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Thread: Guide: The complete traits/ancillaries guide

  1. #21
    Caligula Caesar's Avatar Horse Lord
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    Default Re: Guide: The complete traits/ancillaries guide

    Perhaps I'm doing something wrong, but whenever I try it, a trigger can only have one trait as its trigger. If it has more than one, it ignores all the traits and triggers...
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  2. #22

    Default Re: Guide: The complete traits/ancillaries guide

    I want to add a trait that can only be used by the greek_cities faction. After reading this tutorial I think that what I need to do is add a condition to my trigger like this one: FactionType greek_cities

    Is this the correct way to implement this?
    "What's the matter, kid? Don't ya like clowns?
    Don't we make ya laugh? Aren't we freakin' funny?" - CPT Spaulding in Devil's Rejects

  3. #23

    Default Re: Guide: The complete traits/ancillaries guide

    Yes.

  4. #24
    magpie's Avatar Artifex
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    Default Re: Guide: The complete traits/ancillaries guide

    Sorry to bother you all, Feeling a bit dense, Do I have to set up a new folder with RTW to use Squids Traits tool. Thanks in advance. magpie.

    sponsered by the noble Prisca

  5. #25

    Default Re: Guide: The complete traits/ancillaries guide

    Nope.

  6. #26
    Squid's Avatar Opifex
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    Default Re: Guide: The complete traits/ancillaries guide

    Just run it from anywhere but make sure the dll is in the same location.
    Under the patronage of Roman_Man#3, Patron of Ishan
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    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  7. #27
    magpie's Avatar Artifex
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    Default Re: Guide: The complete traits/ancillaries guide

    Thank you gentlemen for the enlightenment.

    sponsered by the noble Prisca

  8. #28

    Default Re: Guide: The complete traits/ancillaries guide

    Hello, Squid. Just 2 issues: Is it possible to add more than 2 conditions to a Trigger?
    Another thing: is it possible to loose an ancillary through a trigger? Perhaps giving negative percentage of acquiring it?
    Thanks in advance
    Last edited by Mataputas; August 27, 2010 at 10:00 AM.
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  9. #29
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    Default Re: Guide: The complete traits/ancillaries guide

    Quote Originally Posted by Mataputas View Post
    Hello, Squid. Just 2 issues: Is it possible to add more than 2 conditions to a Trigger?
    Yes, just look at many of the vanilla triggers they had more than 2 conditions.

    Another thing: is it possible to loose an ancillary through a trigger? Perhaps giving negative percentage of acquiring it?
    Thanks in advance
    Not possible, once you have it it can't be removed unless it is manually transferred to another character (only possible for a human player).
    Under the patronage of Roman_Man#3, Patron of Ishan
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    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  10. #30

    Default Re: Guide: The complete traits/ancillaries guide

    Quote Originally Posted by Sqυιd View Post
    Not possible, once you have it it can't be removed unless it is manually transferred to another character (only possible for a human player).
    Oh, ok... not even with a campaign script? Cause I'm almost sure Bardo has made something of the sort in Lord of the Rings TW... perhaps I'm confused and he did that with traits, and not with ancillaries. Well, thanks anyway
    There are none so enslaved as those who falsely believe they are free

  11. #31

    Default Re: Guide: The complete traits/ancillaries guide

    After writing tons of lines of triggers and traits, I've just come up with a huge doubt. I'm almost sure I read the answer here, but now I can't find it and I'm worried about having wrongly inferred the answer.

