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We added a decision to reform the praetorian guard so instead of having them as normal maa
you can add this file in common/on_action
The code he gave me:
on_game_start = {
on_actions = {
on_legion_counties
}
}
on_legion_counties = {
effect = {
every_ruler = {
limit = {
OR = {
has_government = imperial_government
has_government = autocratic_government
}
primary_title.tier > tier_county
}
every_held_county = {
limit = {
NOT = {
THIS = PREV.capital_county
}
}
save_temporary_scope_as = legion_tmp
PREV = {
add_to_variable_list = {
name = legion_county_available
target = scope:legion_tmp
}
}
}
if = {
limit = {
has_variable_list = legion_county_available
}
}
}
}
on_actions = {
delay = { months = 6 }
on_legion_counties
}
}
on_legion_raise = {
effect = {
random_character_war = {
save_temporary_scope_as = temp_war
}
if = {
limit = {
scope:county = {
has_variable = prae_guard
}
}
spawn_army = {
name = prae_guard
men_at_arms = {
type = legions
stacks = 15
}
inheritable = no
war = scope:temp_war
location = scope:county.holder.capital_province
}
}
if = {
limit = {
scope:county = {
NOT = {
has_variable = prae_guard
}
}
}
spawn_army = {
name = legion_army_name
men_at_arms = {
type = legions
stacks = 10
}
war = scope:temp_war
inheritable = no
location = scope:county.holder.capital_province
}
}
}
}
"and switch line 59 to your maa"
395.1.1 = {
discover_innovation = innovation_motte
discover_innovation = innovation_bannus
discover_innovation = quilted_armour
discover_innovation = innovation_catapult
discover_innovation = innovation_barracks
discover_innovation = mustering_grounds
#
discover_innovation = innovation_gavelkind
discover_innovation = innovation_plenary_assemblies
discover_innovation = innovation_development_01
discover_innovation = innovation_currency_01
discover_innovation = innovation_crop_rotation
discover_innovation = innovation_city_planning
discover_innovation = innovation_casus_belli
discover_innovation = innovation_ledger
discover_innovation = innovation_cultura
}
That Should fix it
should be added in history/cultures/
you should do the same for greeks too
The second part was the thing I removed - since it is not working anyway for me.
The Innovation of Fallen Eagle does not work for me correctly - without any other Mod.
That might be the case because of some strange things on my side.
But since I should not overwrite anything of Falle Egale, as far as I'm aware, you simply can put Fallen Eagle behind my Mod.
Then everything is executed as shown above, but should be the cae the other way too, except the "discover_innovation = innovation_cultura" <- this should only give the Culture the Innovation right from the start. Without it you simply have to research it first or use my descision.
But, as I said, nothing of the second file is executed for me even without any other Mod running. No culture has any Innovation unlocked at the Start at all.
The Empires get some Sieges and 500 Cataphract at the start - with or without my Mod.
And you can check if the above does anything by adding it manually to my Mod (since I can not check for an Error I do not have ;) - simply put this
C:\Program Files (x86)\Steam\steamapps\workshop\content\1158310\2243307127\common\on_action\legions_on_actions.txt
Into my Mod (2645043901). Or copy the whole Folder - you could even merge my Mod into the Falle Eagle (Backup first) by putting alle Folders (not the .mod or thumbnail File in the Root) into 2243307127 - that will not overwrite anything.
That seems to break the "Hand out MaA" System and nobody gets any from the start.
But since the Units are all tied to the Cultura Innovation this should not be the case.
Can you recruit the new Units even with some Not Greek / Romans?
In that case did you add the line
"discover_innovation = innovation_cultura" anywhere?
If so, remove it and take alook.
Seems that the Games gets borked up when you have the MaA right from the start.
So it seems better to not have them and get them after Game Start by the Descsion.
"discover_innovation = innovation_cultura" <- this is my Innovation where all MaA are tied too. This should not be in the Fallen Eagle Mod.
It is in the file
C:\Program Files (x86)\Steam\steamapps\workshop\content\1158310\2243307127\history\cultures
classical_latin_group.txt or and
hellenistic_group.txt
This line was in mine first relase of this Mod, I removed it with the second upload to prevent things like that.
You should not have a history Folder in my Mod now at all - you could check it:
C:\Program Files (x86)\Steam\steamapps\workshop\content\1158310\2645043901
I set the AI-Value of Praetori to -750. I THINK the AI was trying to recruit them, but could not because of the 1 Limit and in the end recruited none at all.
Solved the Bug in Roma Invicta for me.
But to happen, you must have someway get the possibility to recruit them from the start.
This should not be possible because they are only there after you take that descision.
Anyway, try it out, it should work now.