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Thread: Revival; Help Needed :)

  1. #1

    Default Revival; Help Needed :)

    Hi there, folks!

    Ive taken up polishing this mod as much as I can, since a proper version was never actually released. Ive edited the ground textures, some buildings, etc but I am basically just a player, never modded anything myself and thus I have almost no skills when it comes to modding M2TW. I wanted to do a sort of a shoutout to the community here and see if anyone would be willing to help me out.

    My goals so far:

    - stabilise the economy (make sure that all the factions can create a stable and growing economy)
    - more buildings and fix existing buildings (like that bog excavation; it provides exactly +0 mining income, whats up with that?)
    - settlement development (same way as in the Last Kingdom; you have a settlement without any walls and you can improve it up to have stone walls; I know its not entirely accurate, but its the way I prefer; have more of a sandbox game where you are free to do whatever you wish, see your little factions with three hutts rise up to an empire)

    - traits (and ancillaries) ! yeah, the 1.5 WotN have no traits at all and sadly this is something that I really have no idea how to do;


    These are the basic first three steps I want to accomplish. I wont be touching the scripts since that is completely alien territory for me.

    If there would be someone who knew how to make new traits and ancillaries and rework the existing ones (but for now those are just vanilla traits), that would be a great help .

    Moreover, I PMed Danova, the leader of the Last Kingdom mod, for permission to use TLKs resources and incorporate them into WotN and basically make WotN a submod for TLK (same way that Battle for the Baltic is a submod for Stainless steel).

    And uh, thats it.
    Last edited by khatmar; June 20, 2014 at 04:30 AM.

  2. #2
    assurbanippal's Avatar Biarchus
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    Default Re: Revival; Help Needed :)

    Making traits is an easy matter. Here a brief and useful tutorial
    http://forums.totalwar.org/vb/showth...-coding-Traits
    Good luck

    http://www.twcenter.net/forums/showt...Page-48/page48

    Manus supra idolum age primum et septimum de QuatuoR

  3. #3

    Default Re: Revival; Help Needed :)

    Quote Originally Posted by khatmar View Post
    - traits (and ancillaries) ! yeah, the 1.5 WotN have no traits at all and sadly this is something that I really have no idea how to do;
    hm strange, i actually made a new set of traits and such, completely re-working the whole vanilla mess. did i really leave it out of the "final" release? can somebody else confirm this?

    at any rate you (and everybody else) have my blessing.
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn.
    Anders Sørensen Vedel

  4. #4

    Default Re: Revival; Help Needed :)

    reposting here from the internal dev forum:

    these are some ideas i have been thinking about for a while. except D, i am not sure where i was going with that but kept it in any way...
    i am not promissing to do all, or even any, of these. but we will see what comes of it.

    Project A
    :
    Skills.
    1. i would like to give each character a primary attribute at comming of age, something to define their main skill. possibly there should be 2 sets of basic skill-traits, one for born-with and one for accuired.
    2. as an avearge rule i would like to see a characters main attribute skill level about 4-5 point, with secondary skills at 2-4.
    3. if a character reach 7-8 points for any attribute, i would like to ease-up on the restrictions. it should be easier to go from 8-10 than from 4-6 points.
    4. negative traits should be few and far between, but possibly ruining the charactes future.
    5. traits should be constructed into a tree(perhaps they already are), sacondary skills with additonal effects would require the basic skill-trait.
    the concept is to have characters with clearly defined skills, with the occational chance of having an exceptional or useless character. in a perfect system one should average ca. 2 of each during the whole campaign.
    0-4 points should be avarage for any character that has been in regular and varried use.
    5-7 points would be substantially harder to build without it being the primary skill, most characters would not exceed these levels.
    8-10 points should again be easier, signifying that the character were a natural born tallent or a genius.

    Project B:
    Epithtes.
    1. i would like most characters to accuire cool epithets based on actions and occurances. these should have no other effects than the names.
    2. if a character reach age of 30-35 without an epithet, then he should be given a random one from a more non-descript pool(ex. the Fair, the Red, the Black, the Smelly, the Norsemen, the Swede etc.).

    Project C:
    Bloodlines.
    1. i would like each faction to start out with a trait of their clan/dynasty and trace this through marriages.
    2. adopted characters should accuire the clan/dynasty trait.
    3. man-of-the-hour should be given some random clan/dynasty trait from a pool that is not used by starting factions.
    4. the clan/dynasty trait should be used to adjust faction relations and also between characters if possible.
    5. clan/dynasty traits should have no effect in it self, but loosing faction leadership to other clan/dynasty might result in loss of authority and possible wide-scale rebelions. one could loose all characters of the old clan/dynasty to rebels or other faction.
    5. there should be a "leadership lost" trait that severely reduces loyalty. if leadership is lost and the clan/dynasty rules another faction, characters should be liable to join their side.
    6. if possible the "hate/fear faction" traits could be re-placed by "hate/fear clan" traits.

    Project D:
    temporary traits.
    1. there should be unique auto-destructable buildings, representing actions taken by characters, that give region or faction wide temporary effects. for example a sacrifice to the pagan gods by a general would add happines in a region, while by leader it would give faction wide happines. after 2 turns the building auto-destructs and trait vanish. sacrifice again and it re-appears.

    Project E:
    Vassal and Title Ancillaries.
    1. there should be inheritable ancillaries representing the larger ethnic/cultural nations - Norse, Swedes, Danes, Balts, Slavs, Russ, Finns. in addition to authority and loyalty these ancillaries can give points to secondary attributes such as personal security, hitpoints etc. except the Danes none would exist at campaign start. the Franks would have an Emperor ancillary.
    i imagine the ancillaries could be triggered when wipeing out a faction of their own type. these ancillaries should only be available to their own culture group. the exception is the Franks which has an Emperor and as such can have client kings.
    2. there should be inheritable ancillaries to represent the starting status of most faction leaders - Jarl/Earl/Duke. these should have effects quite similar to the kingly ancillaries.
    i hope it will be possible to let a human player that won a battle, faction leader against leader where one factionleader dies, to acquire the others ancillary. and, if possible, give regions to winner and characters to rebels.
    the acquired ancillary might have to be a duplicate that has all the pomp but not the extra protective effects. still i can see problems with sorting out dual titles, so to keep it simple, initially the ancillaries might only have effect on status attributes such as Loyalty and Authority.
    the intention here is two-fold. it is ment to prop up the faction leader and possibly heir. but the titles are ment to accumulate as one wins over other factions, distribution of titles ment as a way to keep important characters loyal. as such the acquired ancillaries are ment to be re-distributable and inheritable.

    i intend to use the alternative Piety mode, which is actually seem to be the oldManagement attribute from RTW. this removes religious unrest in settlements by characters with high piety when there are religious differences.
    i simply presume there must be 10 levels to both command and piety, as there are 10 stars achieveable for those attributes.

    the skills has been set for two - Command and Administration.
    both will branch out at the level of no-going-back, which is main skill trait level 3. there are 5 levels to each main skill. in addition there are a set of Natural Born Skill traits, these level to 4 with a total of 9 possible at best. a character is supposed to only get one of either Natural Born Skill traits when comming of age. but any can get the Acquired Skill traits.
    Command branches out into Attack and Defence specialisation, and further into Siege Attack and Siege Defence. there is also specialisation for Infantry and Cavalry skills.
    Administration branches out into Building and Trade, main attribute effects would be reduced squalor, increased law, happines and farming bonus.
    the branch skills should not be to hard to acquire, at least the initial levels. any character can acquire any level of any branch skill traits.

    there are 4 main attributes; Command, Chivalry, Authority and Piety. Piety is supposedly a re-working of Management from RTW and Influence into Chivalry/Dread.
    i do not remember how Influence worked in RTW and not even certain of its effects in M2TW. i believe people either are scared of or loves a character and that this effects happines in a settlement where the character is. but, as said, i am uncertain of the precise effects of both Chivalry and Dread
    anyhow, my hope is to use Chivalry/Dread as a way to determine a 3rd skill-set tied inn with religion, ceremonies and culture. perhaps this also can have a set of natural Born Skills, but could co-exist with any of the other two Main Skill Traits. i imagine the effects mainly focus on Law, Local Happines and even Farming.

