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  1. #1

    Default Pengo's Sub-mod for RR/RC

    Pengo's Stainless Steel RC 1.3/RR 1.8 sub mod!

    This is my first release. What this mod does.....



    Largely removes the static way of getting StrategyChivalry and StrategyDread promotions. Eg normally you have your general sit in a city with low taxes and you get free Chivalry. How this mod changes this is as follows:

    To gain the first level of Chivalry or Dread you need to have your commander stand next to either a Level 6 Diplomat (Chivalry) or a Level 6 Spy (Dread). Eg:



    Notice your commander can be in the field or in a city/castle, it doesn't matter. It does matter if there are multiple commander is the same army/city/castle, all benefit if they qualify. Also once your character has chosen either Chivalry or Dread there is no going back.

    To gain Level 2 you need to have your commander sit in a city or castle and wait until he goes up a level. They don't need to be the govenor, so multiple commanders in the same city will eventually level up. You should get a message in the right hand side message bar saying when their trait has gone up. I swear sometimes it did and sometimes it didn't for me but you should, I don't expect you to look at your commanders traits every turn to see if they have leveled up.

    To Gain Level 3 you need to have your commander (either Chivalry or Dread) stand next to a Level 6 Priest. Eg:



    Notice you can have two or more commanders level up together, either together in the same army or apart. I can't stop you from doing this, but I found in a test its not 100% foolproof as it depends on which characters the computer check triggers for first,however one will always gain the upgrade. This is important to remember because I added a condition whereby the Priest who is standing next to the commander(s) leveling up will gain a trait that causes them to lose 10 Piety. This is designed to stop upgrade spamming. I'm thinking I may need to include a random chance for this loss to occur, please let me know what you find from playing. A warning, if you have a second Level 6 Priest next to the leveling up commander he too will get the -10 Piety trait, so don't do this. Also for those keen of eye you will notice on the following turn your commander has maximum loyalty after the level up, this will be removed on the next turn.

    To gain Level 4 you again need to place the commanders in a city/castle and wait. Same rules as before apply, and again you should receive messages when they level up.

    To gain Level 5 you need to have your commander (either Chivalry or Dread) stand next to a character with Level 6 Authority, so most likely this will be your faction leader. Eg:



    There is no loss to the leader for doing this. I recognise it may be difficult to get a > 6 Authority commander for the faction leader to stand next too so the faction leader can get to the top level for Chivalry or Dread. The faction leader simply gets a chance per turn instead, and they don't need to be in a city or castle for the chance per turn to occur. Rulers really are a step above all other men

    I've coded the Ai to simply have a chance per turn to gain levels as it will never be able to do it otherwise. The Ai does not need to be in a city or castle to get the chance per turn.

    Give me feedback on the thresholds, ie is it too hard to consistantly get Level 6 characters or too easy? Does it take too long sitting in a city/castle to Level up?



    This mod also removes the triggers for the GoodTaxman, GoodFarmer, GoodMiner and GoodTrader. Normally you sit around in a city/castle and when an appropriate building is finished being built you have a chance in gaining a level. I don't like this because to max your character you have to run around from town to town, being there when the building is finished being built. This is in my mind bad micro and as a lazy player I can't be bothered. So this is how my system works.

    Each commander has hidden traits called Aptitude_Farming, Aptitude_Trade, Aptitude_Mine and Aptitude_Tax. At character creation an Administrative commander randomly gains 1-4 in these traits (1-3 for
    Aptitude_Mine), while a Military commander gains only 1's. Characters in the game at startup have kinda random (ie there may be a theme based on my subconcious) hardcoded traits.Leveling up while in a city/castle in any trait depends upon there existing the minimum level building connected to the trait (So a castle dwelling commander will level up in GoodMiner only, and only if there is a mine. The minimum level building for GoodTaxman is the Town Hall), and what level of aptitude the commander has for that trait. 1 is worst and 4 is best. Each turn a commander will gain a chance to level up his GoodStuff traits, with commanders with higher aptitude having more of a chance. Any commander in a city will have a chance per turn to get better traits, they don't need to be the govenor. I think this is a good system because some commanders will be poor in everything, some will be average in all, some will be good in some and poor in others and finally some will be good at everything.



    Updated the files to fix any wrongly displayed traits in the commanders list of traits.