    Well, here it goes: I have 2 traits, each of them is the other's antitrait. When I get points in one of them, shall I have less points on the other? I mean, I have defined triggers to add points to trait A, but if trait B (antitrait) has a possitive level, I want that trigger to reduce points from trait B. Is that correct?
    There are none so enslaved as those who falsely believe they are free

  12. #32
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    Default Re: Guide: The complete traits/ancillaries guide

    If I understand the question correctly, you have two traits A & B. A in an antitrait of B and B is an antitrait of A. If B has points and a trigger for A fires then the number of points A gets is reduced from B until B hits 0 points and then any extra points start increasing A. This of course requires for B not to have hit its NoGoingBackLevel requirement, which all traits that have an antitrait should have.
    Under the patronage of Roman_Man#3, Patron of Ishan
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    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  13. #33

    Default Re: Guide: The complete traits/ancillaries guide

    Quote Originally Posted by Sqυιd View Post
    If I understand the question correctly, you have two traits A & B. A in an antitrait of B and B is an antitrait of A. If B has points and a trigger for A fires then the number of points A gets is reduced from B until B hits 0 points and then any extra points start increasing A. This of course requires for B not to have hit its NoGoingBackLevel requirement, which all traits that have an antitrait should have.
    Perfect. That was the answer I was expecting. If you hadn't said that, you would be responsible for me commiting suicide

    Nice penguin btw.

    Cheers
    There are none so enslaved as those who falsely believe they are free

  14. #34

    Default Re: Guide: The complete traits/ancillaries guide

    Ok, I have a difficult one for you this time (or at least I'm not wise enough to work it out alone):

    I want to make a named character acquire a trait A when another named character with a trait B comes close enough to the first one.
    I can't find a condition that describes this situation ("another named character with a trait B"), and I have thought of other ways of doing it, but not precise enough (buggy I mean). For example, adding a pivot trigger:

    Code:
    Trigger X
        WhenToTest (still don't know when)
    
        Condition IsGeneral
               and Trait B = 1
               and I_CharacterTypeNearCharacterType gaul named character 1 gaul named character
    
        Affects Irrelevant_trait 1  Chance  1
    
    ;---------------------------------
    
    Trigger Y
        WhenToTest (still don't know when)
    
        Condition IsGeneral
               and Trait A = 1
               and I_IsTriggerTrue X
    
        Affects A -1  Chance  100
    As I have said, this would be very buggy... and it's my best option! So, if anyone could help me, I'd be more than grateful.
    There are none so enslaved as those who falsely believe they are free

  15. #35
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    Default Re: Guide: The complete traits/ancillaries guide

    There's nothing wrong with the triggers and that should work, but at least for the second trigger you might just want to replace the last condition with the conditions from the trigger you're trying to determine is true or not. As for event, your best bet is CharacterTurnEnd.
    Under the patronage of Roman_Man#3, Patron of Ishan
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    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  16. #36

    Default Re: Guide: The complete traits/ancillaries guide

    Ok... I'm a bit concerned about the "I_CharacterTypeNearCharacterType" condition. I'll try to explain it:

    I want a condition which is true when the specific character that is being referred by the trigger (the one with trait B in the example) is near the other one, but it seems this condition is true when any named character (from gaul) is near another one (from gaul).
    If this condition is so generic as I think, it will not work properly as the trigger could be "fooled", just by moving any character from gauls close to any other character from that faction (without the necessity of any of the characters involved having any trait).

    What I'm looking for is a condition that states that the trigger is not true unless the character which is involved in the trigger is close to another character from the same faction.

    Please, tell me if I'm not being clear and I'll try to rephrase it.

    Regarding the WhenToTest issue, you're right Squid, the best will be to use PostBattle

    Cheers
    There are none so enslaved as those who falsely believe they are free

  17. #37
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    Default Re: Guide: The complete traits/ancillaries guide

    That's the best you can do, there's no way to check if a character is near a specific other character, only a character type.
    Under the patronage of Roman_Man#3, Patron of Ishan
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    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  18. #38

    Default Re: Guide: The complete traits/ancillaries guide

    That's a pitty... I had such a great idea. Thanks, Squid!

