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Orientis
Old December 20, 2006, 02:02 PM / VnV, Agents & Ancilliaries FIXES v1.1a for Vanilla M2: == VERSION 1.2 13/01/07 ==   #1
Grenadier
 
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Hey all, first mod here, hope you like it.

This first mod is a simple fix for all the messed up agents, character traits, and ancilliaries in Medieval 2 (1.1) Vanilla. Simply install over your vanilla installation, and it won't do anything except fix what the patch has missed.

You can download it from tw-center.net HERE.

Please stick any feedback on bugs or what you want to see in the next version in this thread.

Details below, enjoy!

Vices & Virtues FIXES 1.2
INCLUDES - Fixed PRINCESSES, ASSASSINS, DIPLOMATS, no longer lose trait points on failure. PRINCESS CHARM traits now work! ADMIRALS fixed, no more irritating one-star fleets on training which won't combine. ADMINISTRATION traits fixed. HUNDREDS of Family Member traits & triggers fixed, character traits work again!

This mod fixes broken agents, princessess, many character traits and ancillaries in vanilla Medieval 2.

It is compatible with any non-VnV / ancillary mod, and aims to change nothing in vanilla Medieval 2 but what is broken.

==VERSION 1.2==

===NEW FEATURES===

Two new versions of the ancillaries files, for those mods/players which set the game at a different number of years per turn. This ensures many ancillaries will appear at the correct times in modded games.
To check and use:
Go to medieval2/data/world/maps/campaign/imperial_campaign
Open descr_strat.txt
Read the value for "timescale" near the top of file.
If timescale 1.0 RENAME the enclosed file export_descr_ancillaries[TURN=1.0].txt to export_descr_ancillaries.txt and place it in your medieval2/data/ folder (or modswitch /data folder)
If timescale 0.50 RENAME the enclosed file export_descr_ancillaries[TURN=0.50].txt to export_descr_ancillaries.txt and place it in your medieval2/data/ folder (or modswitch /data folder)
NOTE: the standard export_descr_ancillaries.txt file included with the mod is set for a timescale of 2.0

Spoiler Alert, click show to read: 
===TRAIT FIXES===

Added hereditary triggers for wives as well as generals (ie if general marries a beautiful princess, his children are more likely to be beautiful)
Stopped Faction Leaders being loyal / disloyal to, er, themselves.
Lots of little adjustments to previous fixes (including: BadDisciplinarian again (bloody autoresolve), princesses ageing & becoming desperate less quickly, etc)
Removed antitraits for StrategyChivalry and StrategyDread - this is a hotfix, but will stop the two traits being constantly wiped out. You will get them both at the same time, sorry, there are too many triggers for these two to do by hand. There is a better fix on the way...
Added non-existant triggers for Hates N Fears vs religions
Fixed all hates n fears copy & paste errors, they all have the same effects now (with one deliberate exception)

===MARRIAGES===

Fixed princesses tended to give many more positive traits than negative. To rebalance, I've developed and linked some ancilliaries and traits to make an 'unhappy marriage' function over time. This includes:
Cuckold trait now based more on princess traits
Changed adultress ancilliary triggers: the more charming a general's wife, the less likely he is to wander. Of course, if he's looking for Narnia, finding himself unexcited by such a desirable wife may hasten his journey out of the closet.
Cuckolded generals more likely to look for adultresses
Generals with adultresses more likely to become cuckolded
Self-perpetuating relationship between the above
Shouldn't be game-changing (but the probabilities are very low) just take a little edge off your uber-general as he ages; but the possibility is there for things to get quite nasty, so I would check the traits of eligible princesses carefully, charm alone might not tell the whole story.

