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  1. #1
    Calvin's Avatar Countdown: 7 months
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    Default Personality and Generic Battle Traits

    The next update will be including the finalized version of the Roman Leadership System, and the first version of the new generic battle traits (battle traits which every culture and faction characters can attain). I'll give an explanation here to each system so you know what you should be looking for.

    Personality Traits

    There are 18 base personality traits overall. What you need to be checking is how many your characters get - too many, not enough? Is there a good spread of personalities? Any bugs? Etc etc. Here is the list of base personalities:

    Optimist -> Dreamer
    Pessimist -> Depressed
    Honest
    Dishonest
    Shy -> Introverted
    Confident -> Charismatic
    Intelligent -> Genius
    Slow -> Feebleminded
    Considerate -> Kind -> Benevolent
    Harsh -> Brutal -> Savage
    Hard Working
    Procrastinator -> Lazy -> Bone-idle
    Passionate -> Zealous
    Hot-headed -> Angry -> Filled with rage
    Stoic -> Indomitable
    Hasty -> Careless
    Loyal -> Fiercely Loyal
    Conceited -> Arrogant -> Pompous

    Now, the ones that have arrow pointing to others are for when I have added triggers that cause someones base personality to become more amplified. These are not in the game yet, you only need to be checking the base ones.


    Generic Battle Traits

    Quite a big change here. There'll no longer be easy paths to gaining great commanders. Your characters will have to EARN these good traits, and fear gaining the bad ones which are much easier to obtain now. My objective with this traits overhaul is to give the traits and ancillaries for Roma Surrectum real substance and meaning. This is just the tip of the iceberg. So first of all, here is what has been REMOVED.

    Spoiler Alert, click show to read: 
    Noctophobia
    Level1: Alone in the Dark
    Effect: NightBattle -1
    Level2: Night Terrors
    Effect: NightBattle -2, PersonalSecurity 1
    Level3: Noctophobic
    Effect: NightBattle -3, PersonalSecurity 2
    REMOVED

    Noctophilia
    Level1: Likes the Dark
    Effect: NightBattle 1
    Level2: Night Owl
    Effect: NightBattle 2
    Level3: Noctophilic
    Effect: NightBattle 3
    REMOVED

    GoodSiegeAttacker
    Level1: Gate Breaker
    Effect: SiegeAttack 1
    Level 2: Wall Breaker
    Effect: SiegeAttack 2
    Level3: Into the Breach!
    Effect: SiegeAttack 3
    Level4: Legendary Siege Expert
    Effect: SiegeAttack 4
    REPLACED

    BadSiegeAttacker
    Level1: Dislikes Attacking Walls
    Effect: SiegeAttack -1
    Level2: Useless Besieger
    Effect: SiegeAttack -2
    Level3: Pathetic Besieger
    Effect: SiegeAttack -3
    REPLACED

    GoodSiegeDefender
    Level1: Gate Keeper
    Effect: SiegeDefence 1
    Level2: Strong As Stone
    Effect: SiegeDefence 2
    Level3: None Shall Pass!
    Effect: SiegeDefence 3
    Level4: Legendary City Defender
    Effect: SiegeDefence 4
    REPLACED

    BadSiegeDefender
    Level1: Cowers Behind Walls
    Effect: SiegeDefence -1
    Level2: Pathetic Defender of Cities
    Effect: SiegeDefence -2
    Level3: Liability In Defence
    Effect: SiegeDefence -3
    REMOVED

    GoodCommander
    Level1: Confident Commander
    Effect: Command 1
    Level2: Good Commander
    Effect: Command 2
    Level3: Superior Commander
    Effect: Command 3
    Level4: Great Commander
    Effect: Command 4
    Level5: Legendary Commander
    Effect: Command 5
    REPLACED

    BadCommander
    Level1: Indifferent Commander
    Effect: Command -1
    Level2: Incompetent Commander
    Effect: Command -2
    Level3: Poor Commander
    Effect: Command -3
    Level4: Pathetic Commander
    Effect: Command -4
    REPLACED

    GoodAttacker
    Level1: Confident Attacker
    Effect: Attack 1
    Level2: Good Attacker
    Effect: Attack 2
    Level3: Superior Attacker
    Effect: Attack 3
    Level4: Great Attacker
    Effect: Attack 4
    Level5: Heroic Attacker
    Effect: Attack 5
    REPLACED

