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Thread: bad traits

  1. #21
    Kirā
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    Default Re: bad traits

    Quote Originally Posted by Bladvak View Post
    Also, had I known it before, maybe E. Osgiliath would have looked different in my Gondor campaign ...
    Especially since E. Osgiliath can be upgraded a level higher (Huge), so the Coaching House would give another 0.5%.

  2. #22
    Ikko-Ikki
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    Default Re: bad traits

    ok, but how avoid other bad traits?? there is so many of them and they really ruin game! why lazy, unappracieted, mean leader, enjoy a wager... i get frustrated by loading and saving... is it just me?

  3. #23
    Bladvak's Avatar Ishiyumi no shashu
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    Default Re: bad traits

    lazy :
    when the Generals in the field are not moving at all (the turns end with them still having 100% of movement points)
    when the Governors do not build anything in their cities

    unappreciated :
    when you don't use those characters (100% mvm points left at turn's end)

    mean leader : taxes are very high

    enjoy a wager : I think it has smth to do with the markets, you can only get this trait in cities with higher levels of inns or market, dunno exactly.


    bottom end : stop loading and saving and try to understand the game mechanics.
    Quote Originally Posted by Yomamashouse View Post
    I have one complaint - this mod is so engrossing that I have lost the ability to enjoy any other mods. I tried others and they never matched up to EB.

    I think Foot needs to put a warning saying "You may wish to play other mods before playing this mod, as EB will destroy your ability to find other mods exciting and fulfilling".

    Milo Forsyth, Transfiguration Professor at Hogwarts, Beyond Potter http://www.twcenter.net/forums/forumdisplay.php?f=1772

  4. #24
    Ikko-Ikki
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    Default Re: bad traits

    tenx bladvak

  5. #25
    Kirā
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    Default Re: bad traits

    Roleplay your characters and they'll turn out alright. Although the High/Very High tax level on building completion isn't really straightforward, that's just a thing you'll need to learn.

  6. #26
    Flo78's Avatar Kabe difendā
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    Default Re: bad traits

    Quote Originally Posted by Macilrille View Post
    Just for your information; Traits cannot be transferred, Ancillaries can.

    Trait = the text to the right.

    Ancillaries = The icons to the left.
    Oops, you are right i was talking about ancillaries not about traits
    Sorry for my bad english im german

  7. #27
    Ikko-Ikki
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    Default Re: bad traits

    Always wondered... creating good governors takes a lot of micro-management (especially with the tax rate manipulation)... is this stuff hardcoded into the game or could it technically be modded into a less 'fiddly' system?

  8. #28
    Bladvak's Avatar Ishiyumi no shashu
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    Default Re: bad traits

    This stuff is hardcoded into the player. You either have micro-management skills or you don't . Try it, it's fun playing the control-freak leader .
    Quote Originally Posted by Yomamashouse View Post
    I have one complaint - this mod is so engrossing that I have lost the ability to enjoy any other mods. I tried others and they never matched up to EB.

    I think Foot needs to put a warning saying "You may wish to play other mods before playing this mod, as EB will destroy your ability to find other mods exciting and fulfilling".

    Milo Forsyth, Transfiguration Professor at Hogwarts, Beyond Potter http://www.twcenter.net/forums/forumdisplay.php?f=1772

  9. #29
    Kirā
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    Default Re: bad traits

    Quote Originally Posted by gja102 View Post
    Always wondered... creating good governors takes a lot of micro-management (especially with the tax rate manipulation)... is this stuff hardcoded into the game or could it technically be modded into a less 'fiddly' system?
    Yes it can be modded, check the export_descr_traits.txt and export_descr_ancillaries.txt. What kind of alternative would you implement for the tax management?

  10. #30
    Yari-hei
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    Default Re: bad traits

    Quote Originally Posted by gja102 View Post
    Always wondered... creating good governors takes a lot of micro-management (especially with the tax rate manipulation)... is this stuff hardcoded into the game or could it technically be modded into a less 'fiddly' system?
    you could always try doing what i did and remove the ExpensiveTastes, Embezzler and Corrupt traits from the list of traits in the game files.

    I hate the micro-micromanaging which is needed to stop these traits appearing. I tried using the remove_trait console command to remove them as its impossible to use my generals 100% of the time as gondor when building my armies up to defend, so it really pisses me off when these things appear, especially on characters in which it is massively out of character.

    I'm just note sure what happens to characters who already have a trait from one of those 3 trait sequences.....

