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Thread: Caralampio's Odds and Ends *Update Sep 1* BGRIV files compatible

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  1. #1
    caralampio's Avatar Magnificus
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    Default Caralampio's Odds and Ends *Update Sep 1* BGRIV files compatible

    Since SS 6.2 and RR 1.8 seem to have stabilized, I have updated my bundle to work with the most recent versions. The 6.2 version is practically the same except for the addition of the flood bug fix. The RR/RC version has been tested for all campaigns, but I didn't have time to play each one very long. At least there aren't any of those descr_strat-related CTD's! If you find any problem, let me know.

    CARALAMPIO’S ODDS & ENDS FOR STAINLESS STEEL v 6.2 (& RR1.3/RC1.8 apr23)
    This add-on is a collection of all my minimods and modifies a number of traits and ancillaries for SS 6.2, fixes a couple of bugs and makes a few other tweaks. Little things, really, but things that make the game more enjoyable. As you may notice, my interests are along the roleplaying line; popes, titles, families, traits, ancillaries…
    A version for the RR1.3/RC 1.8 bundle (apr 23) is also provided.
    What’s in this add-on:

    Real Death (Good Old Men): Reactivates (and tweaks) the Beyond Battle and Senile traits which existed (buried in the files) since vanilla 1.0 but did not have triggers. Originally RD also tweaked old age and age of death, but SS 6.2 already uses an age of death mod that is virtually identical to that I proposed in RD 1.0. In SS 6.2 old age (and therefore susceptibility to death) begins at 55, with maximum age at 90 (my values in RD 1.0 were 56 and 89 respectively). Characters can die anytime between 55 and 90, with an average (“life expectancy”) of about 65. This update therefore only fixes the triggers for the ‘senility’ and ‘beyond battle’ traits.
    Beyond Battle: Beginning at 62, generals may acquire the "Beyond Battle" trait which makes them weaker in battle. Robust generals are likely to get it later in their life, while sickly ones tend to get it earlier.
    Senile: Beyond 64, generals may gain senility traits (the increasing levels are: Somewhat Senile, Senile, and Totally Senile), which tend to make them bad in battle and as governors. The chances are not very high, no need to worry (too much)…

    Royal Women: This mod causes "of xxx blood" traits (“of French blood” for instance), to be transmitted to the sons and (princess) daughters of royal princesses that remain in your family tree. This way the original royal bloodline is more likely to remain in your family members.
    Princesses that you marry away to other factions, or foreign princesses that come into your tree, will give "xxx relations" traits (“Polish relations” for example). However, in this mod these relations traits give some useful effects, instead of just "that sense of entitlement". The new princesses for the crusader factions have been integrated. “Relations” traits can still be passed on to progeny but only from male to male.


    Merchant’s Mod: In SS merchants do not gain finance over time like they used to in vanilla. The only practical way to gain finance is to hunt other merchants, but that is quite difficult given the low % of success. Here, merchants have a small chance per turn of gaining monopolist and good merchant traits. This is just for being alive; it is assumed that wherever he is, he is doing something mercantile. There is an additional small chance of gaining finance if he is actually on top of a resource.
    Typically, in a lifetime a merchant will gain 5-6 finance, but a lucky one can reach higher especially if he gains other useful traits, while an unlucky one might gain just one or two, or even none. This works nicely with the age mod because a merchant reaching advanced age might become a financial monster.
    This also allows you to train inexperienced merchants. You can send them to some backwater, a low profile resource in a faraway corner where it is unlikely that he will attract the attentions of enemy merchants. On that resource he can gain experience and move on when he is powerful enough.

    Courtesans: The chances of getting an adultress because a building of the brothel line exists in the city are reduced. The chance per turn of getting an adultress with this mod are:
    Brothel- 0%
    Inn- 1%
    Tavern- 2%
    Coaching House- 3%
    Pleasure Palace- 5%
    The chances used to be 8% per turn with any building from brothel up, which practically guaranteed getting it in a few turns.
    In addition to high chivalry or a charming wife, now a high piety can also make a general immune to adultery (makes sense, no?). Having a high piety also makes a general immune to getting a foreign adultress (and the overall chance of gaining this ancillary has been slightly reduced). For generals with different (ahem) inclinations, a level 2 ‘arse’ trait is now required to have any chance of gaining a lover that can grow a beard. That is, he has to be beyond just ‘uninhibited’.

    Traits And Ancillaries Text Revision: CO&E includes a thorough revision of the text associated with traits and ancillaries; fixing grammatical errors, rephrasing some statements and also making it more consistent from a gaming and historical point of view. The third person style has been almost entirely dropped (like in: “This man is very loyal to you, sire…”) in favor of straight descriptions. Titles have been revised to be more accurate to the region and the language spoken there. Examples…
    Dublin- Prince of Leinster
    Stockholm- Hertig av Sodermanland
    Islamic Toledo- Amir of Tulaytulah
    Characteristics description has been modified to accommodate vanilla convention, with numbers always to the left (“-4 from personal security (increases the chances of falling victim to assassination)” instead of “Security -4”, for instance).
    A few bugs (missing text) found in these files have been fixed.
    Note: This revision has nothing to do, and does not interfere, with the Text Overhaul mod included in the RR 1.3/RC 1.8+ bundle.


