Yeah, but they don't work correctly. As displayed in the game, the character's gens is replaced entirely with a new cognomen right after the nomen.
That's now how it worked.
For instance, it was "Publius Cornelius Scipio Africanus", not "Publius Africanus". That's stupid, and yet that's what EBII does.
Currently, Cornelius Scipio, Valervs Messala and all the other Roman names are given by an epithet. This is the best way to do it because otherwise the game would just give different names to the FMs and it would be a mess.
Now, since it is an epithet, then when those FMs receive a new epithet, like the Africanus, it gets replaced, that is why you get Publius Africanus instead of the full name. There is of course a way to solve it but it means a tremendous amount of work for little gain. The way would be to replace the triggers conditions that give the epithet, basically create a clone trait, trigger and description for each and everyone of those trait names.
Here is an example that I just did, if you put these code lines in the right files and delete the lines in your file of the trigger for the RomanConquerorCarthage, your FMs named Publis Cornelius Scipio will now become Publius Cornelius Scipio Africanus instead of Publius Africanus, and you must also generate a new string file for the export_vnvs file
Spoiler Alert, click show to read:
Code:
;------------------------------------------
;Trait: RomanConquerorACarthage
; o RomanConquerorCarthage (5)
; o RomanVanquisherCarthage (20)
Trait RomanConquerorACarthage
Characters family
ExcludeCultures cul_5, cul_1, cul_4, cul_3, cul_7, cul_6
Level Roman_VanquisherA_Carthage
Description Roman_Vanquisher_Carthage_desc
EffectsDescription Roman_Vanquisher_Carthage_effects_desc
GainMessage Roman_Vanquisher_Carthage_gain_desc
Threshold 5
Effect Chivalry 1
Level Roman_ConquerorA_Carthage
Description Roman_Conqueror_Carthage_desc
EffectsDescription Roman_Conqueror_Carthage_effects_desc
GainMessage Roman_Conqueror_Carthage_gain_desc
Epithet Roman_Conqueror_Carthage_epithet_desc
Threshold 20
Effect Chivalry 1
Effect Piety 1
Effect Subterfuge 7 ;;; high unused irrelevant attribute to make the epithet appear
;------------------------------------------
¬---------------
{Roman_ConquerorA_Carthage} Conqueror of Carthago
{Roman_ConquerorA_Carthage_desc}
This man has broken the backs of the Carthaginians, and deserves the acclamation of the Senate in a Triumphus!
{Roman_ConquerorA_Carthage_effects_desc}
\nHe must be named 'Imperator' by his men, and be awarded the Triumphus by the Senate, before returning to Roma to claim his reward.
{Roman_ConquerorA_Carthage_epithet_desc} Cornelivs Scipio Africanvs
{Roman_ConquerorA_Carthage_gain_desc}
This man has broken the backs of the Carthaginians, and deserves the acclamation of the Senate in a Triumphus!