  11. #31
    Wizad's Avatar Kihei
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    Default Re: bad traits

    Quote Originally Posted by Bladvak View Post
    lazy :
    when the Generals in the field are not moving at all (the turns end with them still having 100% of movement points)
    when the Governors do not build anything in their cities
    Source?

    Quote Originally Posted by Bladvak View Post
    unappreciated :
    when you don't use those characters (100% mvm points left at turn's end)
    I think this is wrong.

    Feels Unappreciated (DiscontentGeneral 1)- -1 Loyalty, gained after 1 point of DiscontentGeneral
    Feels Disrespected (DiscontentGeneral 2)- -3 Loyalty, upgrade after 4 points of DiscontentGeneral
    Feels Dishonoured (DiscontentGeneral 3)- -5 Loyalty, upgrade after 8 points of DiscontentGeneral

    DiscontentGeneral has ContentGeneral as an antitrait. A general gains a point of DiscontentGeneral if he loses a normal battle with a success rating of average or better with odds less than .5. If a general with chivalry of 4 or greater executes more than 80 soldiers after a battle or exterminates a captured population, he gains a point of DiscontentGeneral with 50% probability. If a general who is not the faction heir has a brother adopted, he gains a point of DiscontentGeneral with 50% probability. At the end of any turn, a general who is not the faction leader and whose piety is greater than 5 gains a point of DiscontentGeneral with 20% probability if his faction is excommunicated. A general with greater than 4 command who ends his turn in a settlement a distance greater than 50 from the capital that does not have a stone wall or better or castle or better gains a point of DiscontentGeneral with 10% probability. If a general has 3 or more chivalry at the end of the turn, and the faction leader has 3 or more dread, the general gains a point of DiscontentGeneral with 10% probability.
    Quote Originally Posted by Bladvak View Post
    mean leader : taxes are very high
    Half wrong.
    Mean Leader (StrategyDread 1)- +1 Dread, gained after 1 point of StrategyDread
    Cruel Leader (StrategyDread 2)- +2 Dread, upgrade after 2 points of StrategyDread
    Merciless Leader (StrategyDread 3)- +3 Dread, +1 Authority, upgrade after 4 points of StrategyDread
    Malevolent Leader (StrategyDread 4)- +4 Dread, +2 Authority, epithet "the Malevolent", upgrade after 8 points of StrategyDread
    Tyranical Leader (StrategyDread 5)- +5 Dread, +3 Authority, epithet "the Tyrant", upgrade after 16 points of StrategyDread
    Again, they misspelled "Tyrannical", not me. StrategyDread has StrategyChivalry as an antitrait. A faction leader gains a point of StrategyDread with 5% probability when they order a successful spying mission, with 50% probability when they order a successful assassin mission, with 25% probability when they order a failed assassination mission or a bribery. A general who has no levels of StrategyChivalry who accepts a bribe gains 4 points of StrategyDread. A general gains a point of StrategyDread when he exterminates the population. A governor who creates an assassin gains a point of StrategyDread. A governor who creates a spy gains a point with 33% probability. At the end of any turn, a governor who is in a settlement for more than three turns, a tax level of extortionate, and a loyalty less than happy with a treasury greater than 10000 gains a point of StrategyDread with 33% probability. At the end of any turn, if the treasury is over 50000, any general with no levels of StrategyChivalry gain a point of StrategyDread with 33% probability.
    Quote Originally Posted by Bladvak View Post
    enjoy a wager : I think it has smth to do with the markets, you can only get this trait in cities with higher levels of inns or market, dunno exactly.
    Wrong.

    Enjoys a Wager (Gambling 1)- -5% Trade Income, -10% Cost to Bribe, gained after 2 points of
    Gambling Gambler (Gambling 2)- -10% Trade Income, -20% Cost to Bribe, upgrade after 4 points of Gambling
    Problem Gambler (Gambling 3)- -15% Trade Income, -30% Cost to Bribe, upgrade after 8 points of
    Gambling Slave to Luck (Gambling 4)- -20% Trade Income, -40% Cost to Bribe, epithet "the Gambler", upgrade after 12 points of Gambling
    On coming of age, a general gains a point of Gambling with 4% probability. When your faction adopts a general, any of that general's brothers gains a point of Gambling with 5% probability. When a general suffers an assassination attempt, they gain a point with 15% probability. Gambling is self-perpetuating. At the end of any turn, a general with one or more levels of Gambling gains a point with 4% probability. At the end of any turn, if the general is in a settlement with 100% of his movement points, the game takes a random percent- if that percent is greater than 90, the general has a 1% chance to gain a point in Drink, Gambling, Arse, or Girls. If a general is in a settlement with a brothel or better, he gains a point with 2% probability. If he is in a settlement with a coaching house, with 3% probability. If a pleasure palace, 5% probability. If the settlement has a merchant's quarter or better, with 2% probability. If an artist's studio or better, with 3% probability.
    Why are you spreading so much wrong information??? Please stop posting or at least say you haven't tested it and you are not sure whether your claims are correct.
    Last edited by Wizad; June 21, 2012 at 11:22 AM.

