View Poll Results: Do you think DLV traits for non princess wives and genetics for characters should be changed?

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  • Give me options and diversity or give me...cookies at least?

    17 73.91%
  • Just no, frack diversity!

    0 0%
  • We have too many traits and triggers already...

    2 8.70%
  • I want cake.

    4 17.39%
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Thread: IT IS DONE (ATTACK OF THE CLONES!)

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  1. #1

    Icon12 IT IS DONE (ATTACK OF THE CLONES!)

    IT IS DONE!


    Does it makes sense that well spoken physically flawless genius with exotic tastes ruling in the largest and most powerful empire in the world, sitting in the most beautiful city in a world will ALWAYS marry ABSOLUTELY SAME woman as cruelly deformed totally ignorant and incredibly boring idiot lost in the middle of nowhere (As long as neither marries a princess and even with 30 playable factions marrying princesses can be VERY scarce)?

    Is it nice that all the women that your generals and governors marry (aside from the princesses) are clones? Every single one of them is a CLONE. Not even one is pretty, smart, faithful, admirable, horrid or ANYTHING ELSE apart from Fertile/ Barren. Every single one of them in entire world is a damn clone! There is no other explanation. Even if they all tried to marry utterly same boring type of women they would HAVE TO fail (from a statistical point).

    So I got in idea…

    First I started fixing genetics…

    Spoiler Alert, click show to read: 
    Changed THRESHOLDS FOR HANDSOME AND UGLY (they were almost broken; it was very hard to get male character that is even a bit pretty or just slightly ugly?! 4/8/12/16 changed to 1/2/3/4) BTW SOMEONE JUST RIPPED THIS FROM M2TW KINGDOMS SCRIPT , BUT GUESS WHAT CA MENAGED TO BROKE IT (IT WAS FINE IN ORIGINAL M2TW)!
    Then I gave 4th level to PrettyWoman trait.
    Then I added new traits like{Wife_is_Pretty}{WifeIsHideous_desc}{WifeIsReliable}{WifeIsFaithful_desc}{Wife_Is_Slut}{Hubby_Is_Daddy}{Hubby_IsNOT_DaddySon}{Hubby_IsNOT_DaddyDaughter} and so on.
    Then I fixed it so that both Daddy and Mommy affect children intelligence (neither did before….) and now both affect how pretty or ugly child is (that sort of worked except it didn’t check mommy’s DNA).
    Also fixed quite a few things like
    Trigger building_university
    WhenToTest GovernorBuildingCompleted

    Condition SettlementBuildingFinished = university

    Affects Intelligent 1 Chance 100 (see a problem here? Exploit me to 100 EVERY time)


    Anyway I am working on making it so that wives that characters choose will be influenced by characters themselves (smart man is more likely to find smart wife and he has higher chance to find pretty woman then average guy) while pretty boy is likely to find pretty wife (and since his daddy is rich she is likely to be a bit brighter then average bar wrench).
    Others I didn’t even start to implement…But it could be so much fun (a lot of work I admit but since DLV focuses on…

    And of course it should be noted that at the moment it is checked only if child's mother is father's actual wife not something that happens far more often as was much harder to spot (unless mommy REALLY got AROUND)...

    So I am just asking people who play DLV…

    Do you like clones (both for women and the fact that genetics are very poorly implemented)?
    Or should it be changed (either by me or someone else)?

    New ideas welcome (though they might be hard to implement)!


  2. #2
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    Default Re: ATTACK OF THE CLONES!

    Smilies aside I think that it's good idea and perhaps the king's intelligence and other traits should influence it too, it's his decision afterall.

    It would be great to have a choice of mates with different effects. Like one has great intelligence and beauty but is from the lower nobility and will cause an authority drop. Another has connections with a neighbouring faction and will improve relations despite being quite ugly. It's probably a lot of work to implement though and your idea is good already.

    One tiny problem with it, it devalues real princesses. Why go out looking for one if you're being offered good alternatives? And that way it seems to make the game easier, more interesting is great but easier is yuk, personally.