===ANCILLARIES===

Re-wrote armour ancillary triggers
Fixed broken condition for adultress triggers
Created trigger for Taticius (byzantine military ancillary)
Fixed trigger for Copernicus to give him to agents instead of generals, as his effects suggest
Checked complete ancillary file for errors & corrected minor fluff errors (text etc)

===BROKEN===

Many relic triggers won't work because the hardcode conditions seem to be broken:

Characters cannot inherit relics when their father dies
Characters cannot take relics from generals who die in a battle where they were present

Sorry, tried many alternative solutions for quite some time, no luck. Ask CA to fix their code


VERSION 1.3 Will be most likely be the final version, and will largely fix any bugs found in 1.2.

Hopefully, it will also include a complete and permanent anti-trait fix, more news on that when it comes.

ALSO - an announcement of a new, personalised VnV mod - combining this one and a popular titles mod - will be coming soon, so watch this space!

==VERSION 1.1a==

Fixes / rebalance for some of the previous alterations
1/3 of ancillary file fixed

Spoiler Alert, click show to read: 
===TRAIT FIXES===

BadDisciplinarian coming up too much from autoresolve - raised % of soldiers routed to trigger, and disabled trigger if battle was won
Balanced Good/Bad Disciplinarian traits from activity / inactivity
Fixed GoodCommander / BadCommander antitraits like GoodAssassin/BadAssassin and agents etc. Who knows how I missed that, perhaps I win too much.
FactionKiller trait not working. Seems to be problem with hardcode event condition 'LeaderDestroyedFaction' - does anyone know where I can find the event triggers which define this? Or are they hardcoded and unalterable?
Tried making FactionKiller work with other conditions (ie taking faction capital when factionsettlements = 1, linking trait to message Faction Destroyed appearing), but no luck. Annoying.
Restored original Factionleader / Factionheir changeover triggers. They don't actually make sense, but my amended triggers somehow allowed characters to have both Factionheir and Factionleader. Will try again in 1.2
Activated AdoredByPope trait rewards for papal missions (incomplete triggers in original)
Deleted duplicate Berserker trigger, upped thresholds a little
Deleted governing9 trigger - this was a 'moral corruption' trigger that meant no generals could keep Fair In Rule / Noble In Rule traitline for more than a few turns when treasury > 50000. Those traits have plenty balanced against them as it is, this was stupid imo.

===GENERAL ANCILLARY FIXES===

Checked all standard ancillaries to make sure they work etc.
Making many more standard ancilliaries transferable: my tests were this: 1) Is it a family member? 2) Is it linked or specific to the character? 3) Is it unique enough to control its own destiny? 4) Does the owner have reason to hide/disown it (ie criminal)? If the answer to any of those were YES, then it's not transferable. The transferable questions were: 1) Is it an item? 2) Is it professional military or servant & thus under orders? If the answer was YES, then they were transferable (aside from some unique relics etc). Most historical/fictional figures left alone & non-transferable. In the end, it is YOUR CHOICE to use transferability or not (ie don't ***** at me about changing it, just don't transfer them!). Some ancillaries have been kept non-transferable for balance reasons (ie priest ancillaries mostly non-transferable as they can seriously influence chance of becoming Pope).
Made common ancillaries slightly less common, rare ancillaries slightly less rare - you should now see more variety, instead of 100s of artists, alchemists, etc and nothing else. Unique / named ancillaries still v rare, but you will see a larger range of standard ancillaries.
Removed some odd trigger conditions (ie triggers which rewarded for winning battles when slightly outnumbered, but not when more outnumbered)
Removed some bizarre blocks to northern_european cultures having some basic ancillaries