    BadAttacker
    Level1: Indifferent Attacker
    Effect: Attack -1
    Level2: Incompetent Attacker
    Effect: Attack -2
    Level3: Poor Attacker
    Effect: Attack -3
    Level4: Pathetic Attacker
    Effect: Attack -4
    REPLACED

    GoodDefender
    Level1: Confident in Defence
    Effect: Defence 1
    Level2: Good Defender
    Effect: Defence 2
    Level3: Superior Defender
    Effect: Defence 3
    Level4: Great Defender
    Effect: Defence 4
    Level5: Heroic Defender
    Effect: Defence 5
    REPLACED

    BadDefender
    Level1: Indifferent Defender
    Effect: Defence -1
    Level2: Incompetent Defender
    Effect: Defence -2
    Level3: Poor Defender
    Effect: Defence -3
    Level4: Pathetic Defender
    Effect: Defence -4
    REPLACED

    GoodAmbusher
    Level1: Good Ambusher
    Effect: Ambush 1
    Level2: Sneaky Ambusher
    Effect: Ambush 2
    Level3: Exceptional Ambusher
    Effect: Ambush 3
    REPLACED

    BadAmbusher
    Level1: Poor Ambusher
    Effect: Ambush -1
    Level2: Rotten Ambusher
    Effect: Ambush -2
    Level3: Pathetic Ambusher
    Effect: Ambush -3
    REPLACED

    GoodInfantryGeneral
    Level1: Skilled Infantry Commander
    Effect: InfantryCommand 1
    Level2: Expert Infantry Commander
    Effect: InfantryCommand 2
    Level3: Infantry Commander of Genius
    Effect: InfantryCommand 3
    REPLACED

    BadInfantryGeneral
    Level1: Poor Infantry Commander
    Effect: InfantryCommand -1
    Level2: Inferior Infantry Commander
    Effect: InfantryCommand -2
    Level3: Useless Infantry Commander
    Effect: InfantryCommand -3
    REPLACED

    GoodCavalryGeneral
    Level1: Skilled Cavalry Commander
    Effect: CavalryCommand 1
    Level2: Expert Cavalry Commander
    Effect: CavalryCommand 2
    Level3: Cavalry Commander of Genius
    Effect: CavalryCommand 3
    REPLACED

    BadCavalryGeneral
    Level1: Poor Cavalry Commander
    Effect: CavalryCommand -1
    Level2: Inferior Cavalry Commander
    Effect: CavalryCommand -2
    Level3: Useless Cavalry Commander
    Effect: CavalryCommand -3
    REPLACED

    GoodRiskyAttacker
    Level1: Chancer
    Effect: Attack 1
    Level2: Intelligent Risk Taker
    Effect: Attack 2
    Level3: Victory from the Jaws of Defeat
    Effect: Attack 3
    REMOVED

    BadRiskyAttacker
    Level1: Risk Taker
    Effect: Attack -1
    Level2: Stupid Risk Taker
    Effect: Attack -2
    Level3: Over-Optimistic
    Effect: Attack -3
    REMOVED

    GoodRiskyDefender
    Level1: Good When Outnumbered
    Effect: Defence 1
    Level2: Great When Outnumbered
    Effect: Defence 2
    Level3: Stone Wall
    Effect: Defence 3
    REMOVED

    BadRiskyDefender
    Level1: Mediocre When Outnumbered
    Effect: Defence -1
    Level2: Poor When Outnumbered
    Effect: Defence -2
    Level3: To the Last Gasp
    Effect: Defence -3
    REMOVED

    IndecisiveAttacker
    Level1: Hesitant Attacker
    Effect: Attack -1
    Level2: Over-Cautious Attacker
    Effect: Attack -2
    Level3: Indecisive Attacker
    Effect: Attack -3
    REMOVED

    Brave
    Level1: Untouched By fear
    Effect: TroopMorale 1, Unrest -1
    Level2: Brave
    Effect: TroopMorale 2, Unrest -1
    Level3: Famously Courageous
    Effect: TroopMorale 3, Unrest -2
    Level4: Utterly Fearless
    Effect: TroopMorale 4, Unrest -2
    Level5: Insanely Brave
    Effect: TroopMorale 5, Unrest -3
    REPLACED

    Coward
    Level1: Doubtful Courage
    Effect: TroopMorale -1, Unrest 1
    Level2: Morbidly Fearful
    Effect: TroopMorale -2, Unrest 1
    Level3: Craven Coward
    Effect: TroopMorale -3, Unrest 2
    Level4: Ruled By Fear
    Effect: TroopMorale -4, Unrest 2
    REPLACED

