Oh ok thanks! Speaking of the code, isn't also a problem with the ChivalriousLegacy? The first trait has a threshold of 5, I think it should be 1, right?
Oh ok thanks! Speaking of the code, isn't also a problem with the ChivalriousLegacy? The first trait has a threshold of 5, I think it should be 1, right?
Is this savegame compatible?
Yes, it is save-compatible in the sense that:
- it won't make CTDs,
- the new triggers for the traits will fire,
- when the new levels of traits will be gained then the new lower-level benefits will be subtracted and the new higher-level benefits will be added,
- the new descriptions of the traits will appear immediately.
The caveat is:
- after application of the submod the characters will have the new descriptions of the benefits but in-game the characters will still have the old benefits.
For instance, consider a following situation.
I. A trait in the old version would give 2 levels:
AverageGuy: +2 Chivalry GoodGuy: +4 Chivalry
and this submod modifies it that the levels give:
AverageGuy: +1 Chivalry, +1 morale GoodGuy: +1 Chivalry, + 2 Morale.
II. Your general has the AverageGuy level.
III. After application of the submod, he will still have effectively +2Chiv, but the description will say "+1Chiv, +1 morale"
IV. When he gains the second level, only the difference changes, so he will have "+2Chiv, +1morale", while the description will say "+1Chiv, +2morale".
However, I don't think it's a huge problem and I used always newer versions of the submod over my games, and this was not misleading.
JoC_traits_mods.zip
This is an update containing some work on the submods:
- Education of Generals
- GTCS (money traits, personality traits etc.)
- Princess fix (concerning NoComingBack bug)
- Loyalty (fix of Near / Far Loyalty, and also VineFynn fix of the usurper mechanics)
The two reported issues (legacy and coward) are fixed.
cheers
JoC
Last edited by Jurand of Cracow; May 09, 2018 at 02:10 PM.
Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
..............................................................................................................................................................................
If you want to play a historical mod in the medieval setting the best are:
Stainless Steel Historical Improvement Project and Broken Crescent.
Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
..............................................................................................................................................................................
Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!
Hi Jurand, do you mind if I use your mod as a base for a roleplay mod? I want to focus on settlement and ancillary triggers to guide the development of generals (eg. brothel line vs monastery line for drink/sobriety, girls/prim, etc; monk ancillary providing -drink, -girls triggers, etc.). I like many of the changes you've made and appreciate the work on eliminating NoGoingBack. It would save me some time to work from GTCS instead of regular SSHIP
Hi Charles,
I obviously don't mind. Feel free to use it.
But maybe you can post here some code and explanations for the triggers when you do them?
Besides, be aware that there're many strange things in the EDCT. As an example, a few mistakes in the code for the Priests that I've spotted while working recently on the new update:
- there's a trait for them "Corrupted", but in the triggers for "Corrupt" was used (a trait reserved for family), so it was a dead part;
- some traits didn't exist (eg. HeresyImmunityNonCatholic), but the triggers for them - yes. (actually, there's a trait Heresy_Immunity_NonCatholic)
- there;re problems with "Heresy_Immunity_AI" trait resulting in a dead mechanism.
- the "Unorthodoxy_Bonus_AI" were not present in the triggers.
Thanks!
Interesting, I would have thought those triggers without traits would produce an error (I've gotten quite a few from typos). I will definitely be working with priests, so I'll let you know what changes I make. Currently I'm working on faction-based WifeIs traits, to give something more interesting than the +1 to local popularity. I'll start a thread with my proposed bonuses.
Actually, I've redone all the priests' traits. You may find it in an easy way in the file.
Concerning WifeIs: as I see in the EDCT, there're many such traits, so I don't really know what you want to achieve. Maybe you thought about "Relations"?
Yes, the WifeIs traits are applied to a general upon marriage to a faction princess. The thread is up if you want to have a look.
Edit 1: I like what you've done with organizing the EDCT. One thing I noticed the religious traits for generals is in the "religions of wifes" subsection (by the way, the plural of "wife" in English is "wives"; don't ask why). These are Trait Muslim/Catholic/Orthodox/Pagan. I think they are applied when bribing an enemy general of another faith.
Edit 2: Oops, I was mistaken, those religious traits are applied when marrying high-charm Muslim ladies :p Guess that makes sense, though the traits themselves apply to generals
side note: I can't seem to find the edit button for my posts
Last edited by Lifthrasir; August 21, 2018 at 10:12 AM. Reason: Posts merged for clarity
You need to reach 25 posts to be able to edit your posts. I'm merging your 3 posts above for clarity![]()
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
Is this `Mini-mod` included in v0.9.2/v0.9.5?
It's not included. However, AFAIK, my the submods are still compatible with the 095 - the only difference is that if you apply the PTF, you won't get the changes to the crowns mad in 095 (I actually don't know what they consist of, they're not aligned with my few ideas put here).
Jurand you continue improving your submods? And in a possible next version of sship you will include your submod?
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
Can I have this along the Provincial Titles fix? Cause both of them edit export_vnvs.txt
Guys, just to give you know: this minimod is included in the SSHIP 096 and the work continues. For instance, I've recently worked a lot on the economic traits, and the results for the GoodMiner will be as follows:
;--------- Miner ------------------------------------
;-- levels(points) 1(1),2(3),3(5),4(8),5(12)
;-- only on-the-job experience: mines must be present, general has to stay in the province and end movement in the settlement
;-- minimum requirement is FitForOffice, but for many traits also positive Intelligenceand
;-- some other traits and presence of certain buildings will also help
;-- no difference between castle and city
;-- also Teenagers get the points
;--
;-- How many points is collected in 10 years (20 turns):
; any general: 1.0
; Intelligent: 1.0
; Genius: 2.0
; Energetic NotMarried 1.0
; Mathematical 0.4
; Admin Education 1.0 / 2.0 / /3.0 / 5.0
; Advanced/Master Pagan 1.0 / 2.0
; Master Military Education 1.0
; NotMarried with University 1.0
; NotMarried with Explorers/Masons Guild 1.0
; Scholar with Library 0.2
; Crusader/Jihad history (unlikely) 2.0
; finished building mines (rarely) 1.0 (the only with 100%) + 0.5 + 0.1 - doubles for Intelligent
;
; that makes:
; intelligent MilMind: 2.0
; Standard educated AdminMind: 4.0
; Master educated AdminMind in a developed city: 8.0
; the brightests: 12.0
; event of building mines: 1.6 for any, 3.2 for Intelligent
I really appreciate that your work is now included in version 0.9.6 of SSHIP! Please continue to improve this mod!![]()