    MAIN SKILL TRAITS
    Main Command Skill Traits
    Code:
    Trait Commander
        Characters family
    
        Level Promising_Commander
            Threshold  1 
    
            Effect Command  1 
            Effect LineOfSight  1 
    
        Level Aspiring_Commander
            Threshold  2 
    
            Effect Command  2 
            Effect LineOfSight  2 
            Effect Ambush  1 
    
        Level Proven_Commander
            Threshold  4 
    
            Effect Command  3 
            Effect LineOfSight  3 
            Effect Ambush  2 
            Effect MovementPoints 1
    
        Level Great_Commander
            Threshold  8 
    
            Effect Command  4 
            Effect LineOfSight  4 
            Effect Ambush  3 
            Effect MovementPoints 2
    
        Level Legendary_Commander
            Threshold  16 
    
            Effect Command  5 
            Effect LineOfSight  5 
            Effect Ambush  4 
            Effect MovementPoints 3
    
    ;------------------------------------------
    Trait NaturalMilitarySkill
        Characters family
        AntiTraits NaturalAdministratorSkill
    
        Level Talent_for_Command
            Threshold  1 
    
            Effect Command  1 
            Effect TroopMorale 1
    
        Level Natural_Commander
            Threshold  2 
    
            Effect Command  2 
            Effect TroopMorale 2
    
        Level Born_to_Command
            Threshold  3 
    
            Effect Command  3 
            Effect Attack  1
            Effect Defence  1 
            Effect TroopMorale 3
            Effect HitPoints  1
            Effect MovementPoints 1
    
        Level Born_Conqueror
            Threshold  4 
    
            Effect Command  4 
            Effect Attack  2
            Effect Defence  2 
            Effect SiegeAttack  1 
            Effect TroopMorale 4
            Effect HitPoints  2
            Effect MovementPoints 2
            Effect Looting  30

    Born Command Skill Trait triggers
    Code:
    Trigger battle_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
    
        Affects NaturalMilitarySkill  1  Chance  75 
        Affects NaturalMilitarySkill  1  Chance  50 
        Affects NaturalMilitarySkill  1  Chance  25 
        Affects NaturalMilitarySkill  1  Chance  5

    victories with great slaughther should be rewarded and heroic ones even more so. so additional triggers might be added, depending on what can be used for condition. the intention is that the first 3 Command Skill Trait levels should be quite obtainable with any random general, while levels 4 and 5 progressively harder. so trait thresholds might have to be adjusted.
    there is also some subtraction chance for losing a battle and severe ones for simply withdrawing. yet the point of no-going-back has been set to trait level 3.
    Acquired Command Skill Trait triggers
    Code:
    Trigger Standard_Battle_1_Any_Victory_VnV_Trigger
        WhenToTest PostBattle
    
        Condition IsGeneral
              and WonBattle
              and BattleOdds > 2.25
    
        Affects Commander  1  Chance  100 
    
    ;------------------------------------------
    Trigger Standard_Battle_2_Any_Victory_VnV_Trigger
        WhenToTest PostBattle
    
        Condition IsGeneral
              and WonBattle
              and BattleOdds >= 1.75
              and BattleOdds < 2.25
    
        Affects Commander  1  Chance  75 
    
    ;------------------------------------------
    Trigger Standard_Battle_3_Any_Victory_VnV_Trigger
        WhenToTest PostBattle
    
        Condition IsGeneral
              and WonBattle
              and BattleOdds >= 1.50
              and BattleOdds < 1.75
    
        Affects Commander  1  Chance  25 
    
    ;------------------------------------------
    Trigger Standard_Battle_4_Any_Victory_VnV_Trigger
        WhenToTest PostBattle
    
        Condition IsGeneral
              and WonBattle
              and BattleOdds >= 1.25
              and BattleOdds < 1.50
    
        Affects Commander  1  Chance  5 
    
    ;------------------------------------------
    ;Lose or withdraw penalties
    ;------------------------------------------
    Trigger Standard_Battle_1_Any_Loss_VnV_Trigger
        WhenToTest PostBattle
    
        Condition IsGeneral
              and not WonBattle
              and BattleOdds < 1.25
    
        Affects Commander  -1  Chance  25 
    
    ;------------------------------------------
    Trigger Withdraw_Before_Battle_Bad_Odds_VnV_Trigger
        WhenToTest PreBattleWithdrawal
    
        Condition IsGeneral
              and I_WithdrawsBeforeBattle
              and BattleOdds < 0.8
    
        Affects Commander  -2  Chance  80 
    
    ;------------------------------------------
    Trigger Withdraw_Before_Battle_Even_Odds_VnV_Trigger
        WhenToTest PreBattleWithdrawal
    
        Condition IsGeneral
              and I_WithdrawsBeforeBattle
              and BattleOdds > 0.8
              and BattleOdds < 1.5
    
        Affects Commander  -2  Chance  100 
    
    ;------------------------------------------
    Trigger Withdraw_Before_Battle_Good_Odds_VnV_Trigger
        WhenToTest PreBattleWithdrawal
    
        Condition IsGeneral
              and I_WithdrawsBeforeBattle
              and BattleOdds > 3
    
        Affects Commander  -3  Chance  100

    both the adopted, in-married or man-of-the-hour triggers have a small chance to give Natural command Skill up to level 3. overall i wish these to be weaker characters, so values might be lowered ortriggers removed.
    Adopted Command Trait triggers
    Code:
    Trigger Worthy_Of_Adoption_1_VnV_Trigger
        WhenToTest OfferedForAdoption
    
        Affects Commander  1  Chance  33 
        Affects Commander  2  Chance  15
        Affects Commander  3  Chance  5
    
    ;------------------------------------------
    Trigger Worthy_Of_Adoption_2_VnV_Trigger
        WhenToTest OfferedForAdoption
    
        Affects NaturalMilitarySkill  1  Chance  15 
        Affects NaturalMilitarySkill  1  Chance  10 
        Affects NaturalMilitarySkill  1  Chance  5 
    
    ;------------------------------------------
    Trigger Lesser_General_Adoption_1_VnV_Trigger
        WhenToTest LesserGeneralOfferedForAdoption
    
        Affects Commander  1  Chance  33 
        Affects Commander  2  Chance  15
        Affects Commander  3  Chance  5
    
    ;------------------------------------------
    Trigger Lesser_General_Adoption_2_VnV_Trigger
        WhenToTest LesserGeneralOfferedForAdoption
    
        Affects NaturalMilitarySkill  1  Chance  15 
        Affects NaturalMilitarySkill  1  Chance  10 
        Affects NaturalMilitarySkill  1  Chance  5

    Marriage Command Skill Trait triggers
    Code:
    Trigger Worthy_Of_Marriage_1_VnV_Trigger
        WhenToTest OfferedForMarriage
    
