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Thread: Console/Force reforms

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  1. #1

    Default Console/Force reforms

    Is it possible to console or force reforms for various factions? I'm always reading about all the various factions and their cool mid/late game mechanics and troops but I just don't have the time to invest in more than one campaign at a time. I've consoled before but only simple stuff like toggle_fow etc.

    Thanks, gents, this is a beast mod!

  2. #2

    Default Re: Console/Force reforms

    Not possible. The only way to achieve what you're intending to is to edit the script before you start a new game.

  3. #3

    Default Re: Console/Force reforms

    You used to be able to when ForceDiplomacy was its own script instead of integrated into the campaign script file, in that you could save your game, close the game, edit this file to set whatever event counters you wanted to on, load up your game and do a force diplomacy action and it would do it for you. Sadly you can't use those same commands directly in the console: they have to be inside a script, which is why force diplomacy had to be a little mod of its own instead of just a console command.

    I rarely get to the Marian units at turn 500+ before I start a new game to try an update etc, so I edited it to permit that reform to happen almost right away just so I could play around with their roster a little bit. You'd need to do the same, removing conditions and lowering the turn count limits if you just want to explore. They are fun goals to have to keep your campaign interesting, though, in their current requirements.

  4. #4

    Default Re: Console/Force reforms

    Ah makes sense.

    Quote Originally Posted by myarta View Post
    I rarely get to the Marian units at turn 500+ before I start a new game to try an update etc, so I edited it to permit that reform to happen almost right away just so I could play around with their roster a little bit. You'd need to do the same, removing conditions and lowering the turn count limits if you just want to explore. They are fun goals to have to keep your campaign interesting, though, in their current requirements.
    You mean editing the reform requirements right?

  5. #5

    Default Re: Console/Force reforms

    Right. Since there isn't a way to manipulate via secondary scripts anymore, you now have to edit the requirements in advance if you want to play with alternatives. So you can cut Polybian down to turn 5 and Marian to turn 10 or something, but it will still take you a while to get those Latifundiae built, unless you remove the requirement for those too and simply edit the fallback script's date.

  6. #6

    Default Re: Console/Force reforms

    And of course Force Diplomacy and the perfect_spy cheat are now integrated into the main script, so that we don't have to refer to secondary scripts.

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