This mini mod changes things that affect CHARACTERS (Family General/Governor, Princess, Spy, Assassin, Diplomat, Priest, Merchant and Admiral) movement points on CAMPAIGN MAP, aging traits (but only because of fixing movement bonuses) gives ability to rulers of every faction to OBTAIN the crown of EVERY single DEFEATED faction regardless of their religion or things that didn't make sense at all (Armenian crown could be worn only by Armenians, but Georgian crown could be worn by any orthodox faction leader, while all the Europeans could be crowned rulers of Russia EXCEPT Greeks, Byzantium ruled over Jerusalem before but ruler of Byzantium can't have crown of Jerusalem, and only Greeks can be rulers of Byzantium so Turks, Russian, Serbs, Bulgarians and Latin empire AM CRY)
AND NOTHING (AND I MEAN NOTHING) ELSE (Unless I mistyped somewhere, and if that happened report it immediately)!
Grimblade's Grim Crown changes crown ancillaries in file export_descr_ancillaries.txt;
and changes description effect text of export_ancillaries.txt so that the titles of rulers would make sense!
Every crown can be worn by ANY leader AS LONG as he meats the requirements (so a King of France can destroy Ayyubid Sultanate and take Crown of Egypt and vice versa)
Crown descriptions changed to make sense (No French Catholic Sultan but a ruler of Ayyubids but Egyptian can be Muslim Rex (King) of France, or a Duke or a Doge, this is engine limitation and without making 2 separate anciliaries and triggers that would most probably require campaign restart atm I am not so sure how to fix without increasing number of anciliaries and triggers)
Descriptions will be a subject of a change as soon as someone makes good suggestion.
CROWN EFFECTS REMAINED UNCHANGED!
Grimblade's change of movement speed of characters for Deus lo Vult
(includes changes to starting_action_points for characters in descr_character.txt file;
change to Effect MovementPoints of character traits inside export_descr_character_traits.txt file;
change to Effect MovementPoints of ancillaries in file export_descr_ancillaries.txt;
changes to description effect text of export_VnVs.txt;
and changes description effect text of export_ancillaries.txt)
(OVER 40 changes total at least!)
CHANGES:
Changed Youth, Middle_Aged, Senior_Citizen and Elderly traits for each character type (family general/governor, diplomat, spy, assassin, princess, merchant, priest )
Trait belong to group of traits Trait *******TurnsAlive where ******* corresponds to character like for example DiplomatTurnsAlive
Level Youth
Description Youth_desc
EffectsDescription Youth_effects_desc
Threshold 1
Effect HitPoints 1
Effect Fertility 1
Effect MovementPoints 5
Level Middle_Aged
Description Middle_Aged_desc
EffectsDescription Middle_Aged_effects_desc
Threshold 40
Effect MovementPoints 3
Level Senior_Citizen
Description Senior_Citizen_desc
EffectsDescription Senior_Citizen_effects_desc
Threshold 70
Effect MovementPoints 1
Effect HitPoints -1
Effect PersonalSecurity -1
Effect Fertility -1
Level Elderly
Description Elderly_desc
EffectsDescription Elderly_effects_desc
Threshold 90
Effect MovementPoints -1
Effect HitPoints -2
Effect PersonalSecurity -2
Effect Fertility -2
Both Effect MovementPoints and Threshold lines have been changed! (only Threshold values for Young and Elderly for each character were left intact) so that is 42 changes in total for TurnsAlive family of traits.
Princesses are counted as Young only until 30 I am afraid. If you want it to be same as men just post it and I can change it (though have in mind this might confuse people since Princesses are meant to be married as soon as you can find them a suitor).
Changed starting_action_points value for all characters in descr_character.txt file (well all except generic captain);
Generals/Governors, Princesses, Spies, Assassins, Diplomats, Merchants and Priests have action points increased by 120% (2.2 multiplier). Have in mind that doesn't mean they will move at 2.2 time as fast as before, no only the very, very best characters could hope to do that (and even then if the Movement Bonus points from the traits stacked as they should old DLV 6.1 traits would have given them much MUCH bigger movement)
NPC's like Heretic, Witch and Inquisitor given same 120% (2.2 multiplier bonuses) to make it fair.