    On the whole I think it's a great idea, Grimblade
    Last edited by Taiji; August 01, 2009 at 11:19 AM.

  3. #3
    Civis
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    Default Re: ATTACK OF THE CLONES!

    I agree that the clones are pretty boring. I think positive traits should be more likely than bad ones. Sounds like a lot of work.

    Morty


  4. #4

    Default Re: ATTACK OF THE CLONES!

    Quote Originally Posted by Taiji View Post
    Smilies aside I think that it's good idea and perhaps the king's intelligence and other traits should influence it too, it's his decision afterall.

    It would be great to have a choice of mates with different effects. Like one has great intelligence and beauty but is from the lower nobility and will cause an authority drop. Another has connections with a neighbouring faction and will improve relations despite being quite ugly. It's probably a lot of work to implement though and your idea is good already.

    One tiny problem with it, it devalues real princesses. Why go out looking for one if you're being offered good alternatives? And that way it seems to make the game easier, more interesting is great but easier is yuk, personally.

    On the whole I think it's a great idea, Grimblade
    You still won't be able to see how good they are before your generals marry them that I am not even sure if it can be changed directly...
    Best princess will always be best for marriage, now even more but bad princesses will be even worse. But this is mostly for generals anyway since how will you find so many princess for like 30+ generals (and have in mind since you choose if they will be allowed to marry, I guess you should be allowed more freedom in playing genetics games).
    Also now you can get funny stuff too (if I implement it correctly, like beautiful cheating slut wife or humble but but not so pretty wife). And most important of all now it will at least matter how you generals marry and it will be much easier to get good children (and if I menage to properly implement traits for dumb then even more fun ).

    And about being easier, well some traits could make wife spend extra money on shiny things and perfumes, can't conquer the world if your wife spent money . (I am probably nefing trade a bit from most powerful buildings anyway,insanities like mint coins are first to be balanced).

  5. #5

  6. #6
    Spamostoc's Avatar Decanus
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    Default Re: ATTACK OF THE CLONES!

    Quote Originally Posted by Grimblade View Post
    if I implement it correctly, like beautiful cheating slut wife or humble but but not so pretty wife
    Well don't tie too many traits together or you'll ruin the fun of dumb luck and zany situations like having you #1 general having the terrible judgement of marrying the worst woman in the whole country
    ಠ_ಠ Oh hai

  7. #7

    Default Re: ATTACK OF THE CLONES!

    Update: I did implement quite a few new things and I did allow random things to happen, but I have no idea when I will get back to finish this. I stopped quite a while ago. Anyway these are the changes I implemented (they are not spell checked, they were just written in haste and English is not my first language so beware it hurts). I already posted them in Grim Little Changes thread too.

