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Keraunos said:
You tested only your work, or mine as well?

I had tested only mine.

However, I just tested your 7706 and got a crash.

I think the problem is that you are not correctly using country = {} for some of the triggers - I suggest you find some comparable events (possibly the original morecivilwar series) and see how they handle them.

So I will revert to my version of the files for the next dev-version (30 mins time) but your events will be much better than mine when they work!
 
can you set an alliance by event, because I can't find a way to do so and I am working on a solution to the Gaul problem.

EDIT: I have an event that gives gold and manpower to the Gallic tribes. If Rome has a certain amount of Gaul and they are at war with Rome then they get this bonus.
 
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2763r57651265 said:
can you set an alliance by event, because I can't find a way to do so and I am working on a solution to the Gaul problem.

EDIT: I have an event that gives gold and manpower to the Gallic tribes. If Rome has a certain amount of Gaul and they are at war with Rome then they get this bonus.

That sounds like a start! I don't know the answer to the question about alliances.

By the way, I have just put out version 0.1a.

The biggest change is that I've given tribes big bonuses to manpower and cuts to unit maintenance, plus a 'golden age' event which makes it possible for some of them to colonise a bit. To do this I had to nuke the "middle" - 50-65 civ - path of the land techtree, which will affect Illyria and Armenia - probably it will make Illyria more powerful because it will now get some of the same tech effects as the tribes!

It also includes some of Kerauno's work on the military system, and an additional event which gives yo uthe option of sending some extra colonists to a struggling colony.



http://forum.paradoxplaza.com/forum/showthread.php?p=8405520#post8405520
 
Well, let´s try the first series of new inventions, in this case, for the army:

-Poliorcetics (better chances to win a siege)
-Counter-Poliorcetics (better chances to resist a siege)
-Baggage train: less attrittion.
-Training and instruction: more starting experience.
-Profesionalization: better organization.
-The Storm (that´s how greeks called the war machines): better chances in sieges; better morale.
-Signal System: better organization.
-Encampents: better defense.
-Gerrilla tactics: better attack for skirmishers/horse archers.
-Marching formation: more movement.
-Levies: more replacement rate.
-Contubernium: more loyalty towards general.
 
Is there any way to create events for Fleets? A stray storm sinking a few ships for example.
 
Vacceo said:
Well, let´s try the first series of new inventions, in this case, for the army:

-Poliorcetics (better chances to win a siege)
-Counter-Poliorcetics (better chances to resist a siege)
-Baggage train: less attrittion.
-Training and instruction: more starting experience.
-Profesionalization: better organization.
-The Storm (that´s how greeks called the war machines): better chances in sieges; better morale.
-Signal System: better organization.
-Encampents: better defense.
-Gerrilla tactics: better attack for skirmishers/horse archers.
-Marching formation: more movement.
-Levies: more replacement rate.
-Contubernium: more loyalty towards general.

Thanks! It would be helpful if you could give an approximate date when these thing would have been invented, and any details about what they were (perhaps a link?) Also, if some kinds of cultures used particular inventions and others idnd't, that would be useful to know as well.

For instance, I don't know much at all about what the Roman signal system was (horn calls? burning beacons?) or when it was introduced. Nor do I know if anyone else used the same kind of thing.
 
TheLand said:
Thanks! It would be helpful if you could give an approximate date when these thing would have been invented, and any details about what they were (perhaps a link?) Also, if some kinds of cultures used particular inventions and others idnd't, that would be useful to know as well.

For instance, I don't know much at all about what the Roman signal system was (horn calls? burning beacons?) or when it was introduced. Nor do I know if anyone else used the same kind of thing.
I´ll try to talk a little bit about each of the suggestions:

-Poliorcetics: the art of siege is as old as cities and it can be tracked to sumerian & akadian times. Still, a planned and developed system was first introduced by greeks. For the time frame of the game, the best example of siege was the roman one over Syracuse (214 b.C.). From then on, Syracuse was used as example in many cases such as Scipio Aemilianus´ siege of Numantia and Caesar´s siege of Alessia.

-Counter Poliorcetics: Rome lernt lots from the Syracuse experience. I´m sure you all know about Archimedes; he was the genial inventor who designes lots of ways to repeel romans. Still, another great way to destroy a siege from the inside was shown in Numantia taking the "ghost raid" and gerrilla tactics.

-Bagagge Train: the first army taking food and supplies in mules was the Assirian one but Rome refined it even more to the exent of creating a sort of village (called cannava) close to every army encampment. With Marian Reforms, logistics were even more developed (each soldier carried a part of the necesary equipement). This logisctical system was one of the keys for the conquest of Gaul.

-Professionalization: the first professionals of war appeared in history are mercenaries coming from the veterans of peloponesian war (I´m sure you all know about Annabasis). Still, the first nation to consider war as a full time job was Rome after the marian reforms.