        Affects Commander  1  Chance  33 
        Affects Commander  2  Chance  15
        Affects Commander  3  Chance  5
    
    ;------------------------------------------
    Trigger Worthy_Of_Marriage_2_VnV_Trigger
        WhenToTest OfferedForMarriage
    
        Affects NaturalMilitarySkill  1  Chance  15 
        Affects NaturalMilitarySkill  1  Chance  10 
        Affects NaturalMilitarySkill  1  Chance  5

    i have left some SiegeAttack effects here, they might be removed.
    Attack Command Skill Traits
    Code:
    Trait Attacker
        Characters family
    
        Level Promising_Attacker
            Threshold  1 
    
            Effect Attack  1 
    
        Level Confident_Attacker
            Threshold  2 
    
            Effect Attack  2 
            Effect SiegeAttack  1 
    
        Level Strong_Attacker
            Threshold  4 
    
            Effect Attack  3 
            Effect SiegeAttack  2 
    
        Level Excellent_Attacker
            Threshold  8 
    
            Effect Attack  4 
            Effect SiegeAttack  3 
    
        Level Heroic_Attacker
            Threshold  16 
    
            Effect Attack  5 
            Effect SiegeAttack  4

    Attack Command Skill Trait triggers
    Code:
    Trigger Standard_Battle_Attacker_Crushing_Victory_1_VnV_Trigger
        WhenToTest PostBattle
    
        Condition WasAttacker
              and IsGeneral
              and Trait Commander >= 3
              and WonBattle
              and BattleSuccess = crushing
              and I_ConflictType Normal
              and BattleOdds >= 1
              and BattleOdds < 1.5
    
        Affects Attacker  1  Chance  100 
    
    ;------------------------------------------
    Trigger Standard_Battle_Attacker_Crushing_Loss_1_VnV_Trigger
        WhenToTest PostBattle
    
        Condition WasAttacker
              and IsGeneral
              and Trait Commander >= 3
              and not WonBattle
              and BattleSuccess = crushing
              and I_ConflictType Normal
              and BattleOdds >= 1
              and BattleOdds < 1.5
    
        Affects Attacker  -1  Chance  80

    i left SiegeDefence in there, might be removed.
    Defence Command Skill Traits
    Code:
    Trait Defender
        Characters family
    
        Level Promising_Defender
            Threshold  1 
    
            Effect Defence  1 
    
        Level Confident_Defender
            Threshold  2 
    
            Effect Defence  2 
            Effect SiegeDefence  1 
    
        Level Strong_Defender
            Threshold  4 
    
            Effect Defence  3 
            Effect SiegeDefence  2 
    
        Level Excellent_Defender
            Threshold  8 
    
            Effect Defence  4 
            Effect SiegeDefence  3 
    
        Level Heroic_Defender
            Threshold  16 
    
            Effect Defence  5 
            Effect SiegeDefence  4

    Defence Command Skill Trait triggers
    Code:
    Trigger Standard_Battle_Defender_Crushing_Victory_1_VnV_Trigger
        WhenToTest PostBattle
    
        Condition not WasAttacker
              and IsGeneral
              and WonBattle
              and BattleSuccess = crushing
              and I_ConflictType Normal
              and BattleOdds >= 1
              and BattleOdds < 1.5
    
        Affects Defender  1  Chance  100 
    
    ;------------------------------------------
    Trigger Standard_Battle_Defender_Crushing_Loss_1_VnV_Trigger
        WhenToTest PostBattle
    
        Condition not WasAttacker
              and IsGeneral
              and not WonBattle
              and BattleSuccess = crushing
              and I_ConflictType Normal
              and BattleOdds >= 1
              and BattleOdds < 1.5
    
        Affects Defender  -1  Chance  80

    SiegeAttack Command Skill Traits
    Code:
    Trait SiegeAttacker
        Characters family
    
        Level Wall_Taker
            Threshold  1 
    
            Effect SiegeAttack  1 
    
        Level Siege_Expert
            Threshold  2 
    
            Effect SiegeAttack  2 
    
        Level Siege_Master
            Threshold  4 
    
            Effect SiegeAttack  3 
    
        Level Unstoppable_in_Siege
            Threshold  8 
    
            Effect SiegeAttack  4

    SiegeAttack Command Skill Trait triggers
    Code:
    Trigger Battle_Siege_Attacker_Won
        WhenToTest PostBattle
    
        Condition WasAttacker
              and IsGeneral
              and WonBattle
              and BattleSuccess >= clear
              and I_ConflictType Siege
              and BattleOdds < 2
    
        Affects SiegeAttacker  1  Chance  100 
    
    ;------------------------------------------
    Trigger Battle_Siege_Attacker_Lost
        WhenToTest PostBattle
    
        Condition WasAttacker
              and IsGeneral
              and not WonBattle
              and BattleSuccess >= clear
              and I_ConflictType Siege
              and BattleOdds >= 1.2
    
        Affects SiegeAttacker  -1  Chance  100

    SiegeDefence Command Skill Traits
    Code:
    Trait SiegeDefender
        Characters family
    
        Level Good_at_the_Walls
            Threshold  1 
    
            Effect SiegeDefence  1 
    
        Level Strong_at_the_Walls
            Threshold  2 
    
            Effect SiegeDefence  2 
    
        Level Urban_Protector
            Threshold  4 
    
            Effect SiegeDefence  3 
    
        Level Savior_of_Cities
            Threshold  8 
    
            Effect SiegeDefence  4

    SiegeDefence Command Skill Trait triggers
    Code:
    Trigger Battle_Siege_Defender_Won
        WhenToTest PostBattle
    
        Condition not WasAttacker
              and IsGeneral
              and WonBattle
              and BattleSuccess >= clear
              and I_ConflictType Siege
              and BattleOdds < 1.7
    
        Affects SiegeDefender  1  Chance  100 
    
    ;------------------------------------------
    Trigger Battle_Siege_Defender_Lost
        WhenToTest PostBattle
    
        Condition not WasAttacker
              and IsGeneral
              and not WonBattle
              and BattleSuccess >= clear
              and I_ConflictType Siege
              and BattleOdds >= 1
    
        Affects SiegeDefender  -1  Chance  100


    Main Administrator Skill Traits
    Code:
    Trait Administrator
        Characters family
        NoGoingBackLevel  3 
    
        Level Organizer
            Threshold  1 
    
            Effect Trading  1 
            Effect Squalor -1 
    
        Level Budding_Bureaucrat
            Threshold  2 
    
            Effect Trading  3 
            Effect Squalor -2 
            Effect Law  1 
    
        Level Skilled_Bureaucrat
            Threshold  6 
    
            Effect Construction  5
            Effect Trading  5 
            Effect Squalor -3 
            Effect Law  2 
    
        Level Superb_Administrator
            Threshold  12 
    
            Effect Construction  10 
            Effect Trading  10 
            Effect Piety  1 
            Effect Squalor -4 
            Effect Law  3 
            Effect TaxCollection  5 
    
        Level Urban_Planner
            Threshold  18 
    
            Effect Construction  15 
            Effect Trading  15 
            Effect Piety  2 
            Effect Squalor -5 
            Effect Law  4 
            Effect TaxCollection  10 
    
    ;------------------------------------------
    Trait NaturalAdministratorSkill
        Characters family
        AntiTraits NaturalMilitarySkill
    
        Level Fixer
            Threshold  1 
    
            Effect Piety  1 
            Effect Squalor -1 
    
        Level Planner
            Threshold  2 
    
            Effect Piety  2 
            Effect Squalor -2 
            Effect Law  1 
    
        Level Thinker
            Threshold  3 
    
            Effect Construction  5
            Effect Piety  3 
            Effect Squalor -3 
            Effect Law  2 
            Effect TaxCollection  5 
    