¬---------------
;------------------------------------------
;Section: Triumph over Carthage
;------------------------------------------
;------------------------------------------
Trigger RomanConquerorACarthage_Enslave_01
WhenToTest SackSettlement
Condition TargetFactionType f_carthage
and FactionType f_rome
and Trait CornelivsScipio > 0
Affects RomanConquerorACarthage 2 Chance 100
;------------------------------------------
Trigger RomanAGeneralConqueredAdrumeto
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_171
and FactionType f_rome
and Trait CornelivsScipio > 0
Affects RomanConquerorACarthage 2 Chance 100
;------------------------------------------
Trigger RomanAGeneralConqueredAlalia
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_048
and FactionType f_rome
and Trait CornelivsScipio > 0
Affects RomanConquerorACarthage 1 Chance 100
;------------------------------------------
Trigger RomanAGeneralConqueredBocchoris
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_050
and FactionType f_rome
and Trait CornelivsScipio > 0
Affects RomanConquerorACarthage 1 Chance 100
;------------------------------------------
Trigger RomanAGeneralConqueredGader
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_012
and FactionType f_rome
and Trait CornelivsScipio > 0
Affects RomanConquerorACarthage 1 Chance 100
;------------------------------------------
Trigger RomanAGeneralConqueredIppone
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_166
and FactionType f_rome
and Trait CornelivsScipio > 0
Affects RomanConquerorACarthage 2 Chance 100
;------------------------------------------
Trigger RomanAGeneralConqueredKarali
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_049
and FactionType f_rome
and Trait CornelivsScipio > 0
Affects RomanConquerorACarthage 2 Chance 100
;------------------------------------------
Trigger RomanAGeneralConqueredKart_Hadast
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_170
and FactionType f_rome
and Trait CornelivsScipio > 0
Affects RomanConquerorACarthage 5 Chance 100
;------------------------------------------
Trigger RomanAGeneralConqueredAtiqa
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_169
and FactionType f_rome
and Trait CornelivsScipio > 0
Affects RomanConquerorACarthage 3 Chance 100
;------------------------------------------
Trigger RomanAGeneralConqueredLepki
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_173
and FactionType f_rome
and Trait CornelivsScipio > 0
Affects RomanConquerorACarthage 1 Chance 100
;------------------------------------------
Trigger RomanAGeneralConqueredLilibeo
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_045
and FactionType f_rome
and Trait CornelivsScipio > 0
Affects RomanConquerorACarthage 2 Chance 100
;------------------------------------------
Trigger RomanAGeneralConqueredMastia
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_013
and FactionType f_rome
and Trait CornelivsScipio > 0
Affects RomanConquerorACarthage 1 Chance 100
;------------------------------------------
Trigger Roman_ConquerorA_Carthage_battle_01
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and FactionType f_rome
and GeneralFoughtFaction f_carthage
and PercentageEnemyKilled > 20
and Trait CornelivsScipio > 0
Affects RomanConquerorACarthage 1 Chance 100
;------------------------------------------
Trigger Roman_ConquerorA_Carthage_large_battle_attack
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and FactionType f_rome
and GeneralFoughtFaction f_carthage
and Trait EnemyCampCaptured > 0
and Trait CornelivsScipio > 0
Affects RomanConquerorACarthage 2 Chance 100
;------------------------------------------
Trigger Roman_ConquerorA_Carthage_large_battle_defence
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and FactionType f_rome
and GeneralFoughtFaction f_carthage
and Trait DefCampCaptured > 0
and Trait CornelivsScipio > 0
Affects RomanConquerorACarthage 2 Chance 100
;------------------------------------------
;Without the trait
;------------------------------------------
;Section: Triumph over Carthage
;------------------------------------------
;------------------------------------------
Trigger RomanConquerorCarthage_Enslave_01
WhenToTest SackSettlement
Condition TargetFactionType f_carthage
and FactionType f_rome
and not Trait CornelivsScipio > 0
Affects RomanConquerorCarthage 2 Chance 100
;------------------------------------------
Trigger RomanGeneralConqueredAdrumeto
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_171
and FactionType f_rome
and not Trait CornelivsScipio > 0
Affects RomanConquerorCarthage 2 Chance 100
;------------------------------------------
Trigger RomanGeneralConqueredAlalia
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_048
and FactionType f_rome
and not Trait CornelivsScipio > 0
Affects RomanConquerorCarthage 1 Chance 100
;------------------------------------------
Trigger RomanGeneralConqueredBocchoris
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_050
and FactionType f_rome
and not Trait CornelivsScipio > 0
Affects RomanConquerorCarthage 1 Chance 100
;------------------------------------------
Trigger RomanGeneralConqueredGader
