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  1. #1

    Icon5 Roman reforms

    Hi,

    First, I just wanna say that I love this mod; it's just amazing how hard this team have worked to make Rome2 actually great fun to play now. Thank you!

    Secondly, I wanna make clear that I know nothing about modding at a technical level; the extent of my knowledge is just how to get the mods into my Data folder and named in the correct way to ensure they load in the right order.

    Q: Why am I unable to trigger the Roman reforms in my current campaign game?


    • I'm playing a normal campaign as Rome (Julia)
    • I'm at Turn 79 now (Autumn 253 BC)
    • I have Imperium Level 3 (I think I'm maybe 1 settlement away from Level 4 actually)
    • I have researched the 1-turn, purple Roman Unit Upgrades tech in the Management tree
    • I've read the Reforms Guide in the Scriptorium (which has prompted me to make this post, because as far as I can tell I should have unlocked the Polybian Reforms by now)
    • I'm playing with Steam R2 and the standalone DeI 1.1c1 + the WiP Fix Pack 1.1d; I'm using the version released on Nov25 since the one released immediately after that (Nov26 I think) caused crashes during end-turn AI moves, so I've stopped at the Nov25 one which seems to be working very smoothly.
    • The only othe mod I am using (the only other mod in my Data folder, period) is: 'Better_Aggresive_CAI_V_3.4_dei_normal'. As far as I know this is compatible with the latest version of DeI; it doesn't seem to have caused me any issues, but maybe it's messing with the Reform scripts somehow?


    It's almost certain that I've just missed something important, so apologies in advance for that, but if anyone can point me in the right direction or explain things to me I'd be greatful.

    Many thanks,

    ~TG

  2. #2
    FlashHeart07's Avatar Praepositus
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    Default Re: Roman reforms

    The only thing I can think of is as you yourself suggest, that the submod is somehow messing with the reform scripts.
    Litharion might be able to help as he is the scripting master.

  3. #3
    Litharion's Avatar Artifex
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    Default Re: Roman reforms

    Quote Originally Posted by T.G View Post
    Hi,

    First, I just wanna say that I love this mod; it's just amazing how hard this team have worked to make Rome2 actually great fun to play now. Thank you!

    Secondly, I wanna make clear that I know nothing about modding at a technical level; the extent of my knowledge is just how to get the mods into my Data folder and named in the correct way to ensure they load in the right order.

    Q: Why am I unable to trigger the Roman reforms in my current campaign game?


    • I'm playing a normal campaign as Rome (Julia)
    • I'm at Turn 79 now (Autumn 253 BC)
    • I have Imperium Level 3 (I think I'm maybe 1 settlement away from Level 4 actually)
    • I have researched the 1-turn, purple Roman Unit Upgrades tech in the Management tree
    • I've read the Reforms Guide in the Scriptorium (which has prompted me to make this post, because as far as I can tell I should have unlocked the Polybian Reforms by now)
    • I'm playing with Steam R2 and the standalone DeI 1.1c1 + the WiP Fix Pack 1.1d; I'm using the version released on Nov25 since the one released immediately after that (Nov26 I think) caused crashes during end-turn AI moves, so I've stopped at the Nov25 one which seems to be working very smoothly.
    • The only othe mod I am using (the only other mod in my Data folder, period) is: 'Better_Aggresive_CAI_V_3.4_dei_normal'. As far as I know this is compatible with the latest version of DeI; it doesn't seem to have caused me any issues, but maybe it's messing with the Reform scripts somehow?


    It's almost certain that I've just missed something important, so apologies in advance for that, but if anyone can point me in the right direction or explain things to me I'd be greatful.

    Many thanks,

    ~TG
    Can you upload your save game please.

  4. #4

    Default Re: Roman reforms

    Thanks for responding to this so quickly guys.

    I’ve uploaded a save here (I hope – never tried this before).
    I’ve also uploaded the single other mod I’m using (to save you hunting for it if you’re not familiar with; it’s from the DeI submod forum).

    The only other things I could think of are:


    • Am I expecting the right thing to happen?

    I’m expect that Reforms occur automatically at the start of the first turn at which all of the necessary pre-requisites have been met.
    In other words:
    a) An event message appears telling me that Rome has undergone a period of reform (whichever it is).
    b) Existing barracks will then enable recruitment of the next level of units (and grey-out the previous level)
    c) Existing units in the field that match the upgrade path will have the upgrade option available.

    • If Reforms are not ‘automatic’, is there something I have to do to manually trigger them (beyond simply meeting pre-requisites)?



    • In terms of pre-requisites, is there anything else that needs to happen that isn’t listed in the Scriptorium (or that I just haven’t spotted there) beyond the items I mentioned in my OP. I can only think of maybe the following things:

    a) Have my Faction Leader (or any other General) sit in my capital (Rome) for 1 turn, once all other criteria are met.
    b) Build at least one Barracks of a specific level somewhere. Currently, I have only x1 Manipular Barracks (Level II) in Rome.
    (All my other barracks are either lower level and/or Auxiliary Camps.)

    Thanks again.

    ~TG

    @@@@Better_Aggresive_CAI_V_3.4_dei_normal.pack.zip

    Roma 253 BC Autumn 079B.zip

  5. #5
    Litharion's Avatar Artifex
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    Default Re: Roman reforms

    The Reforms happen automatically.

    I tested your save game and received the Polybian reforms immediately at the start of the next turn. Not tested it with the submod.
    For some reason the scripts have not recognized that you have achieved an imperium level higher than 2.