        Level Visionary
            Threshold  4 
    
            Effect Construction  10 
            Effect Piety  4 
            Effect Squalor -4 
            Effect Law  3 
            Effect TaxCollection  10

    Born Administrator Skill Trait triggers
    Code:
    Trigger Administrator_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
    
        Affects NaturalAdministratorSkill  1  Chance  75 
        Affects NaturalAdministratorSkill  1  Chance  50 
        Affects NaturalAdministratorSkill  1  Chance  25
        Affects NaturalAdministratorSkill  1  Chance  5

    trigger 2 is for governors keeping people happy and tax-paying when nothing left to build. chances might be set to higher values.
    Acquired Administrator Skill Trait triggers
    Code:
    Trigger Administrator1
        WhenToTest GovernorBuildingCompleted
    
        Affects Administrator  1  Chance  25 
    
    ;------------------------------------------
    Trigger Administrator2
        WhenToTest CharacterTurnEnd
    
        Condition IsGeneral
              and GovernorTaxLevel = tax_high
              and GovernorLoyaltyLevel = loyalty_happy
              and TimeInRegion > 4
    
        Affects Administrator  1  Chance  25

    Adopted Administrator Skill Trait triggers
    Code:
    Trigger Worthy_Of_Adoption_3_VnV_Trigger
        WhenToTest OfferedForAdoption
    
        Affects Administrator  1  Chance  33 
        Affects Administrator  2  Chance  15
        Affects Administrator  3  Chance  5  
    
    ;------------------------------------------
    Trigger Worthy_Of_Adoption_4_VnV_Trigger
        WhenToTest OfferedForAdoption
    
        Affects NaturalAdministratorSkill  1  Chance  15 
        Affects NaturalAdministratorSkill  1  Chance  10
        Affects NaturalAdministratorSkill  1  Chance  5

    Marriage Administrator Skill Trait triggers
    Code:
    Trigger Worthy_Of_Marriage_3_VnV_Trigger
        WhenToTest OfferedForMarriage
    
        Affects Administrator  1  Chance  33 
        Affects Administrator  2  Chance  15
        Affects Administrator  3  Chance  5  
    
    ;------------------------------------------
    Trigger Worthy_Of_Marriage_4_VnV_Trigger
        WhenToTest OfferedForMarriage
    
        Affects NaturalAdministratorSkill  1  Chance  15 
        Affects NaturalAdministratorSkill  1  Chance  10
        Affects NaturalAdministratorSkill  1  Chance  5

    Builder Administrator Skill Traits
    Code:
    Trait Builder
        Characters family
        NoGoingBackLevel  2 
    
        Level Active_Builder
            Threshold  1 
    
            Effect Construction  5 
            Effect Squalor -1 
    
        Level Urban_Builder
            Threshold  2 
    
            Effect Construction  10 
            Effect Squalor -2 
    
        Level Great_Builder
            Threshold  6 
    
            Effect Construction  15 
            Effect Squalor -3 
            Effect Piety  1

    Builder Administrator Skill Trait triggers
    Code:
    Trigger Administrator3
        WhenToTest GovernorBuildingCompleted
    
        Condition Trait Administrator >= 3
    
        Affects Builder  1  Chance  50 
    
    ;------------------------------------------
    Trigger Administrator4
        WhenToTest GovernorBuildingCompleted
    
        Condition Trait Administrator >= 4
    
        Affects Builder  1  Chance  75 
    
    ;------------------------------------------
    Trigger Administrator5
        WhenToTest GovernorBuildingCompleted
    
        Condition Trait Administrator = 5
    
        Affects Builder  1  Chance  100

    Trader Administrator Skill Traits
    Code:
    Trait Trader
        Characters family
        NoGoingBackLevel  2 
    
        Level Understands_Trade
            Threshold  5 
    
            Effect Trading  10 
    
        Level Trader
            Threshold  12 
    
            Effect Trading  20 
    
        Level Master_Trader
            Threshold  18 
    
            Effect Trading  30 
            Effect Piety  1

    constructing comercial/trade buildings or simply sitting around with great market.
    Trader Administrator Skill Trait triggers
    Code:
    Trigger Administrator6
        WhenToTest GovernorBuildingCompleted
    
        Condition SettlementBuildingFinished >= kaupang
              and Trait Administrator >= 3
    
        Affects Trader  1  Chance  50 
    
    ;------------------------------------------
    Trigger Administrator7
        WhenToTest GovernorBuildingCompleted
    
        Condition SettlementBuildingFinished >= boatbuilder
              and Trait Administrator >= 3
    
        Affects Trader  1  Chance  50 
    
    ;------------------------------------------
    Trigger Administrator8
        WhenToTest GovernorBuildingCompleted
    
        Condition SettlementBuildingFinished >= wood_worker
              and Trait Administrator >= 3
    
        Affects Trader  1  Chance  50 
    
    ;------------------------------------------
    Trigger Administrator9
        WhenToTest GovernorBuildingCompleted
    
        Condition SettlementBuildingFinished >= small_bie
              and Trait Administrator >= 3
    
        Affects Trader  1  Chance  50 
    
    ;------------------------------------------
    Trigger Administrator10
        WhenToTest CharacterTurnEnd
    
        Condition IsGeneral
              and Trait Administrator >= 3
              and SettlementBuildingExists >= great_market
              and TimeInRegion > 3
    
        Affects Trader  1  Chance  50


    PERSONALITY TRAITS

    Condition Traits
    Code:
    Trait Mad
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Mad
            Description Is_Mad_desc
            EffectsDescription Is_Mad_effects_desc
            GainMessage Is_Mad_gain_desc
            LoseMessage Is_Mad_lose_desc
            Epithet Is_Mad_epithet_desc
            Threshold  1 
    
            Effect LocalPopularity -1 
            Effect TaxCollection -5 
            Effect Construction  -15 
            Effect Squalor 5 
            Effect Piety  -5 
            Effect Chivalry  -5 
    
    ;------------------------------------------
    Trait Strong
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Strong
            Description Is_Strong_desc
            EffectsDescription Is_Strong_effects_desc
            GainMessage Is_Strong_gain_desc
            LoseMessage Is_Strong_lose_desc
            Epithet Is_Strong_epithet_desc
            Threshold  1 
    
            Effect LocalPopularity 1 
            Effect Health  5 
            Effect Fertility  5 
            Effect MovementPoints  20 
            Effect HitPoints  5 
            Effect TroopMorale  5 
    
    ;------------------------------------------
    Trait Weak
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Weak
            Description Is_Weak_desc
            EffectsDescription Is_Weak_effects_desc
            GainMessage Is_Weak_gain_desc
            LoseMessage Is_Weak_lose_desc
            Epithet Is_Weak_epithet_desc
            Threshold  1 
    
            Effect Health  -2 
            Effect Command  -2 
            Effect Fertility  -2 
            Effect MovementPoints  -20 
            Effect HitPoints  -2 
            Effect TroopMorale  -2 
    
    ;------------------------------------------
    Trait Bright
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Bright
            Description Is_Bright_desc
            EffectsDescription Is_Bright_effects_desc
            GainMessage Is_Bright_gain_desc
            LoseMessage Is_Bright_lose_desc
            Epithet Is_Bright_epithet_desc
            Threshold  1 
    