===SPECIFIC ANCILLARY FIXES===

Apothecary trigger now gives apothecary instead of alchemist
Added triggers for two armour ancillaries: characters coming of age may recieve a gift of armour from their father, if the father has an ancillary skilled enough for the job.
Biographers now only pay attention to slightly more accomplished generals
Added black stallion triggers for assassins and dreaded generals
Added bodyguard triggers for assassination attempts
Counterfeiter now appears for merchants created in settlement with alchemists lab OR BETTER
Added trigger for eunuch for Islamic generals in cities with advanced administration
Changed trigger for explosives, so they appear only after the gunpowder discovered event, instead of based on turn (which will be wrong if you or a mod have altered the number of years per turn)
Added faithful servant trigger - princesses coming of age with a noble or charming mother now may gain a loyal family servant from her
Fixed knight reward imbalance from crusades: previously hre, spain, portugal only got 1 knight (santiago or teutonic) and everyone else got 2 (templar + stjohn). Now France & England only get 1 Templar, and everyone else gets 1 StJohn.
Removed anti-ancillary condition from 'master' ancillaries (no logical reason you can't have more than one)
Added triggers for FactionLeaders with guild HQ in kingdom, they have a small chance to get the appropriate master ancillary as an advisor
Inappropriate ancillaries no longer given to princesses (ie mentors, tutors)
Added trigger for nun on priest creation from Abbey or above (Same for orthodox)
Fixed trigger for pet bloodhound, now can be given to spies and assassins on creation
Added triggers for royal escort for princesses
Made siege and military engineers mutually exclusive (they double up too much and waste space)
Added trigger for slaver for Byzantine & middle eastern cultures (because they don't get much unique to themselves)
Added triggers for smothering bodyguard for princesses


===QUESTIONS===

Something very strange: character leading army outside settlement getting Corrupt trait regularly...tested to see if this is from corruption triggers, it's not. No idea what is was happening. Please bug report if you see this occurring (no general without Corrupt trait (first level: Dubious) should ever get the trait without being in a city)

===BROKEN===

Not my area, but if you look in descr_missions.txt and descr_faction_standings.txt you will find that faction standing rewards for regicide missions don't exist. Might be of some interest to diplomacy modders (or heaven forbid CA actually fix something in a patch)

==VERSION 1.1==

This version has now (hopefully) fixed 99% of the traits file. Ancilliaries & fluff (typos etc) to come in v1.2

Please click below to see changes (trying to save space)

Spoiler Alert, click show to read: 
==MAJOR FIXES==

Added many fixes I missed from KOBAL2's traits fix, so big thanks to KOBAL at www.totalwar.org. Find his mod here
Ambush triggers created.
Added missing/eliminated DiscontentGeneral triggers: renowned generals in charge of great cities in far off lands might start entertaining thoughts of independence, unless they are very loyal...on the other hand, less skilled generals might be happy that you gifted them with walls. PLAYTEST & FEEDBACK PLEASE!
Crusader/Jihad levels now harder to get. Becoming a Grand Crusader/Holy Warrior now requires generals to do more than simply win one crusade.
Added new self-perpetuating "education" triggers for some traits which were near impossible to reach top levels: characters who ALREADY possess academic / culture traits who spend time in settlements with appropriate academic / cultural buildings may spend some time educating themselves.
Fixed Sobriety / Prim trigger thresholds to a) make them appear correctly on birth / marriage, b) eliminate anti-traits (Drink and Arse/Girls/Feck/etc) as intended on marriage / fatherhood. NEEDS PLAYTESTING
BETAing a new gain/loss code for GoodDenouncer/BadDenouncer, please see how your priests move up and down the scale from Good/Bad on killing heretics/witches. This should work better than the current gain/loss code for other agents, but I don't want to risk breaking those until this has been thorougly tested. NEEDS PLAYTESTING