    Spoiler Alert, click show to read: 
    VERSION 0.06 LAST VERSION of GRIM LITTLE FIXES(HUGE Hanseatic League FIX, Slave Markets change, Wonders changed )
    INSANITY that was Hanseatic League guild should now be mostly fixed.
    Major change to export_descr_guilds.txt now has 3 levels insead of just ONE.
    HANSE HUGE FIX 595 Triggers Obliterated from export_descr_ancillaries.txt and 9 new better functioning inserted instead (new ones make more sense before some factions who could not build Hanseatic league buildings COULD NOT get Founder of the Hanse and related titles while others who could NOT BUILD Hanse buildings COULD GET Founder of the Hanse title and related titles)
    Old Triggers only checked if the faction owned certain settlements BUT NOT if those settlements had actual Hanseatic league building, new triggers actually check if faction owns Hanseatic Guild Headquaters
    Major corrections to export_descr_guilds.txt , all settlements except Lubeck now give only 1 point acrross the faction for Hanseatic League Guild buildings, while Lubeck still gives 3 and also Lubeck now gets 5 local points instead of 3 for Hanseatic Guild.
    Local points added each turn to overall Hanseatic League points remained same for other settlements.
    Added London and Antwerpen to list of cities that generate Hanseatic League points.
    Changed file export_descr_buildings.txt so hanseatic_guild m_hanseatic_guild gm_hanseatic_guild can now be BUILT.
    Added stats to each level of hanseatic league guild buildings and now ONLY headquaters gives faction wide tade bonus of + 3 and local trade bonus of + 3. Third level is also quite a bit harder to get now.
    First and second level of Hanseatic league buildings give only regional trade income increase and small one at that. (same as merchant guild)
    Hanseatic guild can now also be built by England and Flanders.
    Grand Maseter Hanseatic guild will give only 1/3 of global trade income to factions that can't build it (except to Papal states).
    Grand Master Merchants guild now gives small GLOBAL trade increase of + 1 together with unchanged local bonus.
    Slave Markets now changed to balance Hanseatic guild for factions that can not build Hanseatic league.
    Slave Markets can now be build inside cities that do not have a slave resources and they will generate a bit more trade income for Huge cities, but they will get more income IF there is a slave resource presnet. Total trade income for Huge cities with slave resource is unchanged.
    Made it so that factions who can build Hanseatic league buildings can build slave markets only where there is a slave resource (Papal States also). They will also suffer happiness and law bonus only for extra slaves (slave resource) but will aslo profit only from slvae resource, so they will actually not engage in selling their loacl populace. It is not the best from the historic perspective because while current Hanseatic league member factions indeed didn't trade slve from their local populations on large level but neither did some factions that can now build slave matkets without the slave resource
    Slave Markets + Christian Abbeys or larger + Universities now equal more unrest and unhappiness. (For ALL factions)
    Unhappiness and Negative Law bonus caused by Slavew Markets is made segmented and conditioned(As explained they will give more income but also caused more unhapiness to none Hanseatic League memebers minus Moors and Papal States).
    Balanced it so the Moors won't trade their own local populace , same as Hanseatic League members (not historic I guess but at least it balances crazy caravan income)
    Wonders changed. All wonders take 20 turns to build and cost 24000 gold. They now give minimal BUT GLOBAL trade income increase (only to the factions that can build them) and have incresed positive effects. They are now WONDERS indeed.
    Changed description for Slave markets in export_buildings.txt file from Text folder.
    Changed description for ALL WONDERS in export_buildings.txt file from Text folder to update new CONDITIONAL GLOBAL TRADE INCREASE.
    Provided hanseatic_guild.tga and hanseatic_guild_constructed.tga pictures (they are made y Creative Assembly) for 2 new Haneatic League guild buildins in UI folder. Unfortunatelly they are same as ones used for before and we need 4 more pics, so if you can make them be sure to call us.
    Building_battle.txt file inside Text folder changed to accomodate new Hanseatic guild.
    Descr_building_battle.txt , descr_building_battle_enums.txt and export_descr_buildings_enums.txt files changed to accomodate new Hanseatic guild. (some of didn't even have original Hanseatic guild implemented)
    Added a trait with 5 levels named SlaveExploiter and its 5 levels antitrait Abolitionist!(to export_descr_character_traits.txt)
    Added 6 triggers concerning slave markets and new traits. (to export_descr_character_traits.txt)
    Added 5 new ancillaries and 15 new triggers for these ancillaries added!
    ;-------------------------------------------------------------------------------------------------
    Note positve traits for wives (CharacterMarriesPrincess) changed from 85 to 100 to avoid reloading , negative left at 85