    StrategicSkill
    Level1: Understanding of Strategy
    Effect: Command 1
    Level 2: Strategic Expert
    Effect: Command 2
    Level3: Strategist
    Effect: Command 3
    REMOVED/REPLACED

    TacticalSkill
    Level1: Understanding of Tactics
    Effect: Ambush 2, LineOfSight 1
    Level2: Tactical Expert
    Effect: Ambush 3, LineOfSight 2
    Level3: Tactician
    Effect: Ambush4, LineOfSight 3
    REMOVED/REPLACED

    RomanHero
    Level1: Local Hero
    Effect: TroopMorale 1, Unrest -1
    Level2: Popular Hero
    Effect: TroopMorale 2, Unrest -2
    Level3: Great Hero
    Effect: TroopMorale 3, Unrest -2
    Level4: National Hero
    Effect: TroopMorale 4, Unrest -2
    Level5: Legendary Hero
    Effect: TroopMorale 5, Unrest -3
    REMOVED

    NaturalMilitarySkill
    Level1: Command Talent
    Effect: Command 1
    Level2: Natural Born Leader
    Effect: Command 2
    Level3: Natural Born General
    Effect: Command 3
    Level4: Military Genius
    Effect: Command 4
    REMOVED


    If you really look into the above traits you'll realise that many of them mean the same things, just using different words. I mean, a general was just a plain old decent general or NOT! Here are the replacements:

    Spoiler Alert, click show to read: 
    == Section 1 - Generic Battle VnV Entries ==
    ¬===============================================================
    Trait GoodCommander
    Characters all
    NoGoingBackLevel 1
    AntiTraits BadCommander

    Level Good_Commander
    Description Good_Commander_desc
    EffectsDescription Good_Commander_effects_desc
    Threshold 4

    Effect Command 3
    Effect TroopMorale 2
    Effect Influence 2

    Level Very_Good_Commander
    Description Very_Good_Commander_desc
    EffectsDescription Very_Good_Commander_effects_desc
    Threshold 10

    Effect Command 4
    Effect TroopMorale 3
    Effect Influence 3

    ;------------------------------------------
    Trait InspirationalCommander
    Characters all
    NoGoingBackLevel 1
    AntiTraits BadCommander

    Level Inspirational_Commander
    Description Inspirational_Commander_desc
    EffectsDescription Inspirational_Commander_effects_desc
    Threshold 10

    Effect Command 6
    Effect TroopMorale 4
    Effect Influence 4

    ;------------------------------------------
    Trait BadCommander
    Characters all
    NoGoingBackLevel 2
    AntiTraits GoodCommander

    Level Bad_Commander
    Description Bad_Commander
    EffectsDescription Bad_Commander_effects_desc
    Threshold 1

    Effect Command -1
    Effect TroopMorale -1
    Effect Influence -1
    Effect Law -1

    Level Very_Bad_commander
    Description Very_Bad_COmmander_desc
    EffectsDescription Very_Bad_Commander_effects_desc
    Threshold 4

    ;------------------------------------------
    Trait Attacker
    Characters all

    Level Attacker
    Description Attacker_desc
    EffectsDescription Attacker_effects_desc
    Threshold 3

    ;------------------------------------------
    Trait Defender
    Characters all

    Level Defender
    Description Defender_desc
    EffectsDescription Defender_effects_desc
    Threshold 3

    ;------------------------------------------
    Trait Strategist
    Characters all

    Level Strategist
    Description Strategist_desc
    EffectsDescription Strategist_effects_desc
    Threshold 4

    Effect Command 1

    ;------------------------------------------
    Trait Ambusher
    Characters all

    Level Ambusher
    Description Ambusher_desc
    EffectsDescription Ambusher_effects_desc
    Threshold 3

    Effect Ambush 1

    ;------------------------------------------
    Trait UsesInfantry
    Characters all
    ExcludeCultures barbarian, greek, egyptian, carthaginian, roman

    Level Uses_Infantry
    Description Uses_Infantry_desc
    EffectsDescription Uses_Infantry_effects_desc
    Threshold 5

    Effect InfantryCommand 2

    ;------------------------------------------
    Trait UsesCavalry
    Characters all
    ExcludeCultures nomad, eastern

    Level Uses_Cavalry
    Description Uses_Cavalry_desc
    EffectsDescription Uses_Cavalry_effects_desc
    Threshold 2