==GENERAL FIXES==

Added new Berserker battle trigger.
Changed 'HatesX' birth triggers to see them appear a little more often. Hates'n'fears a little more common.
Insane and Angry generals can now become Berserkers
Left corruption alone (though severely tempted to remove doubling up of traits such as Epicurean from having theatres etc & large treasury)
Castles now REALLY don't give BadTaxman
Added 10% chance for Sane on birth to make mad traits a little less common
Added 10% chance on birth for Objective/Subjective and assigned various anti-traits to them. Effect should be to ensure random births don't produce too many characters with conflicting traits. If this works, will expand these traits further in v1.2. PLAYTEST!
Added trigger to GloriousFool, generals who narrowly lose a battle where the odds are against them may get this trait.
Made adultresses slightly less common, especially for men with charming wives.
Added HasAdultress trait. Doesn't have any extra effects than the ancilliary, just for sake of completion.
Removed Ignorance as anti-trait to tactical & logistical skill (plenty of great generals with no education in medieval times). Increased chance of trait appearing in military generals to balance.
Added trigger for non-faction leaders to get PoliticsSkill
Generals whose troops rout often are liable to be blamed for bad discipline. (general note about Disciplinarian & BadDisciplinarian: generals who keep their troops active will gain the former, generals who leave them idle will get the latter)
AssassinMaster slightly harder to get (in line with SpyMaster).
Last level of AssassinCatcher slighty easier to get (in line with CounterSpy)
Checked & fixed all trait thresholds in triggers - should see more coming of age traits
Many more trait and trigger fixes

==AGENTS==

Princesses now convert their traits into General traits on marriage correctly.
Fixed merchants gaining / losing GoodMerchant/Badmerchant
Lowered thresholds for Monopolist (because I've never seen it in higher levels)
Created trigger for ExoticTastes for merchants trading exotic goods
Priests who become heretics should now base their hereticskill level on their previous piety rating. NEEDS PLAYTESTING
InquisitorFailure will now activate when intended (if this was meant to be the patch fix for inquisitors, well they bugged the fix too...)


==QUESTIONS for fellow modders==

Some things I haven't worked out yet which would really help. If you can help, please PM me (Orientis) at www.twcenter.net, or post in this thread.

Is there any code / condition to find out whether character married within family?
Anyone know where MissionID & PaybackID parameters can be found? (not in docudemon_conditions files from CA)
Is there any code / condition which defines a character's age?


==VERSION 1.0==

Please click below to see changes (trying to save space)

Spoiler Alert, click show to read: 
==MAJOR FIXES==

Assasssins / Princesses / Diplomats losing all Good- traits instead of one point on unsuccessful mission: Now working as intended, failed missions now only reduce trait by one point.
Princesses completely fixed, see below.
All generals/family start with base Piety of 3 (ReligionStarter trait now fixed)
Many traits assigned to incorrect character types have been corrected or replaced (ie triggers trying to give family members SmoothTalker trait, a diplomat trait, have been replaced with RhetoricSkill).
Many trait errors giving incorrect values fixed.
Restored trait triggers for generals who are active & leading armies to balance traits triggered by sitting around in cities

==PRINCESSES==

All now spawn with default Charm 3 (neutral traits to character on marriage)
Princesses now get random traits at coming-of-age like characters
Appropriate Princess traits now self-perpetuating
Secret Love ancillary slightly less common
Inital Princessess on starting a new campaign WILL have +2 Charm too much. To change this I would have to alter the descr_strat.txt file, which would then conflict with most other mods.
(Princesses may in fact now have too much charm, feedback welcome for v1.1)

==GENERAL FIXES==

Non-family generals can now get traits for administration / tax etc while governor. Since non-family generals only seem to exist at the start of the game, it hardly matters. Correct me if I'm wrong.
Good / Bad Taxman trait now linked tax level of city that general is governing. Castles unaffected (since tax level unalterable).
GoodAdministrator trait now linked to being an active governor
BadAdministrator trait now linked to having an unneccessarily unhappy population. Trait now is opposite of GoodAdministrator, instead of opposite of GoodTrader...
Being an InspiringSpeaker once again inspires your soldiers as well as your population (possibly this wasn't a mistake by CA, please complain if you want this removed from the fix mod)
Being a BoringSpeaker now actually has consequences
No more 20 yr old 'Scarface's, BattleScarred trait now takes considerably longer to max
FertileWife trait now given to family members on marriage (if appropriate to Princess married) instead of, er, admirals...
Radically reduced likelyhood of brothels or above to give Drink/Feck/Girls traits
Fixed threshold for Prim trait so it works correctly with triggers
PublicAtheism trait now working, generals who wander too long among heretics or slaughter innocent co-religionists beware...
Balanced ExpensiveTastes trait thresholds (Extravagent, Royally Extravagent etc) to be more in line with similar traits & antitraits.
Balanced Ignorance trait to be more in line with Intelligence anti-trait.
GoodDiplomacy and BadDiplomacy traits now active in limited way, more to come.
VictorVirtue trait triggers fixed, generals can now develop the Victor line of traits correctly.
Admirals now gain command stars more reliably, and gain retinues from winning battles.
Admirals no longer gain command stars or retinue on creation (no more 1star fleets appearing from training and being unable to merge)

