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Thread: [Official] Reform requirements - as at 2.3

  1. #621

    Default Re: [Official] Reform requirements - as at 2.2b

    Quote Originally Posted by Porphyrogenita View Post
    Looking further at the script:
    if I_EventCounter HE_HAYASDAN_FORGIVEN_accepted = 1
    console_command diplomatic_stance f_seleukid f_hayasdan neutral
    set_faction_standing f_hayasdan f_seleukid 0.2
    set_faction_standing f_seleukid f_hayasdan 0.2
    set_event_counter ecHayasdanSatrapy 1
    set_event_counter ecHayasdanRebellion 0
    set_counter Hayasdan_tributeunpaid 0
    set_event_counter HE_HAYASDAN_FORGIVEN_accepted 0
    set_event_counter HE_HAYASDAN_FORGIVEN 0
    set_event_counter tribute_war_hay 0
    set_event_counter HE_HAYASDAN_INDEPENDENCE_WAR 0
    end_if
    if I_EventCounter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined = 1
    set_event_counter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined 0
    set_event_counter HE_HAYASDAN_FORGIVEN 0
    if I_EventCounter ecHayasdanRebellion = 1
    and I_CompareCounter hayasdan_battlewon > 5
    and I_CompareCounter hayasdan_regionstaken > 1
    historic_event HE_HAYASDAN_KINGDOM factions { f_hayasdan, }
    console_command diplomatic_stance f_seleukid f_hayasdan neutral
    set_faction_standing f_hayasdan f_seleukid 0.0
    set_faction_standing f_seleukid f_hayasdan 0.0
    set_event_counter ecHayasdanKingdom 1
    set_event_counter ecHayasdanRebellion 0
    terminate_monitor"

    should this not be "and I_CompareCounter hayasdan_regionstaken > 2"
    The requirement is 2 regions taken; if you make this the same as the point at which the monitor is switched off, it might never trigger properly. That's the issue with the Hayastan independence script in this area - the requirement and the switch-off are both >5 which means it may be switched off before registering it. I also note the Baktrian one is only 4 battles, not 6, so I've amended them to match (ie both are now 4).

  2. #622

    Default Re: [Official] Reform requirements - as at 2.2b

    I'll amend the condition to be the same as the Baktrian script as you suggest and retry.
    That would be 4 battles and 1 city for forgiveness and 6 battles and 1 city for independence.
    Do I need to delete the map.rwm file or can I just start a new campaigns.
    I can't help but think that if the issue was the monitor stopping at 6 (for battles) then you would not get the forgiveness event.
    If it is the issue then the Baktrian independence event should also not work.
    And if the issue is that the battles target number is also the condition for the monitor to terminate then this should affect the city capture element as well (it use the same function) - since the target number for both independence and forgiveness is 2 which is also the monitor terminate trigger.
    Last edited by Porphyrogenita; September 25, 2016 at 03:56 AM.

  3. #623

    Default Re: [Official] Reform requirements - as at 2.2b

    Quote Originally Posted by Porphyrogenita View Post
    I'll amend the condition to be the same as the Baktrian script as you suggest and retry.
    That would be 4 battles and 1 city for forgiveness and 6 battles and 1 city for independence.
    Do I need to delete the map.rwm file or can I just start a new campaigns.
    I can't help but think that if the issue was the monitor stopping at 6 (for battles) then you would not get the forgiveness event.
    If it is the issue then the Baktrian independence event should also not work.
    And if the issue is that the battles target number is also the condition for the monitor to terminate then this should affect the city capture element as well (it use the same function) - since the target number for both independence and forgiveness is 2 which is also the monitor terminate trigger.
    No, it means 2 settlements (>1) and 4 battles (>3).

    You need to delete map.rwm and start a new campaign for the changes to take effect.

    It's not that they use the same function, but that they were using the exact same number. There needs to be a cushion whereby the monitor terminates after the required number, to make sure there's headroom.

    Both are hideously complicated bits of scripting, which unfortunately suffer all the issues with complex scripts.

  4. #624

    Default Re: [Official] Reform requirements - as at 2.2b

    Sorry - I meant 4 battles and 2 settlements. Anyway I've edited as you suggested and will start a Baktrian campaign first then test Hayastan.
    Cheers.
    P.