    Fertility CHANGES/FIXES:
    Lowered Difficult_Birth 1 chance for Difficult_Birth_Trigger01 anf Difficult_Birth_Trigger02 trigger 5 times!
    Lowered Difficult_Birth 2 chance for Difficult_Birth_Trigger03 3 times!
    Changed Trigger random_birth13 trigger to increase fertility 3 times! (6% chance from 2%)
    Halved Trigger random_birth30 chance for infertile!
    Random_birth46 and random_birth47 triggers left intact (Nasty I know!)
    Trigger random_birth48 chance to occur increased just 10%.
    Trigger random_birth49a chance to occur increased from 15% to 33%.
    Trigger family_generalmarries_fertile_1 & 2 & 3 Affects WifeIsFertile 1 Chance changed to 100 from 85 (if she is Fertile then she should be ALMOST certainly Fertile; no?)
    Trigger princess_dad_was_fertile chances to give FertileWoman increased 2 times (actually it was 30% + 23.1% it is 60% + 26.4 % but that is not what I am writing about SAME FOR ALL THE STUFF I MISSED TO TELL and concerns Fertility).
    Trigger princess_dad_was_infertile halved (it produced InfertileWoman trait). I have no idea how accurate this is from genetics points of view, but hey generals can have maximum of 4 children here while quite a few had over 10.
    Trigger princess_mom_was_fertile_1 increased on both counts to 75% (from 25%)
    Decreased both counts of Trigger princess_mom_was_infertile_1 to half ov original (20 from 10%).
    Trigger Male_royal_fertile_bonus left intact.
    Introduced Trigger family_generalmarries_Grimaverage_1 with Condition SpouseAttribute Fertility >= 0 and effect : Affects WifeIsFertile 1 Chance 45.

    GENETICS CHANGES/FIXES:
    Fixed and added triggers so that both intelligence of father and mother play part in determining children intelligence and looks!!!
    Trigger family_generalmarries_educated_1, 2 and 3 for Trait WifeIsWise; Chance to acquire increased from 85 to 100% (If wife is educated women)
    Triggers family_generalmarries_fair_1&2&3 from 85 to 100 for WifeIsNoble...
    Triggers family_generalmarries_humble_1&2&3 changed...85 to 100 Affects WifeIsNoble 1 Chance 100
    Trigger family_generalmarries_spirited_1&2&3 changed. 85 to 100 Affects WifeIsNoble 1 Chance 100
    Trigger princess_dad_was_intelligent changed Affects EducatedWoman 1 Chance 50 (from 33). Second roll lowered since mother genes will be calculated also.
    Trigger princess_dad_was_intelligent2 also changed form 33 to 50 and then corrected VapidWoman to EducatedWoman second roll lowered since mother genes will be calculated also.
    Triggers princess_dad_was_ignorant and princess_dad_was_ignorant2 changed (higher chance of dumb princess; 33 to 50); second roll lowered since mother genes will be calculated also.
    Triggers princess_dad_was_handsome , princess_dad_was_handsome2 and princess_dad_was_handsome3 changed (Affects PrettyWoman 1 Chance 50 from 33)
