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  1. #1

    Default Yet another reforms question!

    Sorry about this, but i was wondering if its possible to manually enable the reforms. By manual i mean a console command or maybe editing a file.

    Its 150BC in my game and i havent received any of the Reforms as Rome. Its frustrating me a bit. So any help will be appreciated.

  2. #2
    k_raso's Avatar Biarchus
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    Default Re: Yet another reforms question!

    Go to this file:

    C:\Program Files\Activision\Rome - Total War\EB\Data\scripts\show_me\EBBS_SCRIPT.TXT

    And do a search for "Roman Reforms" (Gah!) located in section 1c.

    And tweak it accordingly. I trust you do know which lines do you have to change. If you don`t, ask your doubts here.

    Hope that helps. Cheers!!!

  3. #3

    Default Re: Yet another reforms question!

    Quote Originally Posted by k_raso View Post
    Go to this file:

    C:\Program Files\Activision\Rome - Total War\EB\Data\scripts\show_me\EBBS_SCRIPT.TXT

    And do a search for "Roman Reforms" (Gah!) located in section 1c.

    And tweak it accordingly. I trust you do know which lines do you have to change. If you don`t, ask your doubts here.

    Hope that helps. Cheers!!!
    Thanks! But i dont know which lines to change.

    I could use some help.

  4. #4
    k_raso's Avatar Biarchus
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    Default Re: Yet another reforms question!

    Ok:

    First things first: BACK ALL UP BEFORE MESSING THIS UP.

    Ok.

    You see, this things work with conditionals. Let`s take for example the Polybian ones.

    You have to hold 2 of the following = (Segesta, Mediolanum, Bononia, Patavium) AND 2 of the following (Lilibeo, Messana, Syracuse). You have also to play till turn Nº 120 (/4 = year 242). So, you have to meet this conditions to enable the reform. If you do, a small building called "Polybian Military Era" will appear on the buildings of your italian cities. Voilà!!!!! Polybian reforms!!!!!! You just have to build a new barrack on your town, and then you will be able to train your flaming polybian maniples!!!

    If you want to enable them manually, go to the file specified in my previous post, and do a search for section "1c", titled "Roman reforms".

    In that chapter, search for this part:

    Code:
    ; Check Conditions
    monitor_event FactionTurnEnd FactionType seleucid
    and I_CompareCounter Romanii_Reform = 0
    and I_TurnNumber > 120
    
    	; Unconditional Reforms afther 210BC
    	if I_TurnNumber > 248
    		set_counter Romanii_Reform 1
    		terminate_monitor
    	end_if
    If you want to play without the year conditional for this particular reform, change the red number to 1. If you want to have the reforms now and without any conditional, change the blue number to the turn you`re currently at in your campaign (Say, you are in year 250 and want to have polybian units, calculate 272-250=22. 22x4=88 turns played. So, you have to change the blue number to 88 if you are in year 250).

    Once you reload the game, and press "end turn" button, the following turn you`ll enter the reforms, and the buildings will magically appear.

    You have to apply the same principle when tweaking Marian and Augustan reforms.

    Any doubts or questions? Don`t be shy, just ask and I`ll happily answer.

    Cheers!!!!

    PS: You DO have the "show me how" ingame script enabled, do you???
    Last edited by k_raso; February 12, 2007 at 10:27 AM.

  5. #5

    Default Re: Yet another reforms question!

    Quote Originally Posted by k_raso View Post
    Ok:

    First things first: BACK ALL UP BEFORE MESSING THIS UP.

    Ok.

    You see, this things work with conditionals. Let`s take for example the Polybian ones.

    You have to hold 2 of the following = (Segesta, Mediolanum, Bononia, Patavium) AND 2 of the following (Lilibeo, Messana, Syracuse). You have also to play till turn Nº 120 (/4 = year 242). So, you have to meet this conditions to enable the reform. If you do, a small building called "Polybian Military Era" will appear on the buildings of your italian cities. Voilà!!!!! Polybian reforms!!!!!! You just have to build a new barrack on your town, and then you will be able to train your flaming polybian maniples!!!

    If you want to enable them manually, go to the file specified in my previous post, and do a search for section "1c", titled "Roman reforms".

    In that chapter, search for this part:

    Code:
    ; Check Conditions
    monitor_event FactionTurnEnd FactionType seleucid
    and I_CompareCounter Romanii_Reform = 0
    and I_TurnNumber > 120
    
    	; Unconditional Reforms afther 210BC
    	if I_TurnNumber > 248
    		set_counter Romanii_Reform 1
    		terminate_monitor
    	end_if
    If you want to play without the year conditional for this particular reform, change the red number to 1. If you want to have the reforms now and without any conditional, change the blue number to the turn you`re currently at in your campaign (Say, you are in year 250 and want to have polybian units, calculate 272-250=22. 22x4=88 turns played. So, you have to change the blue number to 88 if you are in year 250).

    Once you reload the game, and press "end turn" button, the following turn you`ll enter the reforms, and the buildings will magically appear.