            Effect TaxCollection 10 
            Effect Trading 2 
            Effect Squalor  -2 
            Effect Construction 5 
            Effect PersonalSecurity 2 
    
    ;------------------------------------------
    Trait Dim
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Dim
            Description Is_Dim_desc
            EffectsDescription Is_Dim_effects_desc
            GainMessage Is_Dim_gain_desc
            LoseMessage Is_Dim_lose_desc
            Epithet Is_Dim_epithet_desc
            Threshold  1 
    
            Effect TaxCollection -10 
            Effect Trading -2 
            Effect Squalor  2 
            Effect Construction -5 
            Effect PersonalSecurity -2 
    
    ;------------------------------------------
    Trait Fair
        Characters family
        NoGoingBackLevel  1
    
        Level Is_Fair
            Description Is_Fair_desc
            EffectsDescription Is_Fair_effects_desc
            GainMessage Is_Fair_gain_desc
            LoseMessage Is_Fair_lose_desc
            Epithet Is_Fair_epithet_desc
            Threshold  1 
    
            Effect Chivalry 1 
            Effect Fertility 1 
            Effect LocalPopularity 1 
    
    ;------------------------------------------
    Trait Rugged
        Characters family
        NoGoingBackLevel  1
    
        Level Is_Rugged
            Description Is_Rugged_desc
            EffectsDescription Is_Rugged_effects_desc
            GainMessage Is_Rugged_gain_desc
            LoseMessage Is_Rugged_lose_desc
            Epithet Is_Rugged_epithet_desc
            Threshold  1 
    
            Effect Chivalry -1  
            Effect Fertility -1 
            Effect Law 2 
    
    ;------------------------------------------
    Trait Honest
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Honest
            Description Is_Honest_desc
            EffectsDescription Is_Honest_effects_desc
            GainMessage Is_Honest_gain_desc
            LoseMessage Is_Honest_lose_desc
            Epithet Is_Honest_epithet_desc
            Threshold  1 
    
            Effect Chivalry 1 
            Effect Trading -2  
            Effect LocalPopularity 1 
            Effect Law 1 
            Effect TaxCollection -5 
    
    ;------------------------------------------
    Trait Crooked
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Crooked
            Description Is_Crooked_desc
            EffectsDescription Is_Crooked_effects_desc
            GainMessage Is_Crooked_gain_desc
            LoseMessage Is_Crooked_lose_desc
            Epithet Is_Crooked_epithet_desc
            Threshold  1 
    
            Effect Chivalry -1  
            Effect Trading 2 
            Effect Unrest 2 
            Effect TaxCollection -10 
    
    ;------------------------------------------
    Trait Moderate
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Moderate
            Description Is_Moderate_desc
            EffectsDescription Is_Moderate_effects_desc
            GainMessage Is_Moderate_gain_desc
            LoseMessage Is_Moderate_lose_desc
            Epithet Is_Moderate_epithet_desc
            Threshold  1 
    
            Effect Chivalry 1 
            Effect Law -2 
            Effect PublicSecurity  2 
            Effect BribeResistance 30 
            Effect Loyalty  1 
            Effect TroopMorale  1 
    ;------------------------------------------
    Trait Severe
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Severe
            Description Is_Severe_desc
            EffectsDescription Is_Severe_effects_desc
            GainMessage Is_Severe_gain_desc
            LoseMessage Is_Severe_lose_desc
            Epithet Is_Severe_epithet_desc
            Threshold  1 
    
            Effect Chivalry -1  
            Effect PersonalSecurity 2 
            Effect Unrest -2 
            Effect TaxCollection 5 
            Effect Loyalty  -1 
            Effect Command 1

    Condition Trait triggers
    Code:
    Trigger IsMad_1
        WhenToTest CharacterTurnStart
    
        Condition IsGeneral
              and Trait Faith >= 1
              and Trait Rational >= 1
     
        Affects Mad  1  Chance  100   
    
    ;------------------------------------------
    Trigger Strong_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Weak >= 1
    
        Affects Strong  1  Chance  10   
    
    ;------------------------------------------
    Trigger Weak_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Strong >= 1
    
        Affects Weak  1  Chance  5   
    
    ;------------------------------------------
    Trigger Bright_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Dim >= 1
    
        Affects Bright  1  Chance  10   
    
    ;------------------------------------------
    Trigger Dim_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Bright >= 1
    
        Affects Dim  1  Chance  5   
    
    ;------------------------------------------
    Trigger Fair_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Rugged >= 1
    
        Affects Fair  1  Chance  10   
    
    ;------------------------------------------
    Trigger Rugged_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Fair >= 1
    
        Affects Rugged  1  Chance  15   
    
    ;------------------------------------------
    Trigger Honest_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Rugged >= 1
    
        Affects Honest  1  Chance  10   
    
    ;------------------------------------------
    Trigger Crooked_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Honest >= 1
    
        Affects Crooked  1  Chance  10   
    
    ;------------------------------------------
    Trigger Moderate_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Severe >= 1
    
        Affects Honest  1  Chance  15   
    
    ;------------------------------------------
    Trigger Severe_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Moderate >= 1
    
        Affects Severe  1  Chance  25


    Religion Traits
    the religion traits "Christian" and "Pagan" are split in two branches, depending on wether the character has "Rational" or "Faith" trait. these traits are to act as counters, they are hidden and has effects not used by generals.
    Religion Traits
    Code:
    Trait PragmaticChristian
        Characters family
        Hidden
    
        Level Pragmatic_Christian
            Description Pragmatic_Christian_desc
            EffectsDescription Pragmatic_Christian_effects_desc
            Threshold 1
    
            Effect Unorthodoxy 1
    
        Level Pragmatic_Christian2
            Description Pragmatic_Christian_desc
            EffectsDescription Pragmatic_Christian_effects_desc
            Threshold 2
    
            Effect Unorthodoxy 2
    
        Level Pragmatic_Christian3
            Description Pragmatic_Christian_desc
            EffectsDescription Pragmatic_Christian_effects_desc
            Threshold 3
    
            Effect Unorthodoxy 3
    
        Level Pragmatic_Christian4
            Description Pragmatic_Christian_desc
            EffectsDescription Pragmatic_Christian_effects_desc
            Threshold 4
    
            Effect Unorthodoxy 4
    
        Level Pragmatic_Christian5
            Description Pragmatic_Christian_desc
            EffectsDescription Pragmatic_Christian_effects_desc
            Threshold 5
    
            Effect Unorthodoxy 5
    
    ;------------------------------------------
    Trait TrueChristian
        Characters family
        Hidden
    
        Level True_Christian
            Description True_Christian_desc
            EffectsDescription True_Christian_effects_desc
            Threshold 1
    
            Effect Purity 1
    
        Level True_Christian2
            Description True_Christian_desc
            EffectsDescription True_Christian_effects_desc
            Threshold 2
    
            Effect Purity 2
    
        Level True_Christian3
            Description True_Christian_desc
            EffectsDescription True_Christian_effects_desc
            Threshold 3
    
            Effect Purity 3
    
        Level True_Christian4
            Description True_Christian_desc
            EffectsDescription True_Christian_effects_desc
            Threshold 4
    
            Effect Purity 4
    
        Level True_Christian5
            Description True_Christian_desc
            EffectsDescription True_Christian_effects_desc
            Threshold 5
    
            Effect Purity 5
    
    ;------------------------------------------
    Trait PragmaticPagan
        Characters family
        Hidden
    
        Level Pragmatic_Pagan
            Description Pragmatic_Pagan_desc
            EffectsDescription Pragmatic_Pagan_effects_desc
            Threshold 1
    