  12. #32
    Bladvak's Avatar Ishiyumi no shashu
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    Default Re: bad traits

    Everything I've said there is based on my own observations while playing the game.

    Man do I feel like right now .
    Quote Originally Posted by Yomamashouse View Post
    I have one complaint - this mod is so engrossing that I have lost the ability to enjoy any other mods. I tried others and they never matched up to EB.

    I think Foot needs to put a warning saying "You may wish to play other mods before playing this mod, as EB will destroy your ability to find other mods exciting and fulfilling".

    Milo Forsyth, Transfiguration Professor at Hogwarts, Beyond Potter http://www.twcenter.net/forums/forumdisplay.php?f=1772

  13. #33
    Wizad's Avatar Kihei
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    Default Re: bad traits

    I don't blame you for posting at all. But many people (including myself) are often confused about the mechanics of the game. Posting wrong information will make things worse, because information travels fast and soon u have people not building markets because it might give them gambler.

    So keep posting and make sure to do research!

    Also my post includes citations from http://www.gamefaqs.com/pc/931592-me...war/faqs/50116 made by Salisian.

  14. #34
    Bladvak's Avatar Ishiyumi no shashu
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    Default Re: bad traits

    You know what? I just took the whole export_descri_character and I'm finding proof for what I've said. Hope it takes less than 20 minutes so I can watch the match in peace. Will edit this as soon as applicable.

    Drink, Gamble, Arse and Girls family of traits (in sitting around) :

    Spoiler Alert, click show to read: 
    Trigger sitting_around_town_vnv_trigger
    WhenToTest CharacterTurnEnd

    Condition EndedInSettlement
    and RemainingMPPercentage = 100
    and RandomPercent > 90
    and not FactionType egypt
    and not FactionType mongols
    and not Trait Aragorn > 0
    and not Trait Gandalf > 0
    and not Trait Legolas > 0
    and not Trait Gimli > 0
    and not Trait Ents > 0
    and not Trait Aragorn2 > 0
    and not Trait Elessar > 0
    and not Trait Dain > 0
    and not Trait Bard > 0
    and not Trait Boromir > 0
    and not Trait Faramir > 0
    and not Trait Thengel > 0
    and not Trait Theoden > 0
    and not Trait Ecthelion > 0
    and not Trait Denethor > 0
    and not Trait Witchking > 0
    and not Trait Nazgul > 0
    and not Trait Saruman > 0
    and not Trait Ugluk > 0
    and not Trait IAmPope > 0
    and not Trait Sauron > 0
    ;
    ; and not Trait Elrond > 0
    ; and not Trait Cirdan > 0
    ; and not Trait Glorfindel > 0
    ; and not Trait Elrohir > 0
    ; and not Trait Elladan > 0
    ; and not Trait Thranduil > 0
    ; and not Trait Celeborn > 0
    ; and not Trait Haldir > 0

    Affects Drink 1 Chance 1
    Affects Gambling 1 Chance 1
    Affects Arse 1 Chance 1
    Affects Girls 1 Chance 1


    Basically if the general is in town, has 100% movement points, end turn caught him in the town and if the dice says so, he will get the traits aforementioned.

    2. link between gambling (not only) and brothels and laziness :

    Spoiler Alert, click show to read: 
    Trigger sitting_around_town_with_taverns
    WhenToTest CharacterTurnEnd

    Condition EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= brothel
    and not Trait Aragorn > 0
    and not Trait Gandalf > 0
    and not Trait Ents > 0
    and not Trait Aragorn2 > 0
    and not Trait Elessar > 0
    and not Trait Boromir > 0
    and not Trait Faramir > 0
    and not Trait Theoden > 0
    and not Trait Ecthelion > 0
    and not Trait Witchking > 0
    and not Trait Nazgul > 0
    and not Trait Saruman > 0
    and not Trait Ugluk > 0
    and not Trait IAmPope > 0
    and not Trait Sauron > 0

    Affects Drink 1 Chance 2
    Affects Gambling 1 Chance 1
    Affects Girls 1 Chance 2


    not in settlement and 100% mvm points => feck (profane family of traits)
    same as before but at sea => drink, arse

