All the pictures are invisible in the area of recruitment part... Can you please fix it?
Hello everyone!
I started playing RS after many years and it's really good. I remember that when playing a Roman Campaign the second rebellion could ruin your game with settlement revolting every turn. In point 18 of the campaign gameplay section, Quintillius explains how to desable the second roman rebellion. My question is how does this impact the reformed roman titles, such caesar and augutus for the faction leader or the imperial governor anciliaries. These traits appear after the imperial reform (by building the circus maximus if I remember correctly) or only after the second rebellion?
Best,
Edit:
To anyone who might be interested by the answer to my question, the trigger to reformed traits are the imperial reforms and not the second rebellion.
Last edited by Nero Claudius Drusus; January 29, 2019 at 12:30 PM.
Yes, all the charts are gone. Is it possible for someone to zip them up, and upload them somewhere?
Thanks!
Okay, it seems I have all the charts in a Web MHT file. I was just opening it with the wrong browser.
I am willing to pull out the images if someone is willing to create a home for them.
I looked a little more at what content I downloaded. (For some reason, extracting the images is not easy.)
I have a single file that contains everything expanded including images. I did not expand the INSTALLATION and TECHNICAL sections, but they have no images anyway.
I have an MHT file which was create with Firefox which no longer supports this format. But Google's Chrome supports it, and you can read everything but the above on your PC locally.
Again I am willing to give this to an RS3 team member or TW Center staff to zip and upload somewhere for future generations of RS3/RTW1 players. (I would rather not be doing this on a player by player basis for years to come.)
Thank you.
Update: MSFT IE(11) and EDGE(44) display the above file with image content perfectly. File is only 6Mb.
Last edited by MeiguoJinjang; July 20, 2019 at 05:22 AM.
Me too. Please! Thanks!
Hello, I want to remove from the background script this section "Disable peace with one-city faction" which is shown here, Section 18. Campaign Tweaks:
;;;;peace with factions when they are no threat anymore
declare_counter Player_romans_scipii LINE 18753
declare_counter Player_romans_julii
declare_counter Player_romans_brutii
declare_counter Player_greek_cities
declare_counter Player_macedon
declare_counter Player_seleucid
declare_counter Player_britons
(...)
end_if
if I_CompareCounter Player_dacia = 0
console_command diplomatic_stance dacia boii neutral
end_if
if I_CompareCounter Player_numidia = 0
console_command diplomatic_stance numidia boii neutral
end_if
if I_CompareCounter Player_slave = 0
console_command diplomatic_stance slave boii neutral
end_if
end_monitor LINE 20131
However I want to keep the "Survival Script", shown here:
monitor_event FactionTurnStart TrueCondition LINE19090
and I_CompareCounter Player_greek_cities = 0
and I_NumberOfSettlements greek_cities < 2
if I_CompareCounter Player_romans_scipii = 0
console_command diplomatic_stance romans_scipii greek_cities neutral
end_if
if I_CompareCounter Player_romans_julii = 0
console_command diplomatic_stance romans_julii greek_cities neutral
end_if
if I_CompareCounter Player_romans_brutii = 0
console_command diplomatic_stance romans_brutii greek_cities neutral
end_if
if I_CompareCounter Player_macedon = 0
console_command diplomatic_stance macedon greek_cities neutral
end_if
if I_CompareCounter Player_seleucid = 0
console_command diplomatic_stance seleucid greek_cities neutral
end_if
if I_CompareCounter Player_britons = 0
console_command diplomatic_stance britons greek_cities neutral
end_if
if I_CompareCounter Player_egypt = 0
console_command diplomatic_stance egypt greek_cities neutral
end_if
if I_CompareCounter Player_carthage = 0
console_command diplomatic_stance carthage greek_cities neutral
end_if
if I_CompareCounter Player_gauls = 0
console_command diplomatic_stance gauls greek_cities neutral
end_if
if I_CompareCounter Player_germans = 0
console_command diplomatic_stance germans greek_cities neutral
end_if
if I_CompareCounter Player_spain = 0
console_command diplomatic_stance spain greek_cities neutral
end_if
if I_CompareCounter Player_thrace = 0
console_command diplomatic_stance thrace greek_cities neutral
end_if
if I_CompareCounter Player_scythia = 0
console_command diplomatic_stance scythia greek_cities neutral
end_if
if I_CompareCounter Player_parthia = 0
console_command diplomatic_stance parthia greek_cities neutral
end_if
if I_CompareCounter Player_armenia = 0
console_command diplomatic_stance armenia greek_cities neutral
end_if
if I_CompareCounter Player_pontus = 0
console_command diplomatic_stance pontus greek_cities neutral
end_if
if I_CompareCounter Player_dacia = 0
console_command diplomatic_stance dacia greek_cities neutral
end_if
if I_CompareCounter Player_numidia = 0
console_command diplomatic_stance numidia greek_cities neutral
end_if
if I_CompareCounter Player_slave = 0
console_command diplomatic_stance slave greek_cities neutral
end_if
if I_CompareCounter Player_boii = 0
console_command diplomatic_stance boii greek_cities neutral
end_if
end_monitor LINE 19153
Firstly, the "Survival Script", does the section from line 19090 to line 19153 only affect the greek cities ?
Secondly, to delete the "Disable peace with one-city faction" it looks as though I have to delete lines 18753 through 20131, which would include
lines 19090 through 19153. I do not want to delete "Survival Script", only "Disable peace with one-city faction".
The editor I'm using doesn't make it clear if one section is dependent on the other.
I would have just tried deleting lines 19090 through 19153 but the "Survival Script" section shown in the first post looks like it only affects
the Greek City States and I want every faction to retain the ability to have stacks spawn when they're whittled down to one settlement.
Basically I'm asking can anyone tell me what lines to delete from the background script to keep the "Survival Script" for all factions and remove the
"Disable peace with one-city faction" script. Line numbers inclusive of the ones to be deleted would be great, many thanks.
Why would you want to anyway? you can still besiege the last settlement with stone throwing balistas or elephants depending on what defence wall and region before going to the end turn, alternatively, besiege the last 2 settlements and take both in the same turn, no need to start messing about with scripts, it might bring about issues you might otherwise not have had, besides it would impact on the AI factions too would it not?
Last edited by Saul Tyre; February 16, 2021 at 10:19 AM.
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Hey!
I'm playing the 0 turn Play Sparta Campaing and I would like to know if there is a way Rome AI can trigger Marian Reform. I don't mid if I need to cheat to help AI (Giving them population or units for them to build things/conquer settlements), but I need to know if they can trigger Marian Reform and how. If the AI cannot trigger it, I would like to know if I can do it playing as the Spartans, like conquering a city and building what is necessary.
So, long story short: How to make AI Rome trigger Marian Reform on Sparta campaing.
it will do it at some point
hi
im new here i don't played Roma Surrectum III before so i have question what different btw all 0 turn or 1 turn campaign or rome 0 turn ???
thank u
Bit of a late reply but 0 turn means almost all Units are recruited in 0 turns so you can mass recruit stacks every turn. Specialist units still take more than one turn, leading to larger armies being fielded by both the player and AI and more of them.
1 turn campaign is normal TW style of every unit is minimum 1 turn to recruit.
And the Rome Campaign is because of the way they designed the Civil war they need an extra faction slot that is not necessary for a non roman campaign.