            Effect Unorthodoxy 1
    
        Level Pragmatic_Pagan2
            Description Pragmatic_Pagan_desc
            EffectsDescription Pragmatic_Pagan_effects_desc
            Threshold 2
    
            Effect Unorthodoxy 2
    
        Level Pragmatic_Pagan3
            Description Pragmatic_Pagan_desc
            EffectsDescription Pragmatic_Pagan_effects_desc
            Threshold 3
    
            Effect Unorthodoxy 3
    
        Level Pragmatic_Pagan4
            Description Pragmatic_Pagan_desc
            EffectsDescription Pragmatic_Pagan_effects_desc
            Threshold 4
    
            Effect Unorthodoxy 4
    
        Level Pragmatic_Pagan5
            Description Pragmatic_Pagan_desc
            EffectsDescription Pragmatic_Pagan_effects_desc
            Threshold 5
    
            Effect Unorthodoxy 5
    
    ;------------------------------------------
    Trait TruePagan
        Characters family
        Hidden
    
        Level True_Pagan
            Description True_Pagan_desc
            EffectsDescription True_Pagan_effects_desc
            Threshold 1
    
            Effect Purity 1
    
        Level True_Pagan2
            Description True_Pagan_desc
            EffectsDescription True_Pagan_effects_desc
            Threshold 2
    
            Effect Purity 2
    
        Level True_Pagan3
            Description True_Pagan_desc
            EffectsDescription True_Pagan_effects_desc
            Threshold 3
    
            Effect Purity 3
    
        Level True_Pagan4
            Description True_Pagan_desc
            EffectsDescription True_Pagan_effects_desc
            Threshold 4
    
            Effect Purity 4
    
        Level True_Pagan5
            Description True_Pagan_desc
            EffectsDescription True_Pagan_effects_desc
            Threshold 5
    
            Effect Purity 5
    
    ;------------------------------------------
    Trait Christian
        Characters family
    
        Level Christian
            Description Christian_desc
            EffectsDescription Christian_effects_desc
            Threshold 1
    
            Effect Chivalry 1
    
    ;------------------------------------------
    Trait Pagan
        Characters family
    
        Level Pagan
            Description Pagan_desc
            EffectsDescription Pagan_effects_desc
            Threshold 1
    
            Effect Chivalry -1

    depending on wether the character has "Rational" or "Faith" trait, their religion trait will be either "Pragmatic" or "True". each character get one trait for each religion at birth, they get top level of their fathers trait and lowest of the other. they are also given a visible trait corresponding to the dominant counter trait.
    in addition there will be triggers and possibly scripted monitors adding and subtracting to trait levels. when a trait reach top level and the other is at lowest corresponding visible trait will be given if not already had. a script is needed to remove the religion trait that has its counter at lowest level.
    Religion Trait triggers
    Code:
    ;------------------------------------------
    Trigger Christian_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Rational >= 1
              and FatherTrait TrueChristian >= 1
    
        Affects TrueChristian  5  Chance  100   
        Affects TruePagan  1  Chance  100   
    
    ;------------------------------------------
    Trigger Christian_birth2
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Faith >= 1
              and FatherTrait TrueChristian >= 1
    
        Affects PragmaticChristian  5  Chance  100   
        Affects PragmaticPagan  1  Chance  100   
    
    ;------------------------------------------
    Trigger Christian_birth3
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Rational >= 1
              and FatherTrait PragmaticChristian >= 1
    
        Affects TrueChristian  5  Chance  100   
        Affects TruePagan  1  Chance  100   
    
    ;------------------------------------------
    Trigger Christian_birth4
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Faith >= 1
              and FatherTrait PragmaticChristian >= 1
    
        Affects PragmaticChristian  5  Chance  100   
        Affects PragmaticPagan  1  Chance  100   
    
    ;------------------------------------------
    Trigger Pagan_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Rational >= 1
              and FatherTrait TruePagan >= 1
    
        Affects TruePagan  5  Chance  100   
        Affects TrueChristian  1  Chance  100   
    
    ;------------------------------------------
    Trigger Pagan_birth2
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Faith >= 1
              and FatherTrait TruePagan >= 1
    
        Affects PragmaticPagan  5  Chance  100   
        Affects PragmaticChristian  1  Chance  100   
    
    ;------------------------------------------
    Trigger Pagan_birth3
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Rational >= 1
              and FatherTrait PragmaticPagan >= 1
    
        Affects TruePagan  5  Chance  100   
        Affects TrueChristian  1  Chance  100   
    
    ;------------------------------------------
    Trigger Pagan_birth4
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Faith >= 1
              and FatherTrait PragmaticPagan >= 1
    
        Affects PragmaticPagan  5  Chance  100   
        Affects PragmaticChristian  1  Chance  100   
    
    ;------------------------------------------
    Trigger Turn_christian1
        WhenToTest CharacterTurnStart
    
        Condition IsGeneral
              and Trait TruePagan <= 1
              and Trait TrueChristian >= 5
     
        Affects Christian  1  Chance  100   
    
    ;------------------------------------------
    Trigger Turn_christian2
        WhenToTest CharacterTurnStart
    
        Condition IsGeneral
              and Trait PragmaticPagan <= 1
              and Trait PragmaticChristian >= 5
     
        Affects Christian  1  Chance  100   
    
    ;------------------------------------------
    Trigger Turn_pagan1
        WhenToTest CharacterTurnStart
    
        Condition IsGeneral
              and Trait TruePagan >= 5
              and Trait TrueChristian <= 1
     
        Affects Pagan  1  Chance  100   
    
    ;------------------------------------------
    Trigger Turn_pagan2
        WhenToTest CharacterTurnStart
    
        Condition IsGeneral
              and Trait PragmaticPagan >= 5
              and Trait PragmaticChristian <= 1
     
        Affects Pagan  1  Chance  100


    my plan is to use zero value as baseline for attribute points recieved by traits and ancillaries.
    loyalty is obviously what keeps characters from rebeling, but i am uncertain if the will rebel if loyalty attribute value is zero or above. i simply presume rebeling characters occur automatically and does not have to triggered or scripted.
    i think Authority is what determines the next faction heir, or at least plays a part. by adding Authoruty Attribute points mainly by certain Title Ancillaries, i hope one can eventually affect the determination process by adding titles to a character.
    Ancillaries are sepparated into various types, but i do not know if there is any built-in effects to them. the types can be used as condition in triggers.
    the Kingly Title Ancillaries, except the Danish one, will have to be triggered possibly by campaign script.
    all factions will start with Earl Title Ancillary, except Danes and Franks, the Franks will obviously have an Emperor Title Ancillary. the Frank leader will be the only one that can gather all other Title Ancillaries, specially the Kingly Title Ancillaries. Kingly Title holders can be able to gather any Earl Title Ancillary, but be excluded from other cultures Kingly Titles.
    one problem i see is the acumulative effects of several Ancillaries on one character, in particulary when handled by the AI which i suppose would not know how to distribute the Ancillaries.