    Triggers princess_mom_was_charming_1&2&3 increased chance for pretty princess Affects PrettyWoman 1 Chance 50 (from 20)
    Triggers dads_handsome, dads_handsome2 and dads_handsome3 changed (Affects Handsome 1 Chance 50 from 33)
    Triggers dads_Ugly, dads_Ugly2 and dads_Ugly3 changed Affects Ugly 1 Chance 50 (from 33)
    Trigger princess_dad_was_ugly, princess_dad_was_ugly2 and princess_dad_was_ugly3 changed (Affects UglyWoman 1 Chance 50 from 33)
    Trigger princess_base5 changed (Affects UglyWoman 1 Chance 50 lowered from 75)
    Trigger princess_dad_was_ignorant2 changed educatedwoman to vapid... Decided to make Educated Woman = Intelligent woman for now.
    Trigger princess_base12 changed Affects EducatedWoman 1 Chance 10 (from 5 to level it with vapidwoman). Vapid woman becomes Stupid Woman (Alo, Alo?)
    Triggers family_generalmarries_charming_1&2&3 increased chance for WifeIsCharming 1 to 90 from 85 (follows same logic)!
    Trait EducatedWoman FIXED! Level Educated and Level Scholarly were reversed (and VNV , Kingdoms XP and Common Sense agree with me!)
    Added Trigger grcca_ignor1 to punish unintelligent people
    Added Trigger dad_is_ignorantgr1 and dad_is_ignorantgr2 to punish even more unintelligent people with ignorant fathers
    Trigger building_university changed from 100 to 50 TO AVOID EXPLOITING!
    THRESHOLDS FOR HANDSOME AND UGLY changed (they were almost broken; it was very hard to get male character that is even a bit pretty or just slightly ugly?! 4/8/12/16 changed to 1/2/3/4) BTW SOMEONE JUST RIPPED THIS FROM M2TW KINGDOMS SCRIPT , BUT GUESS WHAT CA MENAGED TO BROKE IT (IT WAS FINE IN ORIGINAL M2TW)!
    ADDED GENETIC TRIGGERS CONCERNIG MALE INTELLIGENCE (3 for Intelligent father and 3 for Wise/Intelligent Mother)
    ADDED GENETIC TRIGGERS CONCERNIG FEMALE INTELLIGENCE (3 for Wise/Intelligent Mother)
    ADDED GENETIC TRIGGERS boysmom_was_charming_1 & 2 & 3 ( Affects Handsome 1 Chance 50 and Affects Handsome 1 Chance 25)
    Trait Pretty Woman ADDED 4th level (Insanely_Beautiful) to make it even with male beauty levels.
    Traits WifeIsPretty (4 levels) AND WifeIsUgly (2 levels) introduced
    Triggers princess_mom_was_charming_1&2&3 instructed script to skip over Affects PrettyWoman 1 Chance 50 (because now genetic traits for mother beauty will be derived fro, WifeIsPretty which makes MUCH MORE SENSE!)
    Triggers princess_mom_was_horrid_1&2 changed to skip over line Affects UglyWoman 1 Chance 20, instead UglyWomen will be given by...you guessed it WifeIsUgly!
    Added 8 triggers boysmom_wasPretty and girlysmom_wasPretty (4 for boys and 4 for girls) that affect beauty of offspring.
    Added 4 triggers UglyMothernotRealMother (2 for boys and 2 for girls) that affect illegitimacy of offspring.
    Marriage triggers for Pretty Wife (4) and UglyWife (2) added.
    Trigger No_Education_Penalties_1 added penalties for dumb!