    Effect CavalryCommand 2

    ;------------------------------------------
    Trait GoodBesieger
    Characters all
    NoGoingBackLevel 2
    AntiTraits BadBesieger

    Level Experienced_Besieger
    Description Experienced_Besieger_desc
    EffectsDescription Experienced_Besieger_effects_desc
    Threshold 5

    Effect SiegeAttack 1

    Level Natural_Besieger
    Description Natural_Besieger_desc
    EffectsDescription Natural_Besieger_effects_desc
    Epithet Natural_Besieger_epithet_desc
    Threshold 15

    Effect SiegeAttack 4
    Effect TroopMorale 1

    ;------------------------------------------
    Trait BadBesieger
    Characters all
    NoGoingBackLevel 1
    AntiTraits GoodBesieger

    Level Bad_Besieger
    Description Bad_Besieger_desc
    EffectsDescription Bad_Besieger_effects_desc
    Threshold 1

    Effect SiegeAttack -2
    Effect TroopMorale -1

    ;------------------------------------------
    Trait Brave
    Characters all
    AntiTraits Coward

    Level Brave
    Description Brave_Desc
    EffectsDescription Brave_effects_desc
    Threshold 3

    Effect TroopMorale 3

    ;------------------------------------------
    Trait Coward
    Characters all
    AntiTraits Brave

    Level Coward
    Description Coward_desc
    EffectsDescription Coward_effects_desc
    Epithet Coward_epithet_desc
    Threshold 1

    Effect TroopMorale -3
    Effect Influence -2


    That shows you the new trees of each new trait. As you can see there are fewer, and I assure you they are harder to get. If you're interested, here are the triggers for each of the new traits. These show you what conditions need to be met for the trait to appear.

    Spoiler Alert, click show to read: 
    Trigger Standard_Battle_Attacker
    WhenToTest PostBattle

    Condition WasAttacker
    and IsGeneral
    and WonBattle

    Affects Attacker 1 Chance 100

    ;------------------------------------------
    Trigger Standard_Battle_Defender
    WhenToTest PostBattle

    Condition WasDefender
    and IsGeneral
    and WonBattle

    Affects Defender 1 Chance 100

    ;------------------------------------------
    Trigger Standard_Battle_Attacker_Strategist
    WhenToTest PostBattle

    Condition WasAttacker
    and IsGeneral
    and WonBattle
    and BattleSuccess = clear
    and I_ConflictType Normal
    and Trait Attacker > 2
    and Trait Defender > 2

    Affects Strategist 1 Chance 100

    ;------------------------------------------
    Trigger Standard_Battle_Attacker_Strategist1
    WhenToTest PostBattle

    Condition WasAttacker
    and IsGeneral
    and WonBattle
    and BattleSuccess = crushing
    and I_ConflictType Normal
    and Trait Attacker > 2
    and Trait Defender > 2

    Affects Strategist 2 Chance 100

    ;------------------------------------------
    Trigger Standard_Battle_Defender_Strategist
    WhenToTest PostBattle

    Condition WasDefender
    and IsGeneral
    and WonBattle
    and BattleSuccess = clear
    and I_ConflictType Normal
    and Trait Attacker > 2
    and Trait Defender > 2

    Affects Strategist 1 Chance 100

    ;------------------------------------------
    Trigger Standard_Battle_Defender_Strategist1
    WhenToTest PostBattle

    Condition WasDefender
    and IsGeneral
    and WonBattle
    and BattleSuccess = crushing
    and I_ConflictType Normal
    and Trait Attacker > 2
    and Trait Defender > 2

    Affects Strategist 2 Chance 100

    ;------------------------------------------
    Trigger Standard_Battle_Clear_Victory_Good_Commander
    WhenToTest PostBattle

    Condition IsGeneral
    and WonBattle
    and BattleSuccess = clear
    and BattleOdds > 1.6

    Affects GoodCommander 1 Chance 100

    ;------------------------------------------
    Trigger Standard_Battle_Crushing_Victory_Good_Commander
    WhenToTest PostBattle

    Condition IsGeneral
    and WonBattle
    and BattleSuccess = crushing
    and BattleOdds >= 1.8

    Affects GoodCommander 2 Chance 100

    ;------------------------------------------
    Trigger Standard_Battle_Crushing_Victory_Inspirational_Commander
    WhenToTest PostBattle

    Condition IsGeneral
    and WonBattle
    and BattleSuccess = crushing
    and BattleOdds >= 1.8