    Be aware of roaming rival faction Level 6+ Spies and Diplomats as standing next to them may cause an unwanted level up. I have not been able to test this yet. Also I believe you will be able to level up your commanders by standind next to rival factions Level 6+ Priests or Level 6+ authority commanders. If you do this next to a rival factions priest the priest will gain the -10 Piety trait. Take that Ai

    I just thought of another minor issue, visual or something, largely non gameplay affecting. I forgot, its 1:04 am so forgive me .... Ah! just remembered! I've included triggers for commander at the start of the game, upon coming of age, upon offered for marriage and offered for adoption. I'm not sure if this includes man of the hour events. If not your men of the hour will not gain any of the GoodFarmer, GoodTrader ect., traits.




    How to install:

    This mod has been designed from the Stainless Steel 6.1 install with the Real Recruitment 1.3/Real Combat 1.8 compilation (update April 23 I think, and includes SS 6.2) available here: http://www.twcenter.net/forums/showthread.php?t=197224
    I don't know what else it is compatible with. Note its only set up for the basic early era campaign.

    Download the zip file and unzip.

    Inside the folder you will find 9 files. Here is what they are, and where you need to put them:

    export_desc_character_traits.txt
    export_desc_character_traitsORG.txt
    export_desc_character_traitsTEST.txt

    Put these in your Medieval II Total War\mods\Stainless_Steel_6\data folder. You can safely overwrite. The
    export_desc_character_traitsORG.txt is the original, unmodified file. If you have problems with the mod rename it to export_desc_character_traits.txt to return your game to normal.

    campaign_script.txt
    campaign_scriptORG.txt
    descr_strat.txt
    descr_stratORG.txt

    Put these in your
    Medieval II Total War\mods\Stainless_Steel_6\data\world\maps\campaign\imperial_campaign folder. You can again safely overwrite. Again if you have problems rename campaign_scriptORG.txt to campaign_script.txt and descr_stratORG.txt to descr_strat.txt to return your game to normal.

    export_vnvs.txt
    export_vnvsORG.txt

    Put these in your Medieval II Total War\mods\Stainless_Steel_6\data\text folder. You can again safely overwrite.Again if you have problems rename export_vnvsORG.txt to export_vnvs.txt to return your game to normal.

    Install Done!


    If you want to "test" the Chivalry/Dread system rename export_desc_character_traits.txt to export_desc_character_traitsMOD.txt, and rename export_desc_character_traitsTEST.txt to export_desc_character_traits.txt. Load and play Denmark and test. All requirements to level up, such as Spy, Diplomat, Priest, Authority and chance per turn rolls have been removed. You will still need to have your commanders in a city/castle to level up. You can test and see that if you have all conditions ready (ie Spy or Diplomat, Priest and > 0 Authority character surrounding a city/castle with a commander in it) the commander will level up in one turn. To play normally again rename the export_desc_character_traits.txt file to export_desc_character_traitsTEST.txt and then rename the export_desc_character_traitsMOD.txt file to export_desc_character_traits.txt and play.



    If you try this, please leave some feedback, both on how it works for you and also what possible further changes could be made to the trait system.

    Enjoy from Pengo!





    Last edited by Pengo; May 03, 2009 at 03:51 AM.

  2. #2

    Default Re: Pengo's Sub-mob

    Very interesting. I'll try it out, and let you know what I think in the next little while!

  3. #3

    Default Re: Pengo's Sub-mod for RR/RC

    Update: Sorry but in any version of this mod prior to 2.2 there is a small error, you would need a level 7 spy and level 7 authority commanders to level up. I've listed you needed Level 6 for both in the opening post. Very sorry for this, version 2.2 (and above) available for download above fixes this issue.

  4. #4

    Default Re: Pengo's Sub-mod for RR/RC

    Update again....

    I found another error that needed fixing. Due to my inexperience with coding I made a mistake. When testing I used this "Condition RandomPercent 100" and it worked. I assumed that when I would change it to "Condition RandomPercent 67" that 67% of the time the condition would be true. I have since found out that is wrong, and I believe it will only trigger 1% of the time. The name for RandomPercent really means RandomNumber, due to how I tested my script I was fooled.

    This mistake means your characters would not gain the Level 2 StrategyChivalry or StrategyDread trait level, nor would they gain levels in the GoodFarmer, GoodTrader ect., traits.

    In the first post is the corrected export_descr_character_traits.txt file and it is savegame compatible.

  5. #5

    Default Re: Pengo's Sub-mod for RR/RC

    Way to keep up on it mate! I admire your dedication!

  6. #6

    Default Re: Pengo's Sub-mod for RR/RC

    Check out my next idea, let me know what you think:

    http://www.twcenter.net/forums/showt...=253638&page=2

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