  8. #8

    Default Re: ATTACK OF THE CLONES!

    I have started to mod this thing again but no promises for now, at the moment it is like typing simple MSSQL statements (not Intellectually challenging but more like menial boring stuff) so I might get bored and quit (and on top of that I have a lot of RL stuff now too).

  9. #9

    Default Re: ATTACK OF THE CLONES!

    Sounds good, if you can get it work.
    DLV rules!

  10. #10
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    Default Re: ATTACK OF THE CLONES!

    NO! You have no excuse for stopping now you have started

    Or at least... you don't need to make any excuses, since what you are doing is a gift anyway

    Take your time, take it easy, do what you want

  11. #11
    Ahlerich's Avatar Praeses
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    Default Re: ATTACK OF THE CLONES!

    voted for enough traits, however..i like cake

  12. #12

    Default Re: ATTACK OF THE CLONES!

    I guess I implemented all I wanted for now. After this only things left are to fix stuff I already implemented (and maybe adding a few triggers to balance things a bit).
    BTW I haven't even tried to run game yet so it will take quite a bit time (and it is boring on top of that).

    New Stuff Added: (this is NOT spellchecked!)

    Spoiler Alert, click show to read: 
    Trigger FATHER_ISgeniusDaugh
    Trigger sitting_around_town_with_academia_career_general (Affects Intelligent 1 Chance 5 lowered to 2)
    Trigger sitting_around_town_with_academia_career_governor (Affects Intelligent 1 Chance 8 lowered to 3)
    Trigger sitting_around_town_with_market_career_governor ( Affects Intelligent 1 Chance 8 lowered to 3)
    Trigger sitting_around_town_with_university ADDED (VERY similar to sitting_around_town_with_academia_career_governor just works for all types of general)
    {Wife_is_Insanely_Beautiful} implemented in export_VNVs
    {Wife_is_Pretty} and {Wife_is_QuitePretty} and {Wife_is_Beautiful} implemented in export_VNVs.
    {WifeHasFlawed_Features} and {WifeIsHideous} implemented in export_VNVs.
    {WifeIsReliable}, {WifeIsFaithful} and {WifeIsUnquestionably_Loyal} implemented in export_VNVs.
    {WifeIsPromiscuous},{Wife_Is_Slut} and {WifeIsTotal_Slut} implemented in export_VNVs.
    Wife_is_Dense, Wife_is_Dense_desc, Wife_is_Dense_effects_desc implemented in export_descr_VnVs_enums.txt and in export_VNVs.
    Wife_is_Dumb, Wife_is_Dumb_desc, Wife_is_Dumb_effects_desc
    Wife_is_Idiot, Wife_is_Idiot_desc, Wife_is_Idiot_effects_desc
    Dense, Dense_desc, Dense_effects_desc
    Is_Dumb, Is_Dumb_desc, Is_Dumb_effects_desc
    Idiot, Idiot_desc, Idiot_effects_desc
    Black_Hole, Black_Hole_desc, Black_Hole_effects_desc, Black_Hole_epithet_desc
    Trigger brain_damage1 added ( 1/100 * 1/100 chance...pretty low ehhh)
    Trigger ignorant_becomesdumb1 added for generals Affects Dumb 1 Chance 33 . A bit high but for now I am lazy to balance it with the Mathematic skill.
    Hubby_IsNOT_DaddySon properly implemented in VNV enums.
    HubbyIsDaddyDaughter properly implemented in VNV enums.
    HubbyIsDaddyDaughter and Hubby_IsNOT_DaddyDaughter implemented in ExportVnVs.
    Trait HubbyIsDaddyDaughter added to export_descr_character_traits.txt.
    Trigger family_generalmarries_1 changed (both Cuckold and added WifeIsSlut)!
    Triggers GRfamily_generalmarries_slut2 and GRfamily_generalmarries_slut3 Added (affect Affects Cuckold 1 Chance 95; Affects WifeIsSlut 1 Chance 100)
    FaithfulWoman trait tied to WifeIsFaithful trait and UnchasteWoman tied to WifeIsSlut trait.
    Triggers GRfamily_generalmarries_faith1 & 2 & 3 added for WifeIsFaithful.
    Trigger GRFaithfulWife1 & 2 & 3 added for trait HubbyIsDaddy.
    Trigger GRMomIsSlut1 & 2 & 3 added for trait HubbyIsNOTDaddySon.
    Triggers GRsfperpFaithWife1 and GRsfperpSlutWife1 added.(Self perpetuating traits)
    Trigger GRsHorridWifeSlutWife1 and GRsHorridWifeSlutWife1 added (horrid es become sluts to add insult to the injury!)
    Husband causes wife to become slut triggers added:
    GRsHelloSlutWife1 for Prim; GRsHelloSlutWife2 for Stoic and GRsHelloSlutWife3 for Austere.
    Triggers GRsHelloSlutWife4A-C, Adulterer husband cause adulterer wives.