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_012
and FactionType f_rome
and not Trait CornelivsScipio > 0
Affects RomanConquerorCarthage 1 Chance 100
;------------------------------------------
Trigger RomanGeneralConqueredIppone
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_166
and FactionType f_rome
and not Trait CornelivsScipio > 0
Affects RomanConquerorCarthage 2 Chance 100
;------------------------------------------
Trigger RomanGeneralConqueredKarali
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_049
and FactionType f_rome
and not Trait CornelivsScipio > 0
Affects RomanConquerorCarthage 2 Chance 100
;------------------------------------------
Trigger RomanGeneralConqueredKart_Hadast
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_170
and FactionType f_rome
and not Trait CornelivsScipio > 0
Affects RomanConquerorCarthage 5 Chance 100
;------------------------------------------
Trigger RomanGeneralConqueredAtiqa
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_169
and FactionType f_rome
and not Trait CornelivsScipio > 0
Affects RomanConquerorCarthage 3 Chance 100
;------------------------------------------
Trigger RomanGeneralConqueredLepki
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_173
and FactionType f_rome
and not Trait CornelivsScipio > 0
Affects RomanConquerorCarthage 1 Chance 100
;------------------------------------------
Trigger RomanGeneralConqueredLilibeo
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_045
and FactionType f_rome
and not Trait CornelivsScipio > 0
Affects RomanConquerorCarthage 2 Chance 100
;------------------------------------------
Trigger RomanGeneralConqueredMastia
WhenToTest GeneralCaptureSettlement
Condition SettlementName sett_013
and FactionType f_rome
and not Trait CornelivsScipio > 0
Affects RomanConquerorCarthage 1 Chance 100
;------------------------------------------
Trigger Roman_Conqueror_Carthage_battle_01
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and FactionType f_rome
and GeneralFoughtFaction f_carthage
and PercentageEnemyKilled > 20
and not Trait CornelivsScipio > 0
Affects RomanConquerorCarthage 1 Chance 100
;------------------------------------------
Trigger Roman_Conqueror_Carthage_large_battle_attack
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and FactionType f_rome
and GeneralFoughtFaction f_carthage
and Trait EnemyCampCaptured > 0
and not Trait CornelivsScipio > 0
Affects RomanConquerorCarthage 2 Chance 100
;------------------------------------------
Trigger Roman_Conqueror_Carthage_large_battle_defence
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and FactionType f_rome
and GeneralFoughtFaction f_carthage
and Trait DefCampCaptured > 0
and not Trait CornelivsScipio > 0
Affects RomanConquerorCarthage 2 Chance 100
;------------------------------------------
I would love to see the implementation of the AI group control for player use in battles, specifically designed for grouping skirmishers, both foot and mounted, and letting them do their thing under AI supervision
these units currently require far too much micromanagement, especially in big battles
Torcs in particular are also status symbol, so it might increase Influence as well. In general, ancillary object is not unlike items in RPG games.
Would the torcs be only available for Celtic factions or be available for example, after conquering celtic cities or defeating celtic armies in battle?
This suggestion might sound horrible to some. But can we have a wider variety of mercs? I think playing as a faction like pontus, i should be able to get mercs from the crimean, so as to diversify my army without having to conquer it so fast. And is that really so unhistorical? I find myself expanding to get "unique" units for my army, but than im stronger than i wish. And i cant really send my FL to just march over there and recruit mercs because the faction would hate me, and is that historical? to send my FL just to hire mercs? This should apply to all factions btw not just pontus. So baktrians can hire saka, saka can hire some bactrian, and indians.
Would the torcs be only available for Celtic factions or be available for example, after conquering celtic cities or defeating celtic armies in battle?
In RTR VII GOLD, spies have very curious abilities, informer and conspiracy.
Yes, it was an interesting feature but overpowered as hell. They would influence a lot the public order in a city, but it could be something to take a look at...
Originally Posted by moisesjns
This suggestion might sound horrible to some. But can we have a wider variety of mercs? I think playing as a faction like pontus, i should be able to get mercs from the crimean, so as to diversify my army without having to conquer it so fast. And is that really so unhistorical? I find myself expanding to get "unique" units for my army, but than im stronger than i wish. And i cant really send my FL to just march over there and recruit mercs because the faction would hate me, and is that historical? to send my FL just to hire mercs? This should apply to all factions btw not just pontus. So baktrians can hire saka, saka can hire some bactrian, and indians.