==UNFIXABLE==

Good/BadArtilleryCommander and Good/BadGunpowderCommander seem to be unfixable, as there are no unittype parameters for those units. Please PM me if you know otherwise.


==v1.2 COMING SOON==

Ancilliaries to be fixed.
Some ancillaries to be inheritable (in original CA file but broken).
Many more transferable ancilliaries (then it's up to you if you do it or not)
Battle triggers get one last examination / upgrade
Typos and fluff fixed.

==BUGS & FEEDBACK==

Please post feedback & bugs in this thread.
Tell me what I have missed or what you think needs fixing so I can include it in future versions.

If you find a bug, please post here with the following information:

When it happened (starting game, starting campaign, start of turn, end of turn, after a battle etc)
Faction you were playing
If you noticed bug being linked to a trait or ancilliary gain/loss.
If you could post the last few lines of your system.log file, that would help greatly too.
ANY OTHER MODS YOU ARE USING ON THE SAME INSTALL.

Thanks! Ori


PLEASE FEEL FREE TO DISTRIBUTE OR USE IN YOUR OWN MODS, as long as you acknowledge source and link to thread where I can get feedback. Enjoy!

Last edited by Orientis; January 13, 2007 at 08:55 PM.
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Lightzy
Old December 20, 2006, 03:29 PM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #2
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1 word:

wow.
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GODzilla
Old December 20, 2006, 04:12 PM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #3
 
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You modders are incredible, but you also give us a hard time deciding which mod to use. :hmmm:

Kobal2 did an amazing work with his mod: http://www.twcenter.net/forums/showthread.php?t=74322

But I must ask: What is the better mod, what fixes most? This mod here, or Kobals mod? Please give me an honest answer .

PS: You said you activated 30 inactive traits. And I see you included a file in the folder...\data\text. Question: I'm playing the german version, will I get mixed english and german traits with your mod?
GODzilla(TM)

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Last edited by GODzilla; December 20, 2006 at 04:16 PM.
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Kinch
Old December 20, 2006, 04:15 PM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #4
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One quick question in export_descr_character You have changed only triggers, no change to the traits themselves right?

Nvm i already see You made changes to those too

I like some of Your changes but some of good/bad traits in aforementioned file are too easily earned to my liking. This prefers player as it is AI who loses battles attacking and such. Looks like i will take what i want and change the leave the rest

Last edited by Kinch; December 20, 2006 at 04:51 PM.
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Red Paladin
Old December 20, 2006, 06:57 PM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #5
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is this compatible with shaba 's diplomacy mod? IIRC he changed a few things with the agents...
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Orientis
Old December 20, 2006, 07:02 PM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #6
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Hey folks, thanks for replies.

Godzilla - Hadn't seen Kobal's mod, thought I was filling a gap in the market with VnV vanilla fixes At a quick glance of his fixlist, it looks like his is more comprehensive than mine at the moment (honesty!). I am working on a v1.1 to come soon though, to fix ancillary errors and some of the more complex character traits which need some thought and feedback about how to apply them (ie Objective / Subjective hidden traits which are clearly intended to affect many other traits, like Sane affects the various madness traits).