    Trigger GRsHelloSlutWife5A-E. Ugly husbands cause slut wives.
    Trigger GRsHelloSlutWife7A-C. Boring Husbands cause slut wives.
    Triggers GRsHelloSlutWife8A&B&C for Homosexual Husbands Added.
    Husband causes wife to become faithful Triggers added (Less triggers then for sluts).
    Triggers GRsFaithWife1A & B added for Prim Husbands.
    Trigger GRsFaithWife2 for Austere (but not too Austere) Husbands Added.
    Triggers GRFaithWife4A&B&C for Inspirational Speakers added.
    Triggers GRFaithWife5A&B&C&D for Attractive Husbands added.
    Triggers GRFaithWife6A&B for Intelligent Husbands added.
    Wife becomes slut on her own Triggers added.
    Triggers GRsSlutsUrUs1A-D added for pretty wives.
    Trigger GRsSlutsUrUs2A for charming wives added.
    Triggers for Wife becomes more faithful, own reasons added
    Triggers GRFaithWife1A-C added for Noble faithful wives.
    Trigger GRfamily_generalmarries_faithAdded1. Implemented 10% chance of acquiring faithful wife point for any non unchaste princess.
    IMPORTANT: BUNCH OF IsGeneral ADDED to THE TRIGGERS FOR MARRIED GENERALS!
    IMPORTANT: BUNCH OF IsMarried ADDED to THE TRIGGERS FOR MARRIED GENERALS!
    Triggers GRsSlutsUrUs3A&B addded for Smart and Dumb already slutty wives.
    Triggers GRFaithWife2A&B added for Smart and Dumb, already faithful wives.
    Triggers for Wife becomes more loved by people added!
    Triggers GRPeopleLoveWife1&2&3 added for charming, intelligent and pretty wives.
    Triggers generalmarries_1&2&3 changed chance from 85 to 100% to make it fair.
    Trigger GRIncoming1A&B&C&D added. Affects unfaithful wives and absent husbands but also absent womanisers.
    Trigger GRIncoming2 added for wives of perverted husbands.
    WifeISHorrid Trait now concearns wife's psyche not her physical appearance (that is WifeIsUgly Trait now).
    Trigger GRhorrid2 added for wives of ugly husbands (unfaithful ones).
    Trigger GRhorrid3 added for wives of dumb husbands (unfaithful ones).
    Trigger GRhorrid4 added for wives of perverted husbands.
    Triggers GRmental_wife1&2&# added for wives that end up with their husbands in settlements with university, fairground and alchemists lab.
    Trigger GRDumb_wife1 added for wives that lack any mental challenge.
    Trigger mental_challenge1 blocked for now.
    Fixed small imperfections with WifeIsSlut and WifeIsFaithful.
    Triggers for self perpetuating WifeIs and WifeIsHorrid added (5% chance for now).
    Trigger GRPeopleLoveWife4 added for already liked noble wives that have chivalrious husbands.
    Trigger GeneAffectingIllness added (affects dumb and ugly 1%)
    Trigger grim_generalHands_likesgirls1&2&3&4 for handsome generals that like girls (don't worry though they wont go much over adulterer). UPDATE: Added Affects Arse too with 1/10th of a chance compared to Girls.
    Trigger grim_generalSmart_likesgirls1 for smart generals (don't worry though they wont go much over adulterer). UPDATE: Added Affects Arse and Perverted too with 1/10th of a chance compared to Girls.
    Random Marriage Triggers (Finally!!!)
    Triggers grim_generalmarries_plain01&2&3 for regular generals (neither handsome or ugly and neither smart or dumb).
    Triggers grim_generalmarries_goodspeaker01&2&3 added for good speakers (nice wives).
    Triggers grim_generalmarries_badspeaker01&2&3 added for good speakers (bad wives).
    Triggers grim_generalmarries_Hands1&2&3&4 Taken care of for now (check back later)!
    Triggers grim_generalmarries_Hands1B&C Added for now to fix things.
    Triggers grim_generalmarries_Ugly1&2&3&4&5 Taken care of for now (check back later)!
    Triggers grim_generalmarries_Hands1B&C Added for now to fix things.
    Triggers grim_generalmarries_intel1&2&3 Taken care of for now (check back later)!
    Triggers grim_generalmarries_intel1B&C Added for now to fix things.
    Trigger grim_generalmarries_dumb1&2&3 Taken care of for now (check back later)!
    Trigger grim_generalmarries_dumb1B&C Added for now to fix things.
    Trigger grim_generalmarries_highchiv01 for highchivalry generals (better wives)
    Trigger grim_generalmarries_highdread01 for highchivalry generals (horrid wives)