All these characters (yours or NPC) will have quite noticeable movement increase during winter but in relation to their age (younger characters will move a bit faster during winter but old characters will move a lot faster, especially those "useless" people over 60 but at least 36 year old generals will be noticeably faster then their infantry armies, as they should be)
Admirals given 20% movement bonus (1.2 multiplier).
(TOTAL OF 11 CHANGES)
Additional trait changes:
Level WinterCampaigning
Description WinterCampaigning_desc
EffectsDescription WinterCampaigning_effects_desc
Threshold 2
Effect MovementPoints -10
Changed from Effect MovementPoints -20 that was effective - 100% and could produce VERY, VERY nasty effects on many of your regular generals, like slowing them waaay too much during winter (some where slower then siege units) while regular units remained moving at summer speeds (1 change).
Changed insane movement bonuses for Russian, Kievan and Lithuanian princesses.
Trait Princess_Royal_Blood_Russian
Characters princess
Level Princess_Royal_Blood_Russian
Description Princess_Royal_Blood_Russian_desc
EffectsDescription Princess_Royal_Blood_Russian_effects_desc
Threshold 1
Effect MovementPoints 2
(Sorry for ruining your Xena fantasies)
Effect MovementPoints was changed from 10 (50% increase) to 2 (10%) increase just as character trait descriptions in text/VNVs says it should be. (3 changes total)
Traits like Disobedient, Locked, Thrown_in_Dungeon and similar unchanged so they wont offset game balance as they indeed functioned as they should (0 changes total).
Group of traits under Disciplinarian changed to match their description in VNVs as they should:
Conscientious_Trainer Effect MovementPoints 5 (25%) lowered to 2 (10%) , Drillmaster from 10 (50%) lowered to 3 (15%) and Harsh_Taskmaster from huge 15 (75%) to 4 (20%). (3 changes total)
Same thing done to all 3 BadDisciplinarian traits Poor_Disciplinarian, Easy_on_the_Men, Way_too_Leniant except now NEGATIVE values were lowered for example Way_too_Leniant was giving Effect MovementPoints -15 of - 75% movement (now think of that + winter negative bonus) and you realized why it was lowered to -4 (or - 20%) just like it says in Character Traits VNV description. (3 changes total)
Traits TurnsCampaigning remain unchanged because they were balanced, and effects where same as their descriptions in VNVs. (0 changes total)
Traits under AI_General_Command unchanged to keep AI bonuses (0 changes total)
Traits of LogisticalSkill line changed to match descriptions:
Understands_Logistics from 5 to 2, Logistics_Expert from 10 to 3 and Logistician from 15 to 4
Trait FormerMilitaryEducation changed form 5 (25% seemed too high compared to civilian) to 2 (10%) WILL LOOK MORE INTO THIS (1 change total)
Traits under Slothful balanced to match descriptions (and not give waaay too much negative bonuses). Lazy, Too_Comfortable, Slothful and Indolent_Lump changed from -5/-10/-15/-20 to -1/-2/-3/-4 ( 4 changes total)!
Energetic traits (anti traits to Slothful) rebalanced to match descriptions (and so they could stack properly with other positive traits too):
Eager, Energetic, Driven and Blessed_With_Vigor changed to +2/+3/+4/+5 now notice that descriptions for Slothful and Energetic didn't make a least bit sense when compared to their actual effects. Look at this:
Blessed_With_Vigor
Effect Authority 2
Effect MovementPoints 20
Description: +2 Authority, +25% to Movement Points (gives armies the ability to forced march)
now look at Indolent_Lump
Effect Authority -2
Effect MovementPoints -20
Effect TaxCollection -15
Description: -2 Authority, -20% to Movement Points (reduces the distance armies can march), 15% penalty on tax income)
Notice that Effect MovementPoints 20 (positive) supposedly gives + 25% (it actually would give + 100% but like I mentioned positive effects can NOT stack over + 100% positive movement , they could sort of stack if you had say - 30 negative and + 50 positive and that would give you + 20 positive but 0 negative and 50 positive would give you ONLY + 20 positive or 100 % ).