  5. #625

    Default Re: [Official] Reform requirements - as at 2.2b

    Still doesn't work. Just endless offers of forgiveness.
    I guess if the script needs a cushion of at least 1 then you set the end monitor counts to >6 for battles (so effectively the monitor ends at 7 for a target for independence of 6) and >2 for cities (so effectively monitor ends at 3 for a target for independence of 2).
    But it could be another issue entirely.

    Eg at the Start of the Baktrian independence script you get:

    " ; === Baktrian Independence ===

    set_event_counter ecBaktriaSatrapy 1
    set_event_counter ecBaktriaRebellion 0
    set_event_counter ecBaktriaKingdom 0

    ; --- Councillors Event --"

    So event_counter ecBaktriaKingdon is set to 0 except a little further down where the script sets it to 1 if AI.

    whereas the Hayastan version is like this:

    " ; === Hayastan Independence (mimic of Baktrian script) ===
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    set_event_counter ecHayasdanSatrapy 1

    ; --- COUNCILLORS EVENT ---
    "
    so event_counter ecHayasdanKingdom is not set to 0. (although a little later in the script it is set to 1 instead if AI)

    Does it make difference? Well the independence script doesn't seem to reference "ecHayasdanKingdom = 0" so probably not.
    Last edited by Porphyrogenita; September 26, 2016 at 03:20 AM.

  6. #626

    Default Re: [Official] Reform requirements - as at 2.2b

    Actually - this is probably the real culprit!

    Hayasdan script has:
    if I_EventCounter HE_HAYASDAN_FORGIVEN_accepted = 1
    console_command diplomatic_stance f_seleukid f_hayasdan neutral
    set_faction_standing f_hayasdan f_seleukid 0.2
    set_faction_standing f_seleukid f_hayasdan 0.2
    set_event_counter ecHayasdanSatrapy 1
    set_event_counter ecHayasdanRebellion 0
    set_counter Hayasdan_tributeunpaid 0
    set_event_counter HE_HAYASDAN_FORGIVEN_accepted 0
    set_event_counter HE_HAYASDAN_FORGIVEN 0
    set_event_counter tribute_war_hay 0
    set_event_counter HE_HAYASDAN_INDEPENDENCE_WAR 0
    end_if
    if I_EventCounter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined = 1
    set_event_counter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined 0
    set_event_counter HE_HAYASDAN_FORGIVEN 0

    if I_EventCounter ecHayasdanRebellion = 1
    and I_CompareCounter hayasdan_battlewon > 5
    and I_CompareCounter hayasdan_regionstaken > 1
    historic_event HE_HAYASDAN_KINGDOM factions { f_hayasdan, }
    console_command diplomatic_stance f_seleukid f_hayasdan neutral
    set_faction_standing f_hayasdan f_seleukid 0.0
    set_faction_standing f_seleukid f_hayasdan 0.0
    set_event_counter ecHayasdanKingdom 1
    set_event_counter ecHayasdanRebellion 0
    terminate_monitor
    end_if"

    The Baktrian script here has:

    "if I_EventCounter HE_BAKTRIA_FORGIVEN_accepted = 1
    console_command diplomatic_stance f_seleukid f_baktria allied
    set_faction_standing f_baktria f_seleukid 0.5
    set_faction_standing f_seleukid f_baktria 0.5
    set_event_counter ecBaktriaSatrapy 1
    set_event_counter ecBaktriaRebellion 0
    set_counter baktria_tributeunpaid 0
    set_event_counter HE_BAKTRIA_FORGIVEN_accepted 0
    set_event_counter HE_BAKTRIA_FORGIVEN 0
    set_event_counter tribute_war_bak 0
    set_event_counter HE_BAKTRIA_INDEPENDENCE_WAR 0
    end_if
    if I_EventCounter HE_BAKTRIA_FORGIVEN_declined = 1
    set_event_counter HE_BAKTRIA_FORGIVEN 0
    set_event_counter HE_BAKTRIA_FORGIVEN_declined 0

    if I_EventCounter ecBaktriaRebellion = 1
    and I_CompareCounter baktria_battlewon > 5
    and I_CompareCounter baktria_regionstaken > 1
    historic_event HE_BAKTRIA_KINGDOM factions { f_baktria, }
    console_command diplomatic_stance f_seleukid f_baktria neutral
    set_faction_standing f_baktria f_seleukid 0.0
    set_faction_standing f_seleukid f_baktria 0.0
    set_event_counter ecBaktriaKingdom 1
    set_event_counter ecBaktriaRebellion 0
    terminate_monitor
    end_if"

    I think the Hayasdan script should read:
    " if I_EventCounter HE_HAYASDAN_FORGIVEN_declined = 1
    set_event_counter HE_HAYASDAN_FORGIVEN 0
    set_event_counter HE_HAYASDAN_FORGIVEN_declined 0"
    P.

