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  1. #1

    Default Supply traits

    Very nice mod there, but I find the supply traits kind of silly because they only affect named characters. Captain armies are allowed to stay in the field forever and as the AI use almost only these the whole system is annoying. I don't think there is another way to simulate supplies in the current engine, but I would like to know if it is possibile to disable the traits in the mod. Thanks.

  2. #2

    Default Re: Supply traits

    You can disable them by commenting out them with semi colon ( in front of each line containing them, including the descr_strat. I don't know if you need to do anything else, Apoc can help you with that, as he does the traits. Doing this any other way would require scripts, as captains cannot have traits, only admirals. And we don't want to use scripts because they are usually unstable.

  3. #3

    Default Re: Supply traits

    Well, first of all I have only made the player's faction able to get the supply trait. So it doesn't matter what the AI does (the AI can't handle the trait cleverly anyway).
    If you want to remove it just open export_descr_character_traits.txt, scroll down to the end of the file (triggers section) and outcomment everything below the "Existing Generals" box. No need to mess with descr_strat.

  4. #4
    ljuboja's Avatar Civis
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    Default Re: Supply traits

    Quote Originally Posted by Aradan View Post
    Well, first of all I have only made the player's faction able to get the supply trait. So it doesn't matter what the AI does (the AI can't handle the trait cleverly anyway).
    If you want to remove it just open export_descr_character_traits.txt, scroll down to the end of the file (triggers section) and outcomment everything below the "Existing Generals" box. No need to mess with descr_strat.
    what do you mean by outcommenting?
    Bad luck Jerry, third time lucky, eh?

  5. #5
    therussian's Avatar Use your imagination
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    Default Re: Supply traits

    What exactly does it do?

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  6. #6

    Default Re: Supply traits

    It 'measures' the supplies a general has left for his army. When he moves in enemy lands (especially when moving fast), after losing a battle, when sieging or being besieged, when moving by ship, the supply level drops and the soldiers become unhappy, weaker, etc When devastating a tile, capturing/enslaving/exterminating/sacking a settlement, when you spend the turn in one etc, after you win a battle etc it increases again - and soldeir become happier again -, depending on the settlement level, its farms, the regional fertility etc. There are otehr factors like the logistical skill of the general and discipline of his army, luck, culture (barbarians for example live off the land more easily) and some more will be added in 2.5.

  7. #7

    Default Re: Supply traits

    Putting a semicolon ( ; ) before the actual code, makes the engine see everything in that line that follows the semicolon as a comment and it does not affect the game.

    Since the title of the thread is relevant, there is a pretty decent explanation of how the supply system works here ===> http://www.twcenter.net/forums/showp...&postcount=408
    Last edited by Aradan; January 28, 2008 at 11:13 AM.

  8. #8
    ljuboja's Avatar Civis
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    Default Re: Supply traits

    so for example :

    ;------------------------------------------

    Trigger AfterBattle_Victory_1
    WhenToTest PostBattle

    Condition WonBattle
    and PercentageOfArmyKilled >= 25
    and CharacterIsLocal
    and Trait supply > 3

    Affects supply -1 Chance 25

    ;------------------------------------------

    where would i put the semicolon?
    Last edited by ljuboja; January 28, 2008 at 12:20 PM.
    Bad luck Jerry, third time lucky, eh?

  9. #9

    Default Re: Supply traits

    The lines with the dashes ("---------") are outcommented currently, as you can see, otherwise the engine would try to read them and give an error message. if you want to disable that trigger you have to put a semicolon in front of every line of it, so you'd get this:

    Code:
    ;------------------------------------------
    ;
    ;Trigger AfterBattle_Victory_1
    ;WhenToTest PostBattle
    ;
    ;Condition WonBattle
    ;and PercentageOfArmyKilled >= 25
    ;and CharacterIsLocal
    ;and Trait supply > 3
    ;
    ;Affects supply -1 Chance 25
    ;
    ;------------------------------------------

  10. #10
    ljuboja's Avatar Civis
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    Default Re: Supply traits

    i see, thank you
    Bad luck Jerry, third time lucky, eh?

  11. #11

    Default Re: Supply traits

    Sorry where are the files so i can put the semi colons in so i can stop the supply traits?

  12. #12

    Default Re: Supply traits

    Rome - Total War/bi/ci/data/export_descr_character_traits.txt. Outcomment only the supply-related triggers (they are marked, you'll know them).

  13. #13

    Default Re: Supply traits

    Quote Originally Posted by Aradan View Post
    Rome - Total War/bi/ci/data/export_descr_character_traits.txt. Outcomment only the supply-related triggers (they are marked, you'll know them).
    Okay thank you, and will that stop the supply trait for all the characters in the campaign map?

  14. #14

    Default Re: Supply traits

    Yes. But it will only work in new games.

  15. #15

    Default Re: Supply traits

    Quote Originally Posted by Aradan View Post
    Yes. But it will only work in new games.

    Oh......

  16. #16

    Default Re: Supply traits

    what do you mean by NEWgames???

  17. #17

    Default Re: Supply traits

    i have version 2. but plannig on patchinh to 2.6 today will that fix the problem

  18. #18

    Default Re: Supply traits

    What problem exactly?

    And yes, do get 2.6 please, as 2.0 is not supported any more.

  19. #19

    Default Re: Supply traits

    LOTR MODS is my favourite username ever.

    I had no idea the supply system was so complicated, has it changed much since... 2008?

  20. #20

    Default Re: Supply traits

    It hasn't changed at all, because we haven't released anything.

    Internally it has changed somewhat in that I redesigned it to avoid that RTW stupid bug where it changes a trait's level, but doesn't change it effects and results in stacked movement-point penalties that makes characters immobile etc.
    Before DoM is released it's likely to change more though, depending on balancing and any other ideas I get while messing with VnVs.

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