    i included southern_european culture for all titles, as Emperor the Frank leader should be allowed to keep client kings or kingly titles for him self. the 3 Scandinavian groups can also keep each others Kingly Titles, as was later sometimes the case.
    all Title Ancillaries has been triggered to pass to heir on natural death and to winner if killed in battle against other faction leader. no meassures has yet been taken to resolve if faction leader is killed in battle against someone else that is not also faction leader. i might want to insert a simmilar trigger in case the winner is a faction heir.
    the effect of loosing ones main Ancillary is nothing else than being robbed of its beneficial effects.
    Kingly Titles
    Code:
    Ancillary noreg_konung
        Type Court
        Transferable  0 
        Image noreg_konung.tga
        ExcludeCultures middle_eastern, mesoamerican, eastern_european, greek, mesoamerican
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary svea_konung
        Type Court
        Transferable  0 
        Image svea_konung.tga
        ExcludeCultures middle_eastern, mesoamerican, eastern_european, greek, mesoamerican
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary dane_konung
        Type Court
        Transferable  0 
        Image dane_konung.tga
        ExcludeCultures middle_eastern, mesoamerican, eastern_european, greek, mesoamerican
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary balt_konung
        Type Court
        Transferable  0 
        Image balt_konung.tga
        ExcludeCultures middle_eastern, mesoamerican, northern_european, greek, mesoamerican
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2

    yet there is no triggers for titles appearing unless added to campaign start.
    Kingly Titles Inheritence triggers
    Code:
    Trigger noreg_konung_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc noreg_konung
    
        AcquireAncillary noreg_konung chance  100 
    
    ;------------------------------------------
    Trigger svea_konung_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc svea_konung
    
        AcquireAncillary svea_konung chance  100 
    
    ;------------------------------------------
    Trigger dane_konung_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc dane_konung
    
        AcquireAncillary dane_konung chance  100 
    
    ;------------------------------------------
    Trigger balt_konung_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc balt_konung
    
        AcquireAncillary balt_konung chance  100

    Kingly Ancillaries Taken triggers
    Trigger noreg_konung_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled noreg_konung

    AcquireAncillary noreg_konung chance 100

    ;------------------------------------------
    Trigger svea_konung_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled svea_konung

    AcquireAncillary svea_konung chance 100

    ;------------------------------------------
    Trigger dane_konung_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled dane_konung

    AcquireAncillary dane_konung chance 100

    ;------------------------------------------
    Trigger balt_konung_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled balt_konung

    AcquireAncillary balt_konung chance 100


    Jarls Ancillaries
    Code:
    Ancillary dane_jarl
        Type Court
        Transferable  0 
        Image dane_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary gauta_jarl
        Type Court
        Transferable  0 
        Image gauta_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary guta_jarl
        Type Court
        Transferable  0 
        Image guta_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary hame_ruthina
        Type Court
        Transferable  0 
        Image hame_ruthina.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary hologa_jarl
        Type Court
        Transferable  0 
        Image hologa_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary krivich_knyaz
        Type Court
        Transferable  0 
        Image krivich_knyaz.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary kursi_ruthina
        Type Court
        Transferable  0 
        Image kursi_ruthina.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary kven_ruthina
        Type Court
        Transferable  0 
        Image kven_ruthina.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary maere_jarl
        Type Court
        Transferable  0 
        Image maere_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary obotrite_knyaz
        Type Court
        Transferable  0 
        Image obotrite_knyaz.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary prusi_ruthina
        Type Court
        Transferable  0 
        Image prusi_ruthina.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary roga_jarl
        Type Court
        Transferable  0 
        Image roga_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary rus_knyaz
        Type Court
        Transferable  0 
        Image rus_knyaz.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary saxe_jarl
        Type Court
        Transferable  0 
        Image saxe_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary svea_jarl
        Type Court
        Transferable  0 
        Image svea_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary vend_knyaz
        Type Court
        Transferable  0 
        Image vend_knyaz.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary vika_jarl
        Type Court
        Transferable  0 
        Image vika_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2

    Jarls Ancillaries Inheritance triggers
    Code:
    Trigger dane_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc dane_jarl
    
        AcquireAncillary dane_jarl chance  100 
    
    ;------------------------------------------
    Trigger gauta_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc gauta_jarl
    
        AcquireAncillary gauta_jarl chance  100 
    
    ;------------------------------------------
    Trigger guta_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc guta_jarl
    
        AcquireAncillary guta_jarl chance  100 
    
    ;------------------------------------------
    Trigger hame_ruthina_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc hame_ruthina
    
        AcquireAncillary hame_ruthina chance  100 
    
    ;------------------------------------------
    Trigger hologa_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc hologa_jarl
    
        AcquireAncillary hologa_jarl chance  100 
    
    ;------------------------------------------
    Trigger krivich_knyaz_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc krivich_knyaz
    
        AcquireAncillary krivich_knyaz chance  100 
    
    ;------------------------------------------
    Trigger kursi_ruthina_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc kursi_ruthina
    
        AcquireAncillary kursi_ruthina chance  100 
    
    ;------------------------------------------
    Trigger kven_ruthina_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc kven_ruthina
    
        AcquireAncillary kven_ruthina chance  100 
    
    ;------------------------------------------
    Trigger maere_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc maere_jarl
    
        AcquireAncillary maere_jarl chance  100 
    
    ;------------------------------------------
    Trigger obotrite_knyaz_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc obotrite_knyaz
    
        AcquireAncillary obotrite_knyaz chance  100 
    
    ;------------------------------------------
    Trigger prusi_ruthina_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc prusi_ruthina
    
        AcquireAncillary prusi_ruthina chance  100 
    
    ;------------------------------------------
    Trigger roga_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc roga_jarl
    
        AcquireAncillary roga_jarl chance  100 
    
    ;------------------------------------------
    Trigger rus_knyaz_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc rus_knyaz
    
        AcquireAncillary rus_knyaz chance  100 
    
    ;------------------------------------------
    Trigger saxe_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc saxe_jarl
    
        AcquireAncillary saxe_jarl chance  100 
    
    ;------------------------------------------
    Trigger svea_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc svea_jarl
    
        AcquireAncillary svea_jarl chance  100 
    
    ;------------------------------------------
    Trigger vend_knyaz_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc vend_knyaz
    
        AcquireAncillary vend_knyaz chance  100 
    
    ;------------------------------------------
    Trigger vika_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc vika_jarl
    
        AcquireAncillary vika_jarl chance  100

    Jarls Ancillaries Taken triggers
    Trigger dane_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled dane_jarl

    AcquireAncillary dane_jarl chance 100

    ;------------------------------------------
    Trigger gauta_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled gauta_jarl

    AcquireAncillary gauta_jarl chance 100

    ;------------------------------------------
    Trigger guta_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled guta_jarl

    AcquireAncillary guta_jarl chance 100

    ;------------------------------------------
    Trigger hame_ruthina_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled hame_ruthina

    AcquireAncillary hame_ruthina chance 100

    ;------------------------------------------
    Trigger hologa_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled hologa_jarl

    AcquireAncillary hologa_jarl chance 100

    ;------------------------------------------
    Trigger krivich_knyaz_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled krivich_knyaz

    AcquireAncillary krivich_knyaz chance 100

    ;------------------------------------------
    Trigger kursi_ruthina_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled kursi_ruthina

    AcquireAncillary kursi_ruthina chance 100

    ;------------------------------------------
    Trigger kven_ruthina_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled kven_ruthina

    AcquireAncillary kven_ruthina chance 100

    ;------------------------------------------
    Trigger maere_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled maere_jarl

    AcquireAncillary maere_jarl chance 100

    ;------------------------------------------
    Trigger obotrite_knyaz_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled obotrite_knyaz

    AcquireAncillary obotrite_knyaz chance 100

    ;------------------------------------------
    Trigger prusi_ruthina_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled prusi_ruthina

    AcquireAncillary prusi_ruthina chance 100

    ;------------------------------------------
    Trigger roga_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled roga_jarl

    AcquireAncillary roga_jarl chance 100

    ;------------------------------------------
    Trigger rus_knyaz_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled rus_knyaz

    AcquireAncillary rus_knyaz chance 100

    ;------------------------------------------
    Trigger saxe_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled saxe_jarl

    AcquireAncillary saxe_jarl chance 100

    ;------------------------------------------
    Trigger svea_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled svea_jarl

    AcquireAncillary svea_jarl chance 100

    ;------------------------------------------
    Trigger vend_knyaz_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled vend_knyaz

    AcquireAncillary vend_knyaz chance 100

    ;------------------------------------------
    Trigger vika_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled vika_jarl

    AcquireAncillary vika_jarl chance 100
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn.
    Anders Sørensen Vedel

  5. #5

    Default Re: Revival; Help Needed :)

    Damn, I could be working with the wrong version; /facepalm. Thanks for the info! I really need to start making notes on all that I am doing.