    The list is long, so I'll try to bullet point it (all require almost the same conditions as the 2 spoilers above, 100% movement points left and in settlement) :
    generals in cities with pleasure_palace can get perverted and corrupt traits
    jousting lists => TourneyKnight
    racing track => HorseRacer
    banks => corrupt (jeeeeezuz, even back then they had crises?)
    docks => xenophilia (wary of strangers)
    church => prim, upright, publicFaith (guess churches are the +2, +3, +4 culture buildings)

    ok, going to bad traits .... good traits list is booring
    evil men (I think that's the culture) churches => drink
    pleasure_palace => drink, epicurean, expensive tastes, gambling
    merchant quarter => expensive tastes
    at least stone walls and at most town hall => unjust (lack of justice because of the lack of town hall, administration)

    if married, 100% mvm points left, in Enemy Lands and Trait WifeIsNoble < 2 => cuckold

    brother adopted => anger, arse, corrupt, slothful

    also, the inherited traits are a blast. Ex: if the father was definitely gay, then the son has a 1 in 20 (20% I think) chance to become prim, 1 in 35 (35% chance) to become a womanizer and 1 in 5 (wtf? 5% chance) to become insane

    also, it depends on the buildings in the settlement where the general is born ! academies, church buildings, etc, all these affect a general's traits.

    Once a general marries he can go sober, drink, girls or sane
    Spoiler Alert, click show to read: 
    Trigger family15
    WhenToTest CharacterMarries


    Affects Sobriety 1 Chance 5
    Affects Prim 1 Chance 5
    Affects Drink 1 Chance 5
    Affects Girls 1 Chance 2
    Affects Sane 1 Chance 10

    Same for Father :
    Spoiler Alert, click show to read: 
    Trigger family24
    WhenToTest CharacterBecomesAFather


    Affects Sobriety 1 Chance 5
    Affects Prim 1 Chance 5
    Affects Drink 1 Chance 5
    Affects Girls 1 Chance 5
    Affects Sane 1 Chance 10



    Buildings :
    Corn exchange must be built first in cities with governors
    Spoiler Alert, click show to read: 
    Trigger not_building_trade
    WhenToTest GovernorBuildingCompleted

    Condition SettlementBuildingExists >= wooden_wall
    and not SettlementBuildingExists >= corn_exchange

    Affects BadTrader 1 Chance 100

    Building brothels => corrupt, non-authoritarian
    treasury bigger than 50 000 => corrupt governors
    Spoiler Alert, click show to read: 
    Trigger corruption1
    WhenToTest CharacterTurnEnd

    Condition EndedInSettlement
    and Treasury > 50000
    and not FactionType egypt
    and not FactionType mongols
    and not Trait Aragorn > 0
    and not Trait Gandalf > 0
    and not Trait Legolas > 0
    and not Trait Aragorn2 > 0
    and not Trait Elessar > 0
    and not Trait Faramir > 0
    and not Trait Thengel > 0
    and not Trait Theoden > 0
    and not Trait Witchking > 0
    and not Trait Nazgul > 0
    and not Trait Saruman > 0
    and not Trait Ugluk > 0
    and not Trait IAmPope > 0
    and not Trait Sauron > 0

    Affects Corrupt 1 Chance 3
    Affects Aesthetic 1 Chance 3
    Affects ExpensiveTastes 1 Chance 3
    Affects Epicurean 1 Chance 3
    Affects Embezzler 1 Chance 3
    Last edited by Bladvak; June 21, 2012 at 02:29 PM. Reason: enemy lands
    Quote Originally Posted by Yomamashouse View Post
    I have one complaint - this mod is so engrossing that I have lost the ability to enjoy any other mods. I tried others and they never matched up to EB.

    I think Foot needs to put a warning saying "You may wish to play other mods before playing this mod, as EB will destroy your ability to find other mods exciting and fulfilling".

    Milo Forsyth, Transfiguration Professor at Hogwarts, Beyond Potter http://www.twcenter.net/forums/forumdisplay.php?f=1772

  15. #35
    Yari-hei
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    Default Re: bad traits

    1 in 20 = 5%

    1 in 35 = ~3%

    1 in 5 = 20%

    what happens if i take the Embezzler, ExpensiveTastes and Corrupt trait sequences out of the trait list?

    so the generals which had it lose it with no other effects? or do i have to start again?

    I usually do this and start a new game, but i want to know what would happen if i loaded a save because its tiresome restarting each time i reinstall this mod, (that is, after playing and getting frustrated as those same 3 negative trait families appearing in the trait list for every family member).
    Last edited by kahnage; June 21, 2012 at 03:36 PM.

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