    Eureka! It worked.[Independence Day!]
    Last edited by Porphyrogenita; September 26, 2016 at 05:47 AM. Reason: Fixed!

  7. #627

    Default Re: [Official] Reform requirements - as at 2.2b

    Quote Originally Posted by Porphyrogenita View Post
    Actually - this is probably the real culprit!

    Hayasdan script has:
    if I_EventCounter HE_HAYASDAN_FORGIVEN_accepted = 1
    console_command diplomatic_stance f_seleukid f_hayasdan neutral
    set_faction_standing f_hayasdan f_seleukid 0.2
    set_faction_standing f_seleukid f_hayasdan 0.2
    set_event_counter ecHayasdanSatrapy 1
    set_event_counter ecHayasdanRebellion 0
    set_counter Hayasdan_tributeunpaid 0
    set_event_counter HE_HAYASDAN_FORGIVEN_accepted 0
    set_event_counter HE_HAYASDAN_FORGIVEN 0
    set_event_counter tribute_war_hay 0
    set_event_counter HE_HAYASDAN_INDEPENDENCE_WAR 0
    end_if
    if I_EventCounter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined = 1
    set_event_counter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined 0
    set_event_counter HE_HAYASDAN_FORGIVEN 0

    if I_EventCounter ecHayasdanRebellion = 1
    and I_CompareCounter hayasdan_battlewon > 5
    and I_CompareCounter hayasdan_regionstaken > 1
    historic_event HE_HAYASDAN_KINGDOM factions { f_hayasdan, }
    console_command diplomatic_stance f_seleukid f_hayasdan neutral
    set_faction_standing f_hayasdan f_seleukid 0.0
    set_faction_standing f_seleukid f_hayasdan 0.0
    set_event_counter ecHayasdanKingdom 1
    set_event_counter ecHayasdanRebellion 0
    terminate_monitor
    end_if"

    The Baktrian script here has:

    "if I_EventCounter HE_BAKTRIA_FORGIVEN_accepted = 1
    console_command diplomatic_stance f_seleukid f_baktria allied
    set_faction_standing f_baktria f_seleukid 0.5
    set_faction_standing f_seleukid f_baktria 0.5
    set_event_counter ecBaktriaSatrapy 1
    set_event_counter ecBaktriaRebellion 0
    set_counter baktria_tributeunpaid 0
    set_event_counter HE_BAKTRIA_FORGIVEN_accepted 0
    set_event_counter HE_BAKTRIA_FORGIVEN 0
    set_event_counter tribute_war_bak 0
    set_event_counter HE_BAKTRIA_INDEPENDENCE_WAR 0
    end_if
    if I_EventCounter HE_BAKTRIA_FORGIVEN_declined = 1
    set_event_counter HE_BAKTRIA_FORGIVEN 0
    set_event_counter HE_BAKTRIA_FORGIVEN_declined 0

    if I_EventCounter ecBaktriaRebellion = 1
    and I_CompareCounter baktria_battlewon > 5
    and I_CompareCounter baktria_regionstaken > 1
    historic_event HE_BAKTRIA_KINGDOM factions { f_baktria, }
    console_command diplomatic_stance f_seleukid f_baktria neutral
    set_faction_standing f_baktria f_seleukid 0.0
    set_faction_standing f_seleukid f_baktria 0.0
    set_event_counter ecBaktriaKingdom 1
    set_event_counter ecBaktriaRebellion 0
    terminate_monitor
    end_if"

    I think the Hayasdan script should read:
    " if I_EventCounter HE_HAYASDAN_FORGIVEN_declined = 1
    set_event_counter HE_HAYASDAN_FORGIVEN 0
    set_event_counter HE_HAYASDAN_FORGIVEN_declined 0"
    P.

    Eureka! It worked.[Independence Day!]
    Thanks for persevering with that - now I look at it, it should have been obvious. There are two "if" loops, which should be referencing the two alternatives to the same event - either forgiveness is accepted, or it's declined.

  8. #628

    Default Re: [Official] Reform requirements - as at 2.2b

    I am playing EB II 2.2 as Boii faction. Are there any reforms for Boii faction? I am curently at the early age like 30 turn and I can only recruit Londo epatoi or East celt light cavalry. How can you recruit Boii noble cavalry are they conected with reforms?