    Affects InspirationalCommander 1 Chance 100

    ;------------------------------------------
    Trigger Transition_To_Inspirational_Commander
    WhenToTest CharacterTurnEnd

    Condition Trait InspirationalCommander > 0

    Affects GoodCommander -10 Chance 100

    ;------------------------------------------
    Trigger ambusher_1
    WhenToTest PostBattle

    Condition IsGeneral
    and I_ConflictType SuccessfulAmbush
    and WasAttacker

    Affects Ambusher 1 Chance 100

    ;------------------------------------------
    Trigger Standard_Battle_Any_Defeat_Bad_Commander
    WhenToTest PostBattle

    Condition IsGeneral
    and not WonBattle
    and BattleOdds >= 0.7

    Affects BadCommander 1 Chance 100

    ;------------------------------------------
    Trigger Coward_1
    WhenToTest BattleGeneralRouted

    Affects Coward 1 Chance 100

    ;------------------------------------------
    Trigger Brave_1
    WhenToTest PostBattle

    Condition GeneralFoughtInCombat

    Affects Brave 1 Chance 100

    ;------------------------------------------
    Trigger Standard_Siege_Any_Victory_Experienced_Besieger
    WhenToTest GeneralCaptureSettlement

    Condition BattleSuccess >= clear
    and I_ConflictType Siege
    and BattleOdds >= 1.2
    and I_BattleSettlementFortificationLevel >= 1
    and IsGeneral

    Affects GoodBesieger 1 Chance 100

    ;------------------------------------------
    Trigger Standard_Siege_Any_Defeat_Bad_Besieger
    WhenToTest PostBattle

    Condition WasAttacker
    and IsGeneral
    and not WonBattle
    and I_ConflictType Siege

    Affects BadSiegeAttacker 1 Chance 100

    ;------------------------------------------
    Trigger Standard_Battle_Crushing_victory_Uses_Cavalry
    WhenToTest PostBattle

    Condition IsGeneral
    and WonBattle
    and BattleSuccess = crushing
    and PercentageUnitCategory cavalry >= 50

    Affects UsesCavalry 1 Chance 100

    ;------------------------------------------
    Trigger Standard_Battle_Crushing_victory_Uses_Infantry
    WhenToTest PostBattle

    Condition IsGeneral
    and WonBattle
    and BattleSuccess = crushing
    and PercentageUnitCategory infantry >= 50

    Affects UsesInfantry 1 Chance 100


    You may notice some errors in the triggers or traits - I've copied them from an older storage file - I really have fixed them I think lol.

    Dictator for Life and Caesar

    Currently I have the requirements set pretty low. You simply need your leader to be a Legatus Legionis and to control 50 settlements as Rome for it to appear. If we find that it is working then I'll change it to the true requirements which I'm keeping to myself for now Also note that though we are planning to have a scripted legion rebellion (which the public do not know about so please do not tell anyone this) it is not yet implemented in the game. It will be before release however.

    Now, to get the Caesar trait, what MUST HAPPEN, is that you set the faction heir to be a SON of the dictator. If you do not do this, and the dictator dies, you will not get a caesar, Rome will revert back to a republic until the next dictator.
    Last edited by Calvin; September 25, 2009 at 12:24 PM.
    Developer for Roma Surrectum 2 || Follow my move to the USA in Calvin's Corner
    Son of Noble Savage || Proud patron of [user]Winter[/user], [user]Lord of the Knights[/user] and [user]fergusmck[/user]

  2. #2
    Gez's Avatar Tiro
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    Default Re: Roman Leadership System and Generic Battle Traits

    Once a career soldier becomes a new man, can he then carry on the patrician military career tree?
    -RS2 Trait & Ancilliary Dev/Beta Tester-

  3. #3
    Calvin's Avatar Countdown: 7 months
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    Default Re: Roman Leadership System and Generic Battle Traits

    No, not currently. The actual trait which will appear will actually be 'New Man Senator and Praetor', showing that he has been accepted into the Senate and has reached a very high military command.
    Developer for Roma Surrectum 2 || Follow my move to the USA in Calvin's Corner
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    Ketchup's Avatar Senator
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    Default Re: Roman Leadership System and Generic Battle Traits

    Ah, so it really will have to be a long campaign for me to get "Dictator for Life"! I look forward to it. This system will be great for RPing the characters. For example the number of Praetors I have will probably be the limiting factor on how many legions I can have active in the field. It adds a new dynamic if you're into that kind of thing.