Not sure how it will affect the German version, I would have to see the German-version file to know. I suspect that only the export_VnVs.txt.strings.bin file would be different in German, and it is not vital to the mod working (I only replaced some missing text in traits like BoringSpeaker). Just use your own export_VnVs.txt.strings.bin file instead of mine, the actual fixes in the mod will still work.

Kinch, so far I have only corrected traits for errors, and altered some threshold values because they were so ridiculously high/low that they never appeared or were all over the place. When there was really nothing to indicate the devs intent, I usually went back to RTW (ie BoringSpeaker modelled on RTW similar trait). As for the ease of earning traits, I generally try to balance them so that the first levels are relatively common, but you will only see one or two generals with the highest levels in your campaign - if your family tree at the end of a campaign has only one XXX the Mighty, XXX the Great, etc, for each trait, then I'd consider that pretty well balanced.

In general for this mod, however, I am trying to stay as close to the norm as possible, except activate all the broken traits & triggers (of which there are many), so hopefully though you see more character traits, none should appear out of place in the gameplay you are used to. It is essentially a mod for players who don't really use mods.

EDIT: REDPALADIN - this should be 100% compatible with Shaba's mod, he uses none of the same files.

After I've completed this Fixes mod though, I will be using it as a base for a further mod which shakes things up much more. Intention is to really get traits and the RP aspect to be integral to all other aspects of gameplay. This involves:

1. Making some traits much more powerful - for example, altering administration traits so that bad administrators will actually make your cities revolt, corrupt or incompetent taxmen will take all your money from cities they govern (and become less loyal as they fear your wrath).

2. Using & combining many more of the possible command actions in triggers, so that every action you take in your campaign will affect your faction & characters in a realistic way. Example, characters gaining accolades not just for winning a battle, but for a particularly heroic charge in that battle.

[The one example I already put in for an inactive trait: PublicAtheism can be earned in various sneaky ways for demonstrably un-Christian acts, spending too long away from the fold, consorting with heretics, etc.

3. Making new, complex triggers, so that traits interact much more, and to make it impossible to 'train' characters by repeatedly performing the one action which will trigger a trait.

4. Using a character's existing actions and history so that they develop a realistic & coherent personality, instead of a mix-match of often conflicting traits. Making character arcs, so that traits don't always stick for life, and characters can change over time - for example, a brilliant young commander who hasn't fought a battle for 20 years will be known more for the fact that he's spent the last year drunk in a gutter than his past - he won't just be able to pick up an army again with ten command stars and expect the men to love him.

5. Developing hereditary traits further, so that you can have whole families with a certain reputation that may be hard to shake.

The aim of this second mod will be to bring the RP aspect to the forefront of characters, and hopefully to add some variety & challenge back to the late-game where you are already all-powerful.

Last edited by Orientis; December 20, 2006 at 07:12 PM.
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Kinch
Old December 21, 2006, 05:55 AM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #7
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Wow, quite ambitious project hehe. Good luck with it.

Question to publicatheism trigger is if AI slaugther citizens/ executes prisoner. Well i've no idea .
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Orientis
Old December 21, 2006, 07:10 AM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #8
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Was deliberately vague, and there are several triggers. Just assume that if your generals are nasty to innnocent fellow Christians / Muslims, there will be consequences.
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Averroës
Old December 21, 2006, 09:58 PM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #9
 
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Looking forward to 1.1 now. Great work, Orientis.
Humbled to be under the patronage of [user=Annaeus]Annaeus[/user]
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Phaleos
Old December 23, 2006, 12:50 PM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #10
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Very good work , must have mod
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Candelarius
Old December 23, 2006, 07:01 PM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #11
 
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Wonderful work, I'm planning on using many of your fixes (if not your entire file) in my own "bug fixer" mod.

Looking forward to what else you come up with. ;-)
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smayo76
Old December 23, 2006, 08:31 PM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #12
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I have the same problem... deciding what mod to use. What mod to play with. What I would like to see? The best mods out there getting together and making one big incredible mod. Collaborating together to make the mod of the year.....

