated, but don't work?

    I started a KH campaign. Me and Epeiros teamed up and destroyed Macedon. Took my attention to Crete, captured it. I need the second level of Polis to be able to recruit Cretan units. However, I can't seem to find the administration building required for it. I am guessing that building can't be built, thus preventing me to expand the polis and recruiting the Cretans, right?

    I can circumvent it by installing an allied kingdom, where I can recruit some Cretans, so it's not a big deal atm...
    Are you sure you can recruit cretans without the allied gov?

    In any case, I assume you're talking about the government forms? And you somehow cannot build the second tier of your own gov? That has nothing to do with reforms, AFAIK there is a gov-form for every phase of it, including before it begins. Something else is blocking it, if you really can't build it.

    Quote Originally Posted by Kyren View Post
    I didn't get the reforms anymore - after fighting another couple of land battles I agreed to the offer for forgiveness, left the fighting for one turn, and then next winter started to not pay my tribute again until war broke out. First thing after the war broke out was that the "Basileus offers forgiveness" script started again, and I declined, and it repeated again every turn. Still, I took another couple of cities from the Seleukids until Antiocheia and fought more than 10 land battles. I suppose this script "Basileus offers forgiveness" is somehow broken for me, it should show up just once and then not repeat again, no? I'm using b0Gias Submod Compilation too, but I guess this shouldn't affect the Baktria script. Thank you for your help though Simpelicity!

    I'll try reinstalling everything and starting a new campaign, but I'd be glad for any tips for checking the scriptss progress!
    Why would you want it to trigger only once? It's supposed to trigger every turn. It'd be silly to get only 1 chance at forgiveness. They'd still be willing to forgive you...
    Any unofficial stuff can affect these scripts, one way or the other. However, I have a hard time imagining how it could break the independance event and not the forgiveness one, unless it went and played directly with these reform scripts.

  13. #13

    Default Re: Reform requirements

    @ Simple
    I am pretty sure, although I haven't had the chance to test it, because Crete is not a big enough city atm. From my two previous conquests, I see that I have only two options that steem from Military occupation, and none of them has a higher level.
    Nor are they the ones listed in the requirements for the level 2 Polis.

    I will play when I get the chance and let you know. If someone did manage to get them, tell us.

  14. #14

    Default Re: Reform requirements

    Huh that's strange. It doesn't look to me like polis_2 is allowed for KH period. It gives them some stuff if they get it built, but there is the condition that a certain level or gov be present for every hellenistic faction. Except KH is not mentioned as far as I can tell. Unless I'm missing something, they simply can't build it. I haven't tried though, maybe I'm wrong.

  15. #15
    Dago Red's Avatar Primicerius
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    Default Re: Reform requirements

    Quote Originally Posted by Simpelicity View Post
    Huh that's strange. It doesn't look to me like polis_2 is allowed for KH period. It gives them some stuff if they get it built, but there is the condition that a certain level or gov be present for every hellenistic faction. Except KH is not mentioned as far as I can tell. Unless I'm missing something, they simply can't build it. I haven't tried though, maybe I'm wrong.
    If it's the same as Makedon, then it goes something like this (purely from a cursory experience with one campaign, don't take this for exact).

    Top tier faction administration (allowing machairaphoroi and Cretan units, etc) pre-reqs are:

    Largest Hellenistic polis -- which needs population, etc
    Enfranchised military settlers -- this is 2nd to last in the list, so you need all others and all the prerequisites therein before "building' this.
    Royal Supervisors (or was it Royal Advisors... something like this, and who knew that this is in the AGRICULTURE/FARMING building chain. Really unintuitive title/naming system that was hard to find.

    You may also need a forum or better in the trade building chain, although oddly I found that I did not need this in Corinth, but I needed it in Pella and Demetrias.

  16. #16

    Default Re: Reform requirements

    It does, yes. Taken directly from export_descr_buildings :

    polis_two requires factions { cul_1, cul_3, } and building_present_min_level market market_two and not building_present_min_level colony_eastern eastcol_two and region_religion rel_h 49 and building_present_min_level govmakedonia makedonia5 or building_present_min_level govepeiros epeiros5 or building_present_min_level govseleukid seleukid3 or building_present_min_level govptolemaioi ptolemaioi5 or building_present_min_level govbaktria baktria3 or building_present_min_level govpergamon pergamon5 or building_present_min_level govbospor bospparadyn
    Polis 2 requires a hellenistic faction, a market of minimally level 2, the absence of an eastern colony, a particular culture (greek..?) and a minimal level of government. Note how KH is not mentionned at any point for that last criteria. Unless I misunderstand how this works, that means KH can't have polis 2.

  17. #17
    Dago Red's Avatar Primicerius
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    Default Re: Reform requirements

    Quote Originally Posted by Simpelicity View Post
    It does, yes. Taken directly from export_descr_buildings :
    Polis 2 requires a hellenistic faction, a market of minimally level 2, the absence of an eastern colony, a particular culture (greek..?) and a minimal level of government. Note how KH is not mentionned at any point for that last criteria. Unless I misunderstand how this works, that means KH can't have polis 2.
    This might be a super easy fix then, if all the other parts are in place... it may simply be that they need to be added here. Have you tried adding "building_present_min_level govxx xx" where xx xx is whatever the correct phrasing is for Koinen Hellenon?

  18. #18

    Default Re: Reform requirements

    Which means no Cretans for the faction that should have them the most. Allied democracy it is, then.

  19. #19

    Default 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 Let's play (nor mess with it even if I wanted to, for that matter). I haven't seen anything relating to this issue in the patch notes though.

  20. #20

    Default Re: Reform requirements

    An omission on my part indeed.
    Thanks for reporting this bug to be fixed by the next release. Keep up the good work in this thread!

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