  6. #6

    Default Re: Revival; Help Needed :)

    it seems that the torrent (you uploaded) has wanished from piratebay. i am re-uploading and seding at legittorrents.info.
    a new torrent link will be up shortly.

    also i have inquired wether the WotN dev forum can be made public for those who wish to continue on this project in some sort or form. it is not much use, other than research and a lot of talk, but it is no point in keeping a private forum for noone.
    what is the level of interest concerning this?
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn.
    Anders Sørensen Vedel

  7. #7

    Default Re: Revival; Help Needed :)

    Huh, ok then, then I do have the newest version; and I checked - there are no traits for agents in the game. Merchants/Assassins/Spies/Princesses, none of them have any.

    Thats what I meant, I guess. There are some ancillaries, but otherwise not really.

    Again, all those beautiful things you mentioned - no idea how to do them and make sure that they would work. I tried to tinker with some of the scripts for the campaign (regarding traits) but I had to roll back to the "vanilla" WotN text files, cause I was getting crash.

    As of now, my priority is to "fix" the economy and make the game more sandbox.

  8. #8

    Default Re: Revival; Help Needed :)

    you are correct that there are no traits for agents.
    character traits were cut to the bone by intention of giving them more effect, rather than the mish-mash of vanilla traits that cancel each other out.

    the economy was made hard by intention of forcing players to raid, not sure how it works for the AI though. and i might have screwed it up a bit much when re-balancing the unit stats.

    the building tree is something that i think the AI does not know how to handle, it is unlikely to build stuff that has zero value.
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn.
    Anders Sørensen Vedel

  9. #9

    Default Re: Revival; Help Needed :)

    This mod is one of the best mods ever, I was so disappointed when I found out there is a bug around some turn (I can't remember, 60 or 80 or something) that turns impossible to continue. Fixing these bugs should be priority, after that you think about improving the rest. A pity I don't know much about modding, I can edit some buildings and such, but fix bugs like that I wouldn't even know where to begin, but if you are in need of any help, my knowledge might be short but I will certainly try my best, this mod deserves no less.

  10. #10
    demagogos nicator's Avatar Domesticus
    Join Date
    Jul 2010
    Location
    Slovakia
    Posts
    2,418

    Default Re: Revival; Help Needed :)

    Great to see that someone is going to continue this mod. It is maybe most enyojable M2TW mod I have ever played and the release of beta was one of the reasons why I bought M2TW kingdoms. However, I generally like the overall feel of the economy and the difficulty to make money in this mod but I agree there is a room for improvement.

  11. #11

    Default Re: Revival; Help Needed :)

    Yes, please make the much needed finishing touches on WotN. It's like 96% done and in its current state its awesome, if finished it will be awesome-er. I modded my install giving a little more population in the cities and increased the value of resources and trade, basically I butchered the economy, I like big battles what can I say. The extra income helps the AI to actually field units, oh and I put the higher teir barracks in all the capitals, helps a lot too. I tried to add vanilla traits to the agents too, but I was gifted Skyrim and well, you know.
    “The hardest thing in the world is to assume the mood of a warrior. It is of no use to be sad and complain and feel justified in doing so, believing that someone is always doing something to us. Nobody is doing anything to anybody, much less to a warrior.” ― Don Juan
    "It is the soldier, not the reporter, who has given us freedom of the press. It is the soldier, not the poet, who has given us freedom of speech. It is the soldier, not the campus organizer, who has given us the freedom to demonstrate. It is the soldier, who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag." -- Father Dennis Edward O'Brien, USMC

  12. #12

    Default Re: Revival; Help Needed :)

    I would say giving all the economy buildings even just a plus 100 income would be excellent! I an on turn 200 and playing as the Swedish Vikings, and have come to the point that not even the Franks are fielding a full stack even though I have 2 and apparently only have 2% of their financial power. Love the unit variety and how good it feels when your villages finally become large towns! Only thing is that overcrowding becomes an issue at about 12k pop. Perhaps have an event around turn 150 that allows you to build stone walls to make minor cities?

  13. #13

    Default Re: Revival; Help Needed :)

    Stone walls make no sense for a viking mod, I think instead more different levels of "village" should be made. Another thing about the economy, fellas, don't forget to sack weak settlements, torch everything to the ground and depart, that is the idea of playing viking factions, you aren't there to build an empire, merely to sack your way through everywhere, and that money makes you rich.

  14. #14

    Default Re: Revival; Help Needed :)

    It is an intriguing idea to revive this mod. Remembering it from its vastness and hack and slash battles. Unfortunately the AI is not designed for the viking pillaging way. It is designed to build and grow. So modding an economy with low population is quite difficult, but not impossible. But a necessity to get big battles.
    Roma, Acta est Fabula
    Released! version 0.9B of the mayor overhaul mod for IB2 Vandalorum

  15. #15

    Default Re: Revival; Help Needed :)

    Hey fellas, so Ive been going over with Danova about his Last Kingdom mod.

    The idea here is to "combine" these two mods, basically I want to use most of the resources (the ones that I can and those that fit) to help me finish WOTN.

    The Last Kingdom is a beautiful mod and if you havent played it yet, go ahead! Download it now!

    Well, anyway, progress is steady but slow. Primarily because I know jack when it comes to modding so the past month and a half I was basically going through walkthoughs and tutorials, and via trial and error Ive learned something about the whole process so now, that I got the knowledge (well, most of it anyway) and the resources (from TLK) I dare to say that this mod will be finished.

    Lastly,

    I still support the idea that this mod should be sandboxed and I am going to finish it in this way. You can still play like a regular Viking, pillaging and sacking your way through the Baltic - but the AI will build wealthy petty-kingdoms and expand. Which incidentally provides the player with a bigger motivation to go raiding, because he will be sacking lush and rich cities/villages - not just empty poo-holes.

    Cheers

  16. #16
    mocker's Avatar Domesticus
    Join Date
    Dec 2006
    Location
    Oslo
    Posts
    2,050

    Default Re: Revival; Help Needed :)

    Hey guys, I don't really have anything to contribute to this anymore since it's been years since I was in way involved in the TW modding community and I ended up specialising in stone age archaeology rather than viking age stuff, but I just want to say that it's absolutely awesome to see people still tinkering with WotN six years after I was involved in it. Wow. It may not have turned out exactly how we pictured it at the start, but it's so much more than I thought we'd actually end up with when I left the project. A big shout-out to everyone who worked on this!


  17. #17

    Default Re: Revival; Help Needed :)

    Speaking of traits... What's up with the "mad" trait? Pretty much all the Frankish lords are called "the Mad". Is that supposed to occure? =D

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