    PS: I'd rep you, but I have to "spread some reputation around" before giving it to you again
    There are none so enslaved as those who falsely believe they are free

  19. #39

    Default Re: Guide: The complete traits/ancillaries guide

    Hi Squid, I've made a little chart with all the effects, the units they use and the description (some of them are quite clear from their name, but others are not). I hope it's useful for people who wants to modify or create traits/ancillaries:

    Code:
    Effect:		Units per point:	Description:
    
    MovementPoints		5%		additional movement points
    Command			1 point		additional command points
    Loyalty			1 point		additional loyalty points
    TroopMorale		1 point		additional troop morale in battle
    Influence		1 point		additional influence points
    Management		1 point		additional management points
    Fertility		(not sure)	increases the chance of having children
    PersonalSecurity	1 point		improves the chances of detecting and foiling assassination attempts
    PublicSecurity		1 point		improves the chances of detecting and capturing enemy agents
    Negotiation		1 point		improves negotiation skills
    Subterfuge		1 point		improves spy skills
    HitPoints		1 point		additional hitpoints for the general
    Attack			1 point		additional command points when attacking
    Defence			1 point		additional command points when defending
    Ambush			1 point		additional command points when ambushing
    Law			1 point		improves public order
    SiegeAttack		1 point		additional command points when assaulting walls
    SiegeDefence		1 point		additional command points when defending walls
    Unrest			1 point		has a negative effect on public order
    Construction		1%		% discount on construction costs
    LineOfSight		1 point		improves line of sight
    Trading			1%		% bonus on all trade income
    Squalor			1 point		decreases public order and population growth
    BribeResistance		10%		% increase to cost to bribe
    Bribery			1%		increases the chances that a bribe will be successful
    TrainingAgents		5%		% discount on agent training costs
    Farming			1 point		improves farming output
    Mining			1%		% bonus on mining income
    SiegeEngineering	1 point		additional building points when sieging
    NightBattle		1 point		additional command points in night battles
    NavalCommand		1 point		additional command points in naval battles
    InfantryCommand		1 point		additional command points when commanding infantry
    CavalryCommand		1 point		additional command points when commanding cavalry
    Combat_V_Roman		1 point		additional command points when fighting against Roman
    Combat_V_Greek		1 point		additional command points when fighting against Greek
    Combat_V_Slave		1 point		additional command points when fighting against Slave
    Combat_V_Carthaginian	1 point		additional command points when fighting against Carthaginian
    Combat_V_Eastern	1 point		additional command points when fighting against Eastern
    Combat_V_Barbarian	1 point		additional command points when fighting against Barbarian
    Combat_V_Egyptian	1 point		additional command points when fighting against Egyptian
    Combat_V_Nomad		1 point		additional command points when fighting against Nomad
    Combat_V_Hun		1 point		additional command points when fighting against Hun
    TaxCollection		1%		% bonus on tax income
    PopularStanding		5%		% bonus on popularity with the people
    SenateStanding		1%		% bonus on popularity with the Senate
    LocalPopularity		1 point		additional influence points
    Electability		(not sure)	Improves the chances of getting elected to senatorial offices
    Looting			1%		% bonus to cash gained from looting
    TrainingAnimalUnits	5%		% discount on animal unit training costs
    BodyguardValour		1 point		additional bodyguards
    BattleSurgery		(not sure)	improves the chances of casualties recovering from their wounds
    TrainingUnits		5%		% discount on unit training costs
    SlaveTrading		(not sure)	increases the pop. growth rate when slaves are numerous
    Health			1 point		additional public health
    GrainTrading		(not sure)	increases pop. growth rate
    Cheers
    There are none so enslaved as those who falsely believe they are free

  20. #40

    Default Re: Guide: The complete traits/ancillaries guide

    I like the list! I recall a prob with combat vs faction not firing correctly in RTW vanilla. Have to check with one of the Trait checkers to verify coding. And the animal training units one,it had me tossed trying it with an Artemis priest. Works I think only for dogs?
    RIP Andy aka "Calvin",sorely missed by many.
    Hoping all of your guys and girls out there are OK and your family in RL?

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