  9. #629

    Default Re: [Official] Reform requirements - as at 2.2b

    Quote Originally Posted by peltast147 View Post
    I am playing EB II 2.2 as Boii faction. Are there any reforms for Boii faction? I am curently at the early age like 30 turn and I can only recruit Londo epatoi or East celt light cavalry. How can you recruit Boii noble cavalry are they conected with reforms?
    Yes, recruitment of heavy cavalry comes after the first reform. And only with Confederation governments.

  10. #630

    Default Re: [Official] Reform requirements - as at 2.2b

    Quote Originally Posted by QuintusSertorius View Post
    Yes, recruitment of heavy cavalry comes after the first reform. And only with Confederation governments.
    Thanks for the information. But how does this first reform come? Does it come at certain turn like 150 turn of campaig game or do you need to do some requirements?

  11. #631

    Default Re: [Official] Reform requirements - as at 2.2b

    They're time-based AFAIK. Just wait for it to fire. Although the last one can be sped up I think? Still they're time based.

  12. #632

    Default Re: [Official] Reform requirements - as at 2.2b

    Quote Originally Posted by peltast147 View Post
    Thanks for the information. But how does this first reform come? Does it come at certain turn like 150 turn of campaig game or do you need to do some requirements?
    It's all in the first post. Look under "Celtic Reforms".

  13. #633

    Default Re: [Official] Reform requirements - as at 2.2b

    Quote Originally Posted by QuintusSertorius View Post
    It's all in the first post. Look under "Celtic Reforms".
    Ok, thanks.

  14. #634

    Default Re: [Official] Reform requirements - as at 2.2b

    Hello!

    How can I get the Reformator trait to one of my FMs? It's turn 505 now, have a couple of celebrity generals, yet nothing... is the a special feat to accomplish which triggers the trait?

    Thanks,
    Colos

  15. #635

    Default Re: [Official] Reform requirements - as at 2.2b

    Reform for Boii came in random 89 turn. I did not attack Romans, Hellens or Cartaginians. The notification came
    in 90 turn and in 91 turn I could recruit slingers and heavy cavalry.

  16. #636

    Default Re: [Official] Reform requirements - as at 2.2b

    Quote Originally Posted by peltast147 View Post
    Reform for Boii came in random 89 turn. I did not attack Romans, Hellens or Cartaginians. The notification came
    in 90 turn and in 91 turn I could recruit slingers and heavy cavalry.
    Yes, it's random if you don't trigger it otherwise.

  17. #637
    TiTiTimmy's Avatar Centenarius
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    Default Re: [Official] Reform requirements - as at 2.2b

    Anyone had luck with the reform for Pergamon?

    I have the 5 regions, gotten the 3 big battles against both Arche Seleukia and Eleutheroi in Galatia (think I'm around 6 battles in total), but still haven't gotten the chance to upgrade my government.
    Wanted for:
    Breaking and gluing back together and trying to pass off as never being broken in the first place.
    Assault with a weapon that couldn't have possibly been deadly, but unfortunately was

    "You know what they say: give a man a fish, and he'll stink up the whole town. Give a man a fishing rod -- see where I'm going here? Give him a fishing rod and he'll poke your eye out."

    Rep goes both ways, just leave your name

  18. #638

    Default Re: [Official] Reform requirements - as at 2.2b

    Quote Originally Posted by TiTiTimmy View Post
    Anyone had luck with the reform for Pergamon?

    I have the 5 regions, gotten the 3 big battles against both Arche Seleukia and Eleutheroi in Galatia (think I'm around 6 battles in total), but still haven't gotten the chance to upgrade my government.
    Did a notification appear for each of the battles? You'll also get one to tell you that you've achieved it.

  19. #639

    Default Re: [Official] Reform requirements - as at 2.2b

    Did you have a FM in those enemy armies?

  20. #640
    TiTiTimmy's Avatar Centenarius
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    Default Re: [Official] Reform requirements - as at 2.2b

    No message and most of the battles didn't had enemy family members.
    Wanted for:
    Breaking and gluing back together and trying to pass off as never being broken in the first place.
    Assault with a weapon that couldn't have possibly been deadly, but unfortunately was

    "You know what they say: give a man a fish, and he'll stink up the whole town. Give a man a fishing rod -- see where I'm going here? Give him a fishing rod and he'll poke your eye out."

    Rep goes both ways, just leave your name

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