Currently we have some great mini mods and large mods alike. They all fix and enhance different things. All great, mind you. But all different. Someone get all these guys together!!
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Orientis
Old December 24, 2006, 01:13 PM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #13
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v1.1 coming over the next few days, will still be more character trait fixes (there were a lot of them!). v1.2 will then focus on ancilliaries.

Any feedback / bugs / suggestions, post em here over the next 48 hours and I should be able to get them into 1.1
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Candelarius
Old December 24, 2006, 01:16 PM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #14
 
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Quote:
Originally Posted by Orientis View Post
v1.1 coming over the next few days, will still be more character trait fixes (there were a lot of them!). v1.2 will then focus on ancilliaries.

Any feedback / bugs / suggestions, post em here over the next 48 hours and I should be able to get them into 1.1
Wonderful, thanks! I've already included the "essential" fixes from your traits file in my own mod. Good work.
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Earendel
Old December 25, 2006, 08:35 AM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #15
 
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Quote:
Originally Posted by Orientis View Post
Good / Bad Taxman trait now linked tax level of city that general is governing. Castles unaffected (since tax level unalterable).
Does that mean you no longer get bad taxman while stationed in castles? Because I still get it and I know the mod is working, just look at the princesses, they are actually decent now.
Behold the continuation of the dream!
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Orientis
Old December 25, 2006, 10:51 AM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #16
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Quote:
Originally Posted by Earendel View Post
Does that mean you no longer get bad taxman while stationed in castles? Because I still get it and I know the mod is working, just look at the princesses, they are actually decent now.
Thank you, just checked it and I missed a trigger, fixed for 1.1

If you want to do it yourself, it's very easy. Go to export_descr_character_traits.txt, search for governing19 - where it reads:

Condition GovernorLoyaltyLevel > loyalty_disillusioned
and GovernorTaxLevel < tax_high

it should read

Condition GovernorLoyaltyLevel = loyalty_happy
and GovernorTaxLevel = tax_low

Simply replace:
> and < with =
loyalty_disillusioned with loyalty_happy
tax_high with tax_low

Keep all spacing etc the same, then save and no more BadTaxman from castles.
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Earendel
Old December 26, 2006, 01:02 PM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #17
 
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Quote:
Originally Posted by Orientis View Post
Thank you, just checked it and I missed a trigger, fixed for 1.1

If you want to do it yourself, it's very easy. Go to export_descr_character_traits.txt, search for governing19 - where it reads:

Condition GovernorLoyaltyLevel > loyalty_disillusioned
and GovernorTaxLevel < tax_high

it should read

Condition GovernorLoyaltyLevel = loyalty_happy
and GovernorTaxLevel = tax_low

Simply replace:
> and < with =
loyalty_disillusioned with loyalty_happy
tax_high with tax_low

Keep all spacing etc the same, then save and no more BadTaxman from castles.
Well, pretty amazing that one of the worst problem is so easily solved.
Behold the continuation of the dream!
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Ano2
Old December 26, 2006, 01:15 PM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #18
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Hi, good looking mod, quick question though, is this mod compatible with Dearmad's Privy Council mod?
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Averroës
Old December 26, 2006, 03:09 PM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #19
 
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Orientis, wonderful work. I found something you might want to consider adding to your next version.

Saw a thread in the mod workshop by Severdhope discussing the problem with bishops not being generated by huge cathedrals, just by cathedrals. I saw you fixed this in your mod.

But I also saw this post by Nebuchadnezzar in that same thread about a similar fix for orthodox bishops from orthodox huge cathedrals. It only affects the two orthodox factions; but adding the trigger lets them also get better bishops from building cathedrals and a huge cathedral.
Humbled to be under the patronage of [user=Annaeus]Annaeus[/user]
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Orientis
Old December 26, 2006, 04:37 PM / Re: VnV, Agents & Ancilliaries FIXES for Vanilla M2 (v1.1)   #20
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Good catch, thank you, it's in 1.1
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