    You have to apply the same principle when tweaking Marian and Augustan reforms.

    Any doubts or questions? Don`t be shy, just ask and I`ll happily answer.

    Cheers!!!!

    PS: You DO have the "show me how" ingame script enabled, do you???
    Thank you thank you thank you!!!

    I will try this out now.

    Oh and yes i have the script enabled. :-)

  6. #6

    Default Re: Yet another reforms question!

    I've tested this, it works great! I got the reforms and units i wanted! Thank you!!!

  7. #7

    Default Re: Yet another reforms question!

    I understand the Polybian reform trick since its kinda obvious. Havent tested it yet tho, just set it to 88 turns. But there is no such command lines regarding Marian or Augustan reforms.... THey have "conditional" almost only.
    Think Marian has a unconditional line, but no input of turns or anything!!

    I know this is horribly explained and can prob get the relevant command lines copied but, pls, can anyone help a noob out?!

    The reforms are way too hard and unrealistic for me

  8. #8

    Default Re: Yet another reforms question!

    tuu tuut bump.

  9. #9
    Blitzkrieg80's Avatar Miles
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    Default Re: Yet another reforms question!

    Ok- so you know which file and relatively where the "conditional" lines are for Marian/Augustan reforms- well type a ";" in front of every line you don't want to have to do and change the x number of settlements to whatever is easiest (some low number) and voila! The ";" in the code is to negate the whole line so text can be present for programming purposes, so therefore you are just disabling those conditions and making it "unconditional"

  10. #10

    Default Re: Yet another reforms question!

    I have little idea what you mean, sorry
    There already are ";" all over the place. This is what I find for "marian triggers"

    They dont even follow any obvious pattern! :/

    Do you mean perhaps that this line is for roman as well as seleucid?:

    "and I_NumberOfSettlements seleucid > 89" <- ? and a ";" before that exact line of code?
    Im copying right out of the text file now...

    Im cheating quite a bit, and want the polybians around 250 bc. and then marius maybe 20 years after. With augustan a 20 years after.

    Thank you for help and understanding!



    **************

    ;Unconditional Reforms
    monitor_event FactionTurnEnd FactionType seleucid
    and I_CompareCounter Romanii_Reform = 1
    and I_NumberOfSettlements seleucid > 89

    set_counter Romanii_Reform 2
    terminate_monitor

    end_monitor

    ;Conditional Reforms
    monitor_event FactionTurnEnd FactionType seleucid
    and I_CompareCounter Romanii_Reform = 1
    and I_CompareCounter Latifundia > 6
    and I_TurnNumber > 399
    and I_NumberOfSettlements seleucid > 44
    ;and BattlesFought > 249
    and I_CompareCounter ReformatorCounter = 1

    *********************

    And this is for "imperial trigger".

    declare_counter Romani
    declare_counter AugustanReformatorCounter

    monitor_event SettlementTurnStart BuildingExists = gov2
    and FactionType seleucid
    and I_CompareCounter Romanii_Reform = 2

    inc_counter Romani 1

    end_monitor

    monitor_event FactionTurnEnd FactionType seleucid
    and I_CompareCounter Romani > 54
    and I_TurnNumber > 499
    and I_NumberOfSettlements seleucid > 89
    ;and BattlesFought > 399
    and I_CompareCounter Romanii_Reform = 2
    and I_CompareCounter AugustanReformatorCounter = 1

    set_counter Romanii_Reform 3

    *******

  11. #11
    Blitzkrieg80's Avatar Miles
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    Default Re: Yet another reforms question!

    well, first off, for EB purposes Seleucid = SPQR (Romans), because RTW is weird so you're on the right track...

    then- YES, type ";" before each line (row) of code condition you want to disregard, so therefore play until you want the reform you want, then changes (in red):

    This is the imperial code you just wrote

    monitor_event FactionTurnEnd FactionType seleucid
    ;and I_CompareCounter Romani > 54
    ;and I_TurnNumber > 499
    and I_NumberOfSettlements seleucid > 1 (or any number you want)
    ;and BattlesFought > 399
    and I_CompareCounter Romanii_Reform = 2
    ;and I_CompareCounter AugustanReformatorCounter = 1

    set_counter Romanii_Reform 3

    So that's the easiest way to do it, IMO. I didn't want to wait for the reforms myself either :o)
    Last edited by Blitzkrieg80; March 25, 2007 at 06:55 PM.

  12. #12

    Default Re: Yet another reforms question!

    Hello everybody.

    Because the fact, that I've never seen any reforms of Romans or Seleucid happening during the game, I also decided to fix it manually.

    Please correct me, if i've forgotten something, or it isn't possible to do so.

    for the Polybian.....

    ;and I_TurnNumber > 120 (Reform just bound on conquering these 4 cities in Italy)

    ; Unconditional Reforms afther 210BC
    if I_TurnNumber > 48 (in the year 260BC, just for secure, if war goes bad)
    set_counter Romanii_Reform 1
    terminate_monitor
    end_if

    for Marian.....