Well, it is historical to send Generals to recruit mercs in other lands (depending on the faction). We don't exactly have a recruiter agent in EBII's so that must do. I do that sometimes in fact, send my Generals to Gaul, they recruit the mercs and then go back in the same turn either to my lands or to the ship.
That's interesting, thanks! I guess I can add that ancillary to the Aedui or Arveni if the Generals are wealthy and to other factions if they defeat armies from those factions. Maybe that ancillary will give +1 Influence or +1 Confidence
This suggestion might sound horrible to some. But can we have a wider variety of mercs? I think playing as a faction like pontus, i should be able to get mercs from the crimean, so as to diversify my army without having to conquer it so fast. And is that really so unhistorical? I find myself expanding to get "unique" units for my army, but than im stronger than i wish. And i cant really send my FL to just march over there and recruit mercs because the faction would hate me, and is that historical? to send my FL just to hire mercs? This should apply to all factions btw not just pontus. So baktrians can hire saka, saka can hire some bactrian, and indians.
Mercs available in a region are based on what would reasonable be around locally. If you want a wider variety, take your recruiting FM further afield.
Full disclosure: I've only ever played the Romans because Awesome!
But, I really can't think of anything to add that would increase game enjoyment. Y'all did a damn fine job.
I can, though, suggestion one thing, which is probably bonkus and redonk.
That one thing is, go through the scripts and remove any that really aren't all that necessary, assuming such exist.
Speeding up game turn is about the only change I can think of.
P.S. You wanna know my prime indicator of a good mod?
An old game. Played out game. No more joy game. And I can't read comments or make a comment on a mod for that game without a growing itch to play that mod on that old, worn out game.
I read the comment on spies in some other mod a few comments up and an old want popped up again in my noodle.
Probably not possible, but could the whole map exchange in diplomacy be kanked and make it spies only? Maybe add a "steal maps" mission to spies? Or, just have to have spies go and learn the new lands.
Greeting all, I hope you are well?
I have made various comments here and there, does not seem many points in raising them again
But I will still ask that named PSF be at minimum an optional extra. It is in my own opinion granted, a requisite for any Hellenistic campaign looking for extra depth. Extra Poleis within the territory of the enemy, and other missing famous poleis and polities. These can be especially useful in areas like Anatolian coast, Levantine coast, Syria, Hellas of note Lysimacheia, Hierosolyma, etc etc
I am sure I have gone on about dynasties anything to keep dynastic names alive for Hellenistic factions Seleukids, Arsakids, Mithradatids so on
With regard to Hellenistic reforms do you plan to keep them as they are? Perhaps increase the ability and availability of mercenaries and merc generals of a certain ethnos....
These Merc groups are former hoplites and Hippias of Koina hired out they pick up experience and ideas. I do not see as reforms but lack of participation of Hoplites as a class. Especially when Tyrants need mercs
Thank you. Just thoughts
The PSF will not be back to EBII, however, they will return for my submod since I do like how they give more life to the campaign map and adds some more strategic options.
I know it was stated not to request this, but we really need princesses or some other way to do manual marriages and ensure that the main dynastic lines don't die out. In my Nabatu campaign it's not as glaring, and interestingly the main dynasty gets male heirs there, but playing as a dynastic Hellenistic Kingdom and losing my precious Ptolemies etc. really sucks.
Last edited by Marvzilla; November 17, 2020 at 03:24 PM.
The PSF will not be back to EBII, however, they will return for my submod since I do like how they give more life to the campaign map and adds some more strategic options.
Is it possible to implement the feature from the original RTW, where the manpower for raising units is subtracted from the population of the settlement?
Is it possible to implement the feature from the original RTW, where the manpower for raising units is subtracted from the population of the settlement?
That was a hardcoded element of the RTW engine, and it would be a terrible idea even if it were possible. The AI would depopulate all its settlements, they never stop recruiting.
That feature also allows interesting population migration strategies, so it would be a nice addition, but if AI just empties its towns, it's probably not worth it.