Included in the Compilation
Features
Installation
Credits
Included in the Compilation
Features
Installation
Credits
Last edited by bɑne; February 12, 2011 at 09:26 PM.
At last! Waited for this for too long
Think about making it dependable on the settlement level\certain buildings\education\battles won\campaigning experience.
Hope this will become really developed project. Good luck!
P.S. first :p
It will likely become more complex over time, but 1.0 will only have two traits. These two traits will form the core of the sub-mod.
That's exactly what I wanted to sayIt will likely become more complex over time, but 1.0 will only have two traits. These two traits will form the core of the sub-mod.
Well, my biggest dream is to have a system analogical to the one in DLV mod: According to the education, the noble becomes either general or governor. Both this career ways have + and - and corresponding stats\traits. Governors got boost in running a settlement, while they're pretty weak on the battlefield. Generals are killing machines, but towns under their control are VERY likely to rebel and give few income. Combining those two paths is possible, though it's very hard, but when you achieve that, you'll get a "God-like" noble indeed.
Another addition is that generals have experience - time spent outside the settlement+battles won - it's reflected by a chain of traits which boost the general as he proceeds through his career, while governor gets additional ancillaries\traits if he's inside a town.
Well, currently you move towards either end of the spectrum by being either in a city, or out in the field. It is also reversible, a character can go from being an established general, to being an established governor. Having both at once, however, is not possible.
Going to the end of either trait, takes a minimum of 4 turns, with the average lying around 6. It takes just as long (on average) to reverse it, then the same time again to get into the other trait.
Example:
You have a general at Governor level 2.
It would take 4-8 turns or so to get him to neutral, then 4-8 turns to get him to General level 2. Note: it can't take less than 4 turns, but it can take more than 8 (but it usually won't)
If anyone has any ideas for what kind of bonuses the general and governor traits should give, please post them.
I suppose the educational traits can be a base for borrowings, for example: General will have increased HP, Attack, TroopMorale, Command and all the things connected to the battles and - to happiness and income in towns. Governor could have +tax, +minings, +happiness, +trade and so on and - to command. It would be nice if traits like "corrupted governor" and "good governor" had a chance to trigger(+equivalent traits for the general), since not everyone could be good and not all people were bed It would be even more great if there were "chains" of traits, corresponding to a certain level of the general\governor development.
Special ancillaries would also be cool, for example banners, shields\swords, horses, special warriors\knights, armor pieces and so on for the generals and some wise advisors and retinues which a medieval governor required (these can replace the current engineers\tutors\librarians and all that "pop" stuff which I find quite unoriginal and dull). These can also be represented as "chains" which will stack or buff while the person proceeds through his career, also depending on the title\faction\location and some other factors to avoid spamming the same ancillaries for all characters.
I probably won't make any ancs, as the same results can be achieved with traits, but without the silly 8 anc limit.
The scope of this project will likely be expanded after 1.0, but in 1.0 only the two main traits are planned. Expansion might come in 1.1 or 1.2.
Got a thread about it?
Release!
Download attached to OP.
Just a suggestion, for the governor traits in CD, the trigger it uses currently is:
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and Trait Governor < 2
and RemainingMPPercentage = 100
However, Generals some times stays in a settlement as well, especially when using BGR (where the general is needed to stay in a settlement to resupply and recruit) or preparing for an up coming siege. Maybe you should add a few more requirments - a few I found in the docudemons that might be suitable are GovernorBuildingExist and TimeInRegion.
I don't really see how it's a problem, since it takes a while to lose the General trait, and it will be gained back in the field just as quickly. By staying in a city for a while, the general becomes less used to the field, and his skills detoriate.
Is this available for 6.4 yet?
It should work fine with 6.4.
You'll just have to do this, instead of the normal installation process:
Unzip it somewhere. In your newly created folder, delete "SS_setup.exe"
Then, just overwrite your SS folder with CD's folder.
Have you checked DLV's manual and gameplay, Meneth? They have a lot of stuff already included. You can ask them for permission or use some ideas.
When in doubt, say - Trve Norsk Blękk Mettal
a
// [Last.fm][/SPOILER]
Play Supremacy 1914, the free real-time strategy online games and the Browsergame of the Year 2009!
[SPOILER]
Supremacy1914 - the best MMO
Spoiler for Dangerous stuff:
When i wanted to enable it, in the New SS Setup, (6.4) it sent me an error aboun the campaing_descr_ something file, related with "rebels", with "BGR II" and some other mods, as if that file had some parts missing.
Is this a known error? Has a fix? Because i see this mod pretty interesting!
Thanks!