-The Storm: greeks were the first ones designing catapults (often called "ballista"; the spoon-like device is an onager) and other grand scale projectile-launchers. Still, the first massive bombardmente occured during Titus´ time during the siege of Jerusalem. The first general use of war machines during sieges & in the battlefield can be seen in the conquest of Gaul.

-Signal System: when formation warfare appeared, methods to bring and cohordinate orders had to be made; musical instruments and banners were the main method. The most famous example were the double-flutes of spartans because of its high-pitched sound (and thus, spartans fought in silence). The most refined way could be found in Rome, specially after the implementation of manipular tactics with Marian Reforms: Rome used a combination of banners (from Aquila & Imago to Vexilum) and musical instruments (specially horns and trumpets; there was even a special charge in the army called "cornifer", the one who played the horn).

-Encampment: II Punic War innagurated an era of long-term wars in far away lands for Rome. Wars lasted for years and sieges happened also in winter, so Roman soldiers had to get stablished in a semi-permanent (and eventualy permanent) way in an area. Castra were designed for this porpouse and they are the root of many cities (Leon, Trier, York...) and, of course, the grandfathers of Limes (Danube, Rhine and Hadrian´s Wall).

-Gerrilla Tactics: the first folk known using this kind of tactics are thracianas but the place most famous gerrilla warriors of the Ancient Age is reserved to the fearsome celtiberians. The peak of this style of asimetric war was archived by Lusitanians with Viriatus and Arevacians during the siege of Numantia. Both folks could repeal and even beat a much bigger and organized armies. Sertorius brought the style back fighting Sulla.

-Marching formation: scholars tend to say that roman army was the most succesful of his time not for the gladius, but for the caligae. The hability to march over long, long distances in short periods of time was based upon a strict discipline and serious logistic calculations, specially after the Marian Reforms.

-Levies: II Punic War, iberian conquest and wars in Helenic peninsula led Rome to change the way of recruiting troops (they even changed the calendar for that!) because of the increasing number of needed soldiers. Marian Reforms were the culmination of this requirement but even before, Gracus´ brothers politics aimed towars getting a bigger recruiting pool.

-Contubernium: this institution is both the "marriage" of slaves in Rome and the name given to the groups of 8 soldiers assigned to a tent. This 8 soldier squads developed strong ties of friendship and thus, were the base where conspiracies in legions spread. Contubernium led to the meaning of obscure conspiracies, but also where the base for the soldiers´ loyalty to generals.
 
here is an event with an event modifier that gives the gauls a fighting chance if they are at war with rome or massillia and they are making headway into gaul.

here

this does not solve the gaul problem at all but it does help the gauls if they are in trouble. The provinces needed may be a little harsh so you can tune them down if you want.

P.S. does anyone know how to add an alliance by event, because this would allow for a Gallic alliance if this event fires, which will really screw Rome over.

EDIT: To TheLand
I have fixed the tribal recruitment thing and made the citizenship/ emancipation thing neutral if there is anything else with my mod to include it in this (or if just dont want it at all) please tell, because currently I am working more on yours than mine.
 
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So I was trying to look into adding a new tradegood or two and see what happened, but so far "what happened" is "crash to desktop on launch when resolving map".

I basically added a line at the bottom of the tradegoods text that said:

Code:
leather = {
          color = { 0.0 0.5 0.0 }
           allow_unit_type = archers
}

(Yes, I copied the color from wood, method for my madness).

I have the artistic skills of a retarded wildebeast, so I headed over to the gfx\mapitems files and created a copy of the icon_tradegood_wood.tga file and renamed it appropriately (icon_tradegood_leather.tga).

I then went into the History\Provinces file and changed Massilia's provincial tradegood from "wine" to "leather" (again, this is just a test of the emergency broadcast system, I backed up all the files I edited ;) ) and saved everything and launched it.

Aaaaand... It goes through the warmup of the game loading, flashes "Map Properly Initialized" and then BOOM! Crash.

Did I miss a step in there somewhere of something else I need to add? (Can you tell I'm new?)

Also does EUR allow for dual-installs on one user account like in Civ? For instance if you install Civ, then make a duplicate copy of it in a folder (such as \civ\beyondtheswordtest and \civ\beyondthesword), whenever you launch the game out of one of the folders it launches it specifically from that folder. So you can hammer out a mod while you've still got a fully valid install in another folder that you can use for your regular play. If this is possible I would feel less worried about breaking something and needing to reinstall.

Anyway, sorry for my noobishness, but I want to be able to help as much as possible and from what my experience with the EU modding community has been in the past you guys are an incredibly helpful bunch.

Thanks in advance.

Me.

PS: FOR THE LOVE OF GOD! Server is busy this!!! :mad:
 
Asmodeous said:
Also does EUR allow for dual-installs on one user account like in Civ? For instance if you install Civ, then make a duplicate copy of it in a folder (such as \civ\beyondtheswordtest and \civ\beyondthesword), whenever you launch the game out of one of the folders it launches it specifically from that folder. So you can hammer out a mod while you've still got a fully valid install in another folder that you can use for your regular play. If this is possible I would feel less worried about breaking something and needing to reinstall.