    Roma Surrectum 2.0 Team Member
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    Calvin's Avatar Countdown: 7 months
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    Default Re: Roman Leadership System and Generic Battle Traits

    Yes, I limit myself the same way. It adds a whole new dimension - and eventually every faction will have their own leadership system.
    Developer for Roma Surrectum 2 || Follow my move to the USA in Calvin's Corner
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    Default Re: Roman Leadership System and Generic Battle Traits

    The idea with Caesar is great but I was wondering about something mainly maybe it would be good to give other factions something similar?
    For example Parthia could get the King of Kings, the diadochi factions could get something like heir of alexander/Alexandros (you know something to point out that you are the heir of the Empire of Alexander and his succesor), the celtic factions and maybe also the Gallaeci, Getae and Cimbrii could get something like Warlord and Carthage could get a king or maybe an emperor.
    The thing with Carthage is that just like Rome it was a republic and if Carthage had won the punic wars who knows maybe in the long run something similar as to Rome would happen and it would change from being a republic into being an empire. Of course this is a what if scenario so the team would have to decide if Carthage would get the king or an emperor.
    That is all considering that you will consider my idea to give all factions something similar to Caesar or maybe you already have such plans.
    One more thing the scripted legion rebellion is a great idea but again will only rome have a scripted rebelion or will all factions have something similar?
    Last edited by loukas; July 12, 2009 at 06:31 PM.

    "I fear nothing, I hope for nothing, I am free!"

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    Gez's Avatar Tiro
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    Default Re: Roman Leadership System and Generic Battle Traits

    Some nice ideas there! Specially parthia and diadochi.
    -RS2 Trait & Ancilliary Dev/Beta Tester-

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    Default Re: Roman Leadership System and Generic Battle Traits

    Hmm, so If someone is adopted or is the man of the hours, they can only follow the red progression line? However when they get to th end of that line, it allows them to then either follow the yellow or blue line? Or is that it for them?

    And in terms of normal sons etc... they either follow the yellow line if placed in a city, or the blue line if outside a city? Is it automatic when they come of age? OR do you get a turn or two to decide where to place them?

    And so the person who is the Legatus Leonis or whatever will become the dictator when Rome gains 50 settlements, or is it the current faction leader who gets dictator? And then the son must be the heir for ceaser to appear? This event triggers the imperial reforms and the revolt script I assume?

    As for the generic battle traits... it's all gobblegook to me lol, care to simplfy it?

  9. #9
    Calvin's Avatar Countdown: 7 months
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    Default Re: Roman Leadership System and Generic Battle Traits

    Quote Originally Posted by Ibram View Post
    Hmm, so If someone is adopted or is the man of the hours, they can only follow the red progression line? However when they get to th end of that line, it allows them to then either follow the yellow or blue line? Or is that it for them?
    Currently that is 'it'. They are allowed to lead armies etc. Consider the fact that it will have taken them 20 years of continuous military service in the field to reach that position. Most of them will probably be old men.

    And in terms of normal sons etc... they either follow the yellow line if placed in a city, or the blue line if outside a city? Is it automatic when they come of age? OR do you get a turn or two to decide where to place them?
    Yes, that is correct. When they come of age, they should spend four years in a city (ideally Rome) to complete their education. Once they reach the age of 20 and have completed their studies as a Disciplus (Student), they will become a senator. Then you choose whether to have them a military commander or a civil servant. Anyone offered for marriage will also be a senator - but they do not need to go through the 4 years of Disciplus. So a 16 year old offered for marriage would be a very worthwhile guy!

    And so the person who is the Legatus Leonis or whatever will become the dictator when Rome gains 50 settlements, or is it the current faction leader who gets dictator? And then the son must be the heir for ceaser to appear? This event triggers the imperial reforms and the revolt script I assume?
    Sorry, I missed that out. Yes, the Legatus Legionis must be your faction leader - only the leader can become dictator for life. Yes, their son must be the heir so that he becomes leader when the dictator dies. Once the dictator dies, he will become 'Caesar'. It does not trigger the imperial reforms no, and the dictator, not caesar, triggers the legion revolt. We have other idea to effect the whole empire depending on what 'kind' of emperor the Caesars are, but they are not done yet.