Now again notice Indolent_Lump Effect MovementPoints -20 while description says -20% to Movement Point?! And that would also not even be - 20 but MINUS 100% Percent!
(8 changes total)
Trait HorseRacer Movement effects changed Good_Racer Effect MovementPoints 1, Great_Racer Effect MovementPoints 2, Famous_Racer Effect MovementPoints 3 FROM 5 / 10 / 15
export_VNVs trait descriptions for these 3 traits changed too ( 6 changes total)
Traits Fallen_to_Illness unchanged to keep balance! (And guess what their descriptions were already OK too)
Franciscan_Friar_effects_desc, Franciscan_Prior_effects_desc, Franciscan_Abbot_effects_desc changed. Description changed to remind players that they indeed lower priest’s movement (effects were already there before so ONLY descriptions were changed)
Anchorit_Friar_effects_desc, Anchorit_Prior_effects_desc, Anchorit_Abbot_effects_desc changed. Description changed to remind players that they indeed lower priests movement (effects were already there before so ONLY descriptions were changed)
Sufi_Friar_effects_desc, Sufi_Prior_effects_desc, Sufi_Abbot_effects_desc changed. Description changed to remind players that they indeed lower priests movement (effects were already there before so ONLY descriptions were changed).
{ZH_nearsighted_effects_desc} changed. Traits remained unchanged just description.
Few admiral traits left completely unchanged as well as H_Merchant_Of_Hanse since they were good traits with good descriptions!
Out_Of_Supplies remained unchanged as well as Immobile hidden trait.
(10 changes total)
That is all for now over 91 changes!
export_ancillaries.txt changes {ZH_eyeglasses_effects_desc} changed description to match effects (effects were already her and not chnaged by me)
{ZH_fall_guy_effects_desc} Changed description only.
(2 changes total)
Ancillary Sword_Mstislav balanced from Effect MovementPoints 10 to Effect MovementPoints 2 ( I mean seriously even like this it is Overpowered but before it was Excalibur) changed description too!
Royal banners balanced in the same way as a sword (I might rebalance all the royal banners to give positive Effect MovementPoints IN LATER VERSIONS so no banner will be as OP as some are now)
Balanced Royal banners of Poland, Russia, Kiev, Lithuania, Mongols and Georgians in a same way those huge princess bonuses were balanced ( they were giving +50% and description said +10% which made much more sense balance wise so now banners give + 10 % movement bonus instead of freakish + 50%)
Changed descriptions of Banner effects in export_ancillaries.txt
(12 changes total)
Moh ancillary left unchanged. Archbishops (all 4) left unchanged.
Ancillary black_stallion no gives +25% movement bonus just as description says instead of + 40%. (1 change total)
Ancillary caravan_driver left unchanged.
Chastity belt left unchanged (poor princesses but it was not made by me, complain if you want changes).
Drillmaster left unchanged.
Enchanted Broom left unchanged (ROFLMAO)!
Intrepid_explorer effects changed to match descriptions (from 30 to 15% bonus movement) (1 change total)
Naval_navigator changed effect to match description (huge + 50% scaled back to + 10%) (1 change total)
Quartermaster left unchanged.
Strapping_stallion effects changed to match descriptions (from 20 to 10% bonus movement) (1 change total)
Swift_steed effects changed to match descriptions (from 30 to 15% bonus movement) (1 change total)
Trusty_steed effects changed to match descriptions (from 10 to 5% bonus movement) (1 change total)
Amerigo_vespucci left unchanged.
Vasco_de_gama left unchanged.
Templargm, teutongm, santiagogm, hospitalgm, thiefgm, assassingm left unchanged since they are so hard to obtain and descriptions were ok ( + 25% movement bonus)
20 SUM TOTAL changes to ancillaries and descriptions.
So this is a total of AT LEAST 151 changes!