    Edit: With the submod the reforms do not trigger.
    Last edited by Litharion; December 05, 2015 at 08:44 AM.

  6. #6

    Default Re: Roman reforms

    Quote Originally Posted by Litharion View Post
    The Reforms happen automatically.

    I tested your save game and received the Polybian reforms immediately at the start of the next turn. Not tested it with the submod.
    For some reason the scripts have not recognized that you have achieved an imperium level higher than 2.

    Edit: With the submod the reforms do not trigger.
    Ahhh! Righto, so the submod is the culprit then.
    Although turning it off allows the DeI script to run properly, is there, in your opinion, anything else currently underway with that submod which would then cause my in-progress game to break by simply turning it off from now on?

    Thank you.

    ~TG

  7. #7
    Litharion's Avatar Artifex
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    Default Re: Roman reforms

    Quote Originally Posted by T.G View Post
    Ahhh! Righto, so the submod is the culprit then.
    Although turning it off allows the DeI script to run properly, is there, in your opinion, anything else currently underway with that submod which would then cause my in-progress game to break by simply turning it off from now on?

    Thank you.

    ~TG
    Nothing I am aware of.

  8. #8

    Default Re: Roman reforms

    Ok, then I'll just stop using it and hope everything runs smoothly now (I'm quite attached to this play-through and would hate to have to abandon it).

    Can't wait to try the Reforms out.
    There's already so much to appreciate about DeI now; so many enhancements to game-play in pretty much every part of the game.
    It's astonishing really what you guys have accomplished with DeI, and it's much appreciated.

    It's also amazing the level of 'customer service' you offer to your community on top of everything else you do. Really incredible.

    Thanks so much!

    <3
    ~TG

  9. #9

    Default Re: Roman reforms

    Quote Originally Posted by T.G View Post
    Ok, then I'll just stop using it and hope everything runs smoothly now (I'm quite attached to this play-through and would hate to have to abandon it).

    Can't wait to try the Reforms out.
    There's already so much to appreciate about DeI now; so many enhancements to game-play in pretty much every part of the game.
    It's astonishing really what you guys have accomplished with DeI, and it's much appreciated.

    It's also amazing the level of 'customer service' you offer to your community on top of everything else you do. Really incredible.

    Thanks so much!

    <3
    ~TG
    Enjoy those Polybian units for a few turns. You are close to Marian units. With those you will conquer the world. Nothing can match them.

    Just my humble opinion, don't want to upset the Roman players who probably think they aren't OP'd at all.

  10. #10
    Raisthlin's Avatar Foederatus
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    Default Re: Roman reforms

    I use Better Aggressive CAI too and when its active the reforms dont trigger.
    All you have to do is turn off the mod for 1 turn when you reach the reform criterias.
    After the AI turn the reform will trigger and you can turn on the CAI mod again and play with it.

  11. #11
    FlashHeart07's Avatar Praepositus
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    Default Re: Roman reforms

    So the submod only screws with the player reform script? Otherwise it would have to be deactivated every time you reach global reforms

  12. #12
    Raisthlin's Avatar Foederatus
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    Default Re: Roman reforms

    Quote Originally Posted by FlashHeart07 View Post
    So the submod only screws with the player reform script? Otherwise it would have to be deactivated every time you reach global reforms
    Yeah, only with the player's reform.

  13. #13

    Default Re: Roman reforms

    So I'm not allowed to make a disparaging remark about you know what, right?

  14. #14
    FlashHeart07's Avatar Praepositus
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    Default Re: Roman reforms

    If you are thinking what Im thinking you are thinking... Then no

  15. #15

    Default Re: Roman reforms

    I turned it off and continued my campaign.
    Reforms hit immediately, just as Litharion said it would.

    However, I also noticed that I was immediately spammed with offers of peace treaties, non-aggression pacts and even two nations willing to pay me huge sums of money to become my Client States. Not entirely happy with the pacification of the world that seemed to come with my new reforms I immediately installed Dresden's Hardcore DeI submod. And, thank goodness, my campaign is now hanging in the balance once again as (alongside the aggessive AI I was looking to maintain) I also now have to get to grips with much more expensive armies, much worse PO, much more expensive building upgrades, etc., etc.

    Let the challenge (re)commence!

    Oh, and by the way, @Raisthlin: I'd beware of using that mod at all now at to be honest; I haven't made a list, nor can I even really recall any specific thing, but I'm fairly certain that the 'Better Aggressive' mod was screwing with more besides the Reform scripts. I've noticed several differences (in a good way) elsewhere in the game that can only be due to DeI now fully asserting itself. I'm not going to be using it again for the foreseeable future; I'm fairly certain that Dresden's Hardcore mod will present enough of a challenge, and the AI seems to be behaving almost the same as before.

    ~TG

  16. #16
    Raisthlin's Avatar Foederatus
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    Default Re: Roman reforms

    @TG: Thx for the advice!

    @Litharion: Better Aggressive AI mod is changing the criterias for imperium levels, you have to hold more territories for levelling up.
    As you mentioned something with the triggering is not working properly as it happaned in my roman and macedon campaign too. However turn off-end turn-turn on the mod solved the reform triggering problem.

  17. #17

    Default Re: Roman reforms

    That is indeed what the hardcore mod is there for Hope you enjoy it.

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  18. #18

    Default Re: Roman reforms

    Good to know I was also using the Better Aggressive AI mod. Uninstalling now...

  19. #19
    Litharion's Avatar Artifex
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    Default Re: Roman reforms

    I have no idea why the Better Aggressive AI mod is causing issues, something with the imperium level not triggering correctly using the mod should be the issue.

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