    Trigger grim_generalmarries_womaniser01 , general likes pretty girls. ( Affects WifeIsSlut 1 Chance 10 added now too).
    Trigger grim_generalmarries_prim01 likes wise women (just a bit more 3%).( Affects WifeIsSlut 1 Chance 10 added now too).
    Trigger grim_generalmarries_highpiety01. General searches for girls that come from mothers who had a lot of children (higher chance of fertile wife). Also searches for faithful wife.
    Trigger grim_leadermarries_01 . Trigger for faction leaders (nice wives but some horrid es here too)!
    Trigger grim_leadermarries_01 . Trigger for faction heirs (nice wives but some horrid es here too)!
    Trigger grim_generalmarries_Epicurean01 added for Epicurean generals.
    Trigger grim_generalmarries_plain04 added (Faithful/Slut).
    Trigger grim_generalmarries_Hands1D added (Faithful/Slut).
    Trigger grim_generalmarries_Ugly1D added (Faithful/Slut).
    Trigger grim_generalmarries_intel1D added (Faithful/Slut).
    Trigger grim_generalmarries_Ugly1D added (Faithful/Slut).
    Trigger grim_generalmarries_Pervert01&2 added for perverted generals (pretty wives but also slut wives).
    CHANGED OLD STUFF:
    Trigger adulter0 changed (Now checks for WifeIsSlut).
    Trigger adulter1 changed (Now checks for WifeIsFaithful).
    Trigger adulter4 (Now checks for WifeIsFaithful).
    Trigger adulter0B and C added for Slutty Wifes.
    Thresholds for Perverted and Girls LOWERED A LOT! (except Girls, over adulterer)
    Trigger random_birth19 increased chance for girls. (Chance changed to 4).
    Trigger family2 changed.
    Trait Cuckold changed. Lower all the level thresholds except last.
    New Stuff again:
    Trigger Bad_Son1 added for Bad Sons.
    Trait Wife_is_Dense fixed a bit.
    Trait WifeLikesToSpend with levels Wife_Likes_Shiny_Things, Wife_Spends_Quite_A_Bit, Wife_Spends_A_Lot AND Wife_Is_Spending_Menace implemented in Export_Descr_Char_traits and in Enums and Export VNVs. Remeber to put in triggers.
    Girls and Arse traits changed thresholds.
    Triggerd Grim_generalHands_likesgirls1&2&3&4 and grim_generalSmart_likesgirls1 changed just to check and affect girls.
    Trigger grim_generalHands_isaPerv1&2&3&4 and grim_generalSmart_isaPerv1 added just for perverts.
    Trigger grim_generalHands_likesman1&2&3&4 and grim_generalSmart_likesman1 added for homosexual generals.
    Trigger GrB_Pious_Girls1 added for very pious married generals. (They try to be a less of an adulterer). Rools twice.
    Trigger GrB_Pious_Perv1added for very pious married generals. (They try to be a less Sexually_Corrupt pervert). Rools twice.
    Trigger GrB_Pious_Arse1 added for very pious married generals. (They try to be a less Homosexual but really low chance). Rools twice.
    Bunch of Triggers for Trait WifeLikesToSpend implemented.
    Trigger GrB_WifeLikesToSpend7 added just to piss of Cheapskates (Hey, it is backed by new research too )
    NOW CHECK EVERYTHING!


    OK, added last re-balance thing for now (I hope):
    Changed c_port c_shipwright c_dockyard c_naval_drydock. Now they give 1 + Level trade_base_income_bonus bonus and trade_fleet 1. This makes castles near sea more profitable. They will also grow faster as they should.

  13. #13

    Default Re: ATTACK OF THE CLONES!

    OHH NOTEPAD ++ DESTROYED FORMATTING OF MY ENTIRE export_descr_character_traits.txt.

    SO NICE.

    AND backups I had are now ancient . GOGO .

    I guess this might never get finished unless I can repair formatting

    UPDATE: Got it to work. Even tested it on a save game and it works, WOOHOO.

    About 6000 script lines total where changed/added. (and I am not counting Hanse fix that is like extra 250 new lines and I don't now like 5000 bad ones removed).

    Update 2: Seems to work OK now ...I even fixed the NASTY Trait ReligionStarter (implemented before by someone else then me). Actually it is very nice trait if you want easy game (+3 free piety on each character, hidden and basically everyone gets it) but didn't make sense to me so it now doesn't give you anything. Did compensate a bit with 5% of learned piety. Now that actually makes sense and enhances RPG feeling of the game.

  14. #14

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