    As for the generic battle traits... it's all gobblegook to me lol, care to simplfy it?
    Would it help if I posted their ingame trait names and descriptions?
    Developer for Roma Surrectum 2 || Follow my move to the USA in Calvin's Corner
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  10. #10
    dvk901's Avatar Consummatum est
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    Default Re: Roman Leadership System and Generic Battle Traits

    Believe me...Calvin has simplified it tremendously from the mess that RTW had.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  11. #11

    Default Re: Roman Leadership System and Generic Battle Traits

    Loukas, all great ideas. Similar rebellions are ultimately planned for all factions, probably using the "Thrace" / free barbarian faction as the shadow for any faction you play. Unlikely that all of these will be completed by the time of release however.


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  12. #12
    Tankbuster's Avatar Analogy Nazi
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    Default Re: Roman Leadership System and Generic Battle Traits

    Wow, great work Calvin! Looking forward to try it out
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  13. #13
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    Default Re: Roman Leadership System and Generic Battle Traits

    Quote Originally Posted by tone View Post
    Loukas, all great ideas. Similar rebellions are ultimately planned for all factions, probably using the "Thrace" / free barbarian faction as the shadow for any faction you play. Unlikely that all of these will be completed by the time of release however.
    I know that it will be dificult to implement rebelions for all factions by the time RS 2.0 is realesed but it's great to hear they are planned and will probably appear later on in 2.1 an so on. I'm also happy that you like my idea about something similar to Caesar for other factionas but again I understand it may be dificult to implement that before realese and it will probably appear in later versions.
    Last edited by loukas; July 13, 2009 at 04:35 AM.

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    Default Re: Roman Leadership System and Generic Battle Traits

    Yes please

    Great work by the way, this looks fantastic! I assume that, even though you're scripting in revolts and such for all factions, only one such event can occur per game, and it will be for whatever faction the player is playing?

    Quick Question:

    For the Dictator thing, if the only reason you've set the requirments as they are is to test to see if it works, why not set it to 10 settlements? or 15? 50 settlements is going to take a while to get to, especially to meet the conditions. Maybe once you know it works at 15, then set it to 30, and then once you knwo it works there, set it to 50 etc...

  15. #15
    Calvin's Avatar Countdown: 7 months
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    Default Re: Roman Leadership System and Generic Battle Traits

    Because it gives players a reason to play through long campaigns which is what we really need at the moment
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    Default Re: Roman Leadership System and Generic Battle Traits

    Here are the trait descriptions.

    Spoiler Alert, click show to read: 
    ===============================================================
    ¬== Section 1 - Generic Battle VnV Entries ==
    ¬===============================================================
    {Good_Commander} Proven Battlefield Tactician

    {Good_Commander_desc}
    This man has shown on numerous occasions that he knows how to use all elements of the forces under his command to win a battle, and win it well.

    {Good_Commander_effects_desc}
    +3 Command, +2 Influence, +2 TroopMorale

    ¬--------------------

    {Very_Good_Commander} Gifted Battlefield Tactician

    {Very_Good_Commander_desc}
    Victory is a familiar friend to this man, who has demonstrated tactical expertise many times on the battlefield. His men under his command are confident in his leadership, as he is himself.

    {Very_Good_Commander_effects_desc}
    +4 Command, +3 Influence, +3 TroopMorale, +1 Law

    ¬--------------------

    {Inspirational_Commander} Inspirational Battlefield Tactician

    {Inspirational_Commander_desc}
    While others may win a handful of battles, this man can take seemingly insurmountable odds and walk away victorious. He has done so on many occasions. No matter what the enemy does, no matter what terrain his army is in, he seems prepared and able to respond in a decisive and crushing way to swing battles into his favour and ultimately victory. His battle tactics will be copied and referred to for centuries to come.

    {Inspirational_Commander_effects_desc}
    +6 Command, +4 Influence, +4 TroopMorale, +2 Law

    ¬--------------------

    {Bad_Commander} Poor Battlefield Tactician

    {Bad_Commander_desc}
    This man has tasted the bitter sense of defeat. His tactical abilities are questioned not only by those under his command but also himself. He needs some decisive victories to not only right the wrongs of his past failures, but to remain in command of his troops.

    {Bad_Commander_effects_desc}
    -1 Command, -1 Influence, -1 TroopMorale

    ¬--------------------

    {Very_Bad_Commander} Abysmal Battlefield Tactician

    {Very_Bad_Commander_desc}
    Fortune has not smiled on this man on the battlefield. His record is so poor, and his defeats so numerous that the idea of him leading men into battle fills those around him and himself with fear and dread. Not all are born for military greatness.