Better! It has a mod folder. What you do is create a text document called (whatever your mods name is).mod. On the first line of the document, you should say what the name of the mod is, and on subsequent lines, what folders the mod changes; the format is thus-

Code:
name = "Doe's mod"
extend = "events"
extend = "localization"

If the program is to only add to the existing files, you write extend; if it overwrites everything in the folder, you write replace.

In the mod folder, you then place your own mod's folder (named the same as in the .mod file), with folders for what you've changed. If you changed files in the Common folder, for instance, your mod's folder would have its own Common folder.

Does that make sense? If I wrote it poorly, I'm certain I can clarify.
 
I see what you're saying. So then I create a new mod....

We'll call it "asmosucksatthis" for reference, make the text file, put in there the files it extends in the text file, create the sub-folder for it, then I create text files for each file that I'm extending, and just put the additional content in them (not the whole file) and when the game launches under that particular mod it will just append all of that data in at launch?

That's how I read that, so... just making sure I read it right. ;)

Me.
 
2763r57651265 said:
EDIT: To TheLand
I have fixed the tribal recruitment thing and made the citizenship/ emancipation thing neutral if there is anything else with my mod to include it in this (or if just dont want it at all) please tell, because currently I am working more on yours than mine.

I think we need to look at technology, national ideas and government types all in one. We need to ask "How did the civilizations of the ancient world differ and develop?" and then go from there into revising things like national ideas. And I don't have the resources to do that yet. So I would envisage including something like your mod in due course, but can't suggest a list of changes to it that will get it there.

NB. This isn't really "my" mod any more! As things develop it will become less and less mine and more and more a team effort...
 
Asmodeous said:
Did I miss a step in there somewhere of something else I need to add? (Can you tell I'm new?)

It might be worth testing the new icon and the new tradegood definition separately.

However, I don't really know... I don't have much modding experience myself ;)
 
Asmodeous said:
I see what you're saying. So then I create a new mod....

We'll call it "asmosucksatthis" for reference, make the text file, put in there the files it extends in the text file, create the sub-folder for it, then I create text files for each file that I'm extending, and just put the additional content in them (not the whole file) and when the game launches under that particular mod it will just append all of that data in at launch?

That's how I read that, so... just making sure I read it right. ;)

Me.

Swap "folders it extends in the text file" for the bolded portion, and you have it :) .
 
TheLand said:
It might be worth testing the new icon and the new tradegood definition separately.

However, I don't really know... I don't have much modding experience myself ;)

Hahaha. I did that first because I totally forgot about the icons for them and it blew up when it was building the graphics. So I figured it was because of the icon! So I just bloinked out a copy of the icon that was already there, and it got up to building the trees before it exploded. The only thing I can think is that it must be referencing the tradegood definitions somewhere else. I'm going to try again, but this time I'm not going to tie it to the military units, I'll just make it do something silly like +1 manpower or something just to see if I can make it work at all.

*crosses fingers*

I think I should just settle on events. -.-;; They seem much less stressful. Hee!

And Jane: You are awesome. Thank you so much for all of the help you're giving. :)

Me.
 
Asmodeous said:
I think I should just settle on events. -.-;; They seem much less stressful. Hee!

...Until you have fifty long events in a single text document, and left out a } -_- ...

...Or wonder why a response event isn't firing, and discover five hours later that you left an n out of the flag...

...Or realize twenty events later that the trigger you're using doesn't actually exist...

Really, I shouldn't be writing events at all until I learn to check for typos, is what I'm saying :) . Though creating elaborate event chains is fun...

And Jane: You are awesome. Thank you so much for all of the help you're giving. :)

My pleasure ^_^ . It's fun to act knowledgeable ^_^ .
 
2763r57651265 said:
here is an event with an event modifier that gives the gauls a fighting chance if they are at war with rome or massillia and they are making headway into gaul.

here

this does not solve the gaul problem at all but it does help the gauls if they are in trouble. The provinces needed may be a little harsh so you can tune them down if you want.

P.S. does anyone know how to add an alliance by event, because this would allow for a Gallic alliance if this event fires, which will really screw Rome over.

I am just testing this.

I am encountering a text localisation problem - yet again. The extra line added to modifiers.csv throws every other modifier out of whack and they *all* display wrong. I have encountered this with traits.csv, extratext.csv and whichever file Keraunos's improved unit names are in. This is really ruining attempts to get this mod to display text for the new stuff properly!

Has anyone else spotted this problem? To replicate it copy Numbers' modifiers.csv to the localisation folder of the mod (next to events.csv) and load up, and tell me if national ideas and government benefits display correctly... Help!!
 
lucaluca said:
i would like a radically expanded AND much more detailed map. Keep up the good work :)

Erm - that was one of the things which this project isn't about... I am sure people are onto it, though, and most of the work that goes into this project will no doubt work on a bigger map as well.

.. and would you mind editing your post so it doesn't quote the whole of the root post? Thankyou!