    ;Conditional Reforms
    monitor_event FactionTurnEnd FactionType seleucid
    ;and I_CompareCounter Romanii_Reform = 1
    ;and I_CompareCounter Latifundia > 6
    ;and I_TurnNumber > 399
    and I_NumberOfSettlements seleucid > 15 (Just depends on seize of the empire)
    ;and BattlesFought > 249
    ;and I_CompareCounter ReformatorCounter = 1

    for Imperial.....

    monitor_event FactionTurnEnd FactionType seleucid
    ;and I_CompareCounter Romani > 54
    ;and I_TurnNumber > 499
    and I_NumberOfSettlements seleucid > 25 (Seize too)
    ;and BattlesFought > 399
    ;and I_CompareCounter Romanii_Reform = 2
    ;and I_CompareCounter AugustanReformatorCounter = 1

    Hope it works
    Cheers, Ara.

  13. #13

    Default Re: Yet another reforms question!

    this is actually a rather good topic to keep around. I mean it would certain help those who want to do this and prevent already asked questions
    Without a sign, his sword the brave man draws, and asks no omen but his country's cause

    Liberalism is a mental disorder


  14. #14

    Default Re: Yet another reforms question!

    hi all
    i have trawled over this for 3 hours and i still dont get it. i have the new vers 0.81a and i have installed the role playing mod which changes the ai to make them slower, because of (grey death). so now i have two ebbs scripts. i assume that i have to mod the rp mod...so for the polybian reforms i have to - the 272 from the year to get the turn number that the reforms will happen on?

    also does the ; work ie does it make the script disregard it so you can just enter the number of settlements say 20 for the marian reforms. or do you have to mess around with the turn number?
    its very confusing.

    lastly for the imperial reforms in order to get emperor you have to mess around with the traits and i just dont see a way thru that, sry for the hassle but any help or a dummies guide would be much appreciated!
    [IMG]file:///C:/DOCUME%7E1/goose/LOCALS%7E1/Temp/moz-screenshot.jpg[/IMG]

  15. #15
    MarcusAureliusAntoninus's Avatar Domesticus
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    Default Re: Yet another reforms question!

    The reforms can be difficult to mod, if you don't know what you're doing. Over at the Org, there are a bunch of explainations of how to change it.

    Yes, putting the ';' in front of a line comments it out.

  16. #16

    Default Re: Yet another reforms question!

    Major Thread Necro;

    Is it possible to change the Character Requirements?
    If so how?

    Normally I'd play around with the file... but I don't want to restore backups.

  17. #17

    Default Re: Yet another reforms question!

    I edited the reforms, and it worked for me.

    Don't know how to change the character requirements, though. The date condition was really easy, though. (Got my Polybian reforms 5 years early!)

    Personally, if you can pull it off, just conquer 90 regions. I think it is a lot easier than waiting for the specific requirements.

    Game of the Fates
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    Antiochos VII...last true scion of the Seleucid dynasty...rest in peace, son of Hellas.
    I've returned--please forgive my long absence.

  18. #18
    MarcusAureliusAntoninus's Avatar Domesticus
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    Default Re: Yet another reforms question!

    The character requirements would be in the triggers section of the export_descr_character_traits.txt.

  19. #19
    Xanthippus of Sparta's Avatar Campidoctor
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    Default Re: Yet another reforms question!

    How would I edit the script to get the Seleucid reform? In my game it's 252 B.C. and I've had several battles aganist Parthian Cataphracts with no result.

    This is the script...

    ;Section 2d: Seleukid Cataphract Reforms
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ;triggers
    declare_counter Seleukid_Reform
    monitor_event CharacterTurnEnd FactionType romans_julii
    and Trait ImpressedByCats = 2
    set_counter Seleukid_Reform 1
    end_monitor

    monitor_event CharacterTurnEnd FactionType romans_julii
    and Trait SeleukidsDevelopCats > 0
    set_counter Seleukid_Reform 1
    end_monitor
    I went into export_descr_character_traits and changed one value on the trait "Impressedbycats" to see if that would work, but now all my save games crash on loading. I tried to change it back but my saved games continue to crash.

    I think this is how its supposed to look...

    Trait ImpressedByCats
    Characters family
    AntiTraits SeleukidsDevelopCats

    Level Impressed_By_Cats
    Description Impressed_By_Cats_desc
    EffectsDescription Impressed_By_Cats_effects_desc
    Threshold 1

    Level Impressed_By_Cats2
    Description Impressed_By_Cats2_desc
    EffectsDescription Impressed_By_Cats2_effects_desc
    Threshold 21

    ....can someone help me?
    Last edited by Xanthippus of Sparta; August 09, 2008 at 10:31 PM.

  20. #20

    Default Re: Yet another reforms question!

    I am having the same problem as Xanthippus, it is 240 bc in my campaign and I have lost several battles to Hayasdan and Parthia and non of my generals have acquired the 'Cataphract' trait. Could someone please help?

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