    {Very_Bad_Commander_effects_desc}
    -3 Command, -3 Influence, -4 TroopMorale

    ¬--------------------

    {Attacker} Attacker

    {Attacker_desc}
    This man has gained a reputation for preferring to take the fight to the enemy.

    {Attacker_effects_desc}

    ¬--------------------

    {Defender} Defender

    {Defender_desc}
    This man has gained a reputation for choosing his ground and standing firm to defend it.

    {Defender_effects_desc}

    ¬--------------------

    {Ambusher} Ambusher

    {Ambusher_desc}
    This man has gained a reputation for attempting to outwit the enemy with an ambush.

    {Ambusher_effects_desc}
    +1 Command when ambushing

    ¬--------------------

    {Strategist} Master Strategist

    {Strategist_desc}
    Experience has taught this man the right time to attack, and the right time to defend his ground.

    {Strategist_effects_desc}
    +1 Command

    ¬--------------------

    {Uses_Infantry} Proficient Use of Infantry

    {Uses_Infantry_desc}
    Against the tradition of his culture, this man uses infantry to win his battles more than cavalry.

    {Uses_Infantry_effects_desc}
    +2 Command when using mainly infantry

    ¬--------------------

    {Uses_Cavalry} Proficient Use of Cavalry

    {Uses_Cavalry_desc}
    Against the tradition of his culture, this man uses cavalry to win his battles more than infantry.

    {Uses_Cavalry_effects_desc}
    +2 Command when using mainly cavalry

    ¬--------------------

    {Experienced_Besieger} Experienced Besieger

    {Experienced_Besieger_desc}
    Having experienced all kinds of sieges, this man grasps the fundamentals of mounting a siege.

    {Experienced_Besieger_effects_desc}
    +1 Command when besieging a city

    ¬--------------------

    {Natural_Besieger} Natural Besieger

    {Natural_Besieger_desc}
    This man knows how to bring the most formidable of cities to its knees. No matter what quality of defender, no matter how high the wall, nothing can protect a settlement this man targets.

    {Natural_Besieger_effects_desc}
    +4 Command when besieging a city, +1 TroopMorale

    {Natural_Besieger_epithet_desc} the Besieger

    ¬--------------------

    {Bad_Besieger} Fears High Walls

    {Bad_Besieger_desc}
    After seeing his army destroyed trying to storm cities, this man and his men have lost a lot of confidence in his ability to command a successful siege.

    {Bad_Besieger_effects_desc}
    -2 Command when besieging a city, -1 TroopMorale

    ¬--------------------

    {Brave} Leads From the Front

    {Brave_desc}
    Taking charge of a battle means fighting on the front lines to this man. Preferring to devise the strategy before the battle is fought, he inspires the men under his command by using his own sword to help forge victory.

    {Brave_effects_desc}
    +3 TroopMorale

    ¬--------------------

    {Coward} Coward

    {Coward_desc}
    This man has fled the battlefield, leaving those under his command to win or perish without him. Such a disgrace will live with him for all time. The man who ran away. The Coward.

    {Coward_effects_desc}
    -3 TroopMorale, -2 Influence

    {Coward_epithet_desc} the Coward
    Developer for Roma Surrectum 2 || Follow my move to the USA in Calvin's Corner
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    Default Re: Roman Leadership System and Generic Battle Traits

    Doesnn't seem that many of them, are the those just the new ones?

    I understand you wanting people to play longer campaigns, I'm just saying that in terms of purely testing this system, wouldn't it be a better idea to have a shorter requirment? The sooner you know, the faster you can fix it, after all...

  18. #18

    Default Re: Roman Leadership System and Generic Battle Traits

    These are just the generic battle traits. There are loads of non-battle ones.


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  19. #19
    Calvin's Avatar Countdown: 7 months
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    Default Re: Roman Leadership System and Generic Battle Traits

    I know that the dictator and caesar traits work. What I need, and what the team needs are ideas of how these systems (leadership, economic etc) balance out over longer campaigns. So, is 50 territories too many? Too few? This sort of thing. And yes, those are the new battle traits. There are much fewer than vanilla, because vanilla was crap and just wanted to put as many meaningless traits in as possible, making them as easy to get as possible if they were good, and damn near impossible to get if they were negative.
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  20. #20
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    Default Re: Roman Leadership System and Generic Battle Traits

    50 settlements is good. When you think about it, that's pretty much gaul, spain and greece(maybe less). If you are good at expanding, shouldn't take too long.
    -RS2 Trait & Ancilliary Dev/Beta Tester-

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