    One Man, One Title: A multiplicity of titles does not a great governor make, in real life, but that’s the case in the game. With this submod nobiliary titles will trigger for a character ending his turn in a settlement, but only if he does not already hold a title. It is still possible for a character to accumulate multiple titles, but only by transfer.
    This helps players to manage their nobility as it is easier to see which titles are unclaimed and send untitled characters to get them. It also prevents too many titles accumulating on a single man, which frequently happens to campaigning generals. For instance, a given general will normally be just the Duke of York, period. (I know I know, nobles could and did hold multiple titles. I recommend you check emperor Charles V’s curriculum in Wikipedia! It’s mostly for gaming reasons).
    You will usually find that the number of titles in use by your faction equals the number of generals you have, so choose them wisely.
    One way of getting more titles for a single man is by transfer. A good idea is having your king bestow any title he holds to another general, then go pick an unclaimed title, bestow it, claim another one, etc. Why does it have to be the king? Because he won’t suffer any bad traits from being stripped of a title. Other generals will become disloyal if they have to give it away. This gives a new role to the king, and makes you work for extra titles if you want them. However, I suggest letting the one man, one title system work as it is.
    This mod also fixes most of the titles that give loyalty -2 or -3, which are a headache, reducing the loyalty loss to a manageable -1 (-2 is kept only for a couple of locations). A player should not have to make his generals avoid a city because the title of that place is horrible.

    Numberless Popes: Removes the numeral from Pope (and other Papal States character) names. While the Roman numeral might arguably give a “papal” taste to the name, it gives rise to situations like Gregorius X being succeeded by Gregorius X (or even worse, by Gregorius IX!). Also, having diplomats and spies named Clemens V or Julius II is ridiculous. Finally, if we follow the same logic kings should also have numerals (Henry IV, Alfonso VI, etc.) but they don’t. The names and ages of the Popes for the different campaigns have been modified to approximate historical data.
    Using this mod, when I’m in the roleplaying mood I actually write down the names of Popes that appear in my games and check them against a historical list of Popes, then I assign them the number that corresponds (in my list only, of course, no way to do it in the game!) For instance, if an Innocentius gets elected, he would be Innocentius II. This would be much better with a 2tpy mod, though, because having Popes living more than a century sort of takes the fun out of it.

    Cairo Bug Fix: Fixes the bug causing almost every crusade to be called against Cairo; Jerusalem becomes the target of choice (Note: In RR 1.8 early campaign where Jerusalem is already Christian, it will become the most common choice if it falls). The first crusade is usually Jerusalem, but not always and crusades are still regularly called to other targets. Also removes Palermo as a jihad target, preventing Muslim armies from getting stuck forever in Tunis.

    Catholic Councils Fix: Orthodox priests no longer get invited to those “heretical” Roman Catholic Church councils.

    Flood bug fix: Prevents the flood bug from happening, basically by preventing floods from happening.

    Prince Alphonse missing: Fixes Prince Alphonse of the Crusader States not appearing on the map and not being selectable in the 1450 campaign.

    The Family Album: Changes the family tree portraits for wives and children of all cultures with new, nicer portraits.

    Installation:
    Save your original files first!
    Extract the files, then copy all the contents into the Stainless_Steel_6 folder (not the data folder), and say “yes to all” when prompted to overwrite. After that, delete names.txt.strings, export_ancillaries.txt.strings, and export_vnvs.txt.strings from the data/text folder. Also, delete map.rwm from the data/world/map/base folder and from each of the three custom campaign folders. The next game(s) will take some time to load as these files are being recreated.

    Not savegame compatible!

    Early/Late Game folders:
    After installing as described above, you may swap between late and early folders (Data_Campaigns_1370_1450 and Data_Campaigns_Early_Late) as instructed by Point Blank in the RR/RC thread, without losing the CO&E materials.

    BGRIV folders:
    First install CO&E over the basic RR/RC installation (Savage AI with no BGR). You may then copy your BGRIV folder of choice as instructed in the RR/RC thread. Then, copy over that the BGRIV_CO&E contents. You may also later apply the remove BGR choice (CO&E version).

    August 30 2009:
    Updated both versions with fixes for possible crashes in the 1370, 1450 and 100 years wars campaigns of RR, and in SS 6.2. If you are having issues, reinstall CO&E using these versions (simply overwrite the files).

    September 1 2009:
    Fixed the BGR-CO&E files so CO&E does not alter BGR's custom scripts. This should do away with any problem there might be, since export_descr_ancillaries and export_descr_character_traits should be fully compatible. However, with this you will lose the orthodox-invited-to-catholic-councils fix. A very minor issue (and only when using the BGR+CO&E combination).
    Those who had already installed the Aug 30 version of CO&E+ BGRIV should paste the original BGRIV world folder (Stainless_Steel_6/Data_BGRIV_(your choice of)AI/world) with all contents inside the SS/data folder. After doing that, you DON'T need to install the Sep 1 version of CO&E- that is only for fresh installs.
    Last edited by caralampio; September 01, 2009 at 09:27 PM.

  2. #2
    IZ-Master's Avatar Centenarius
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    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    when u said is compatible with RC-RR it also compatible with the 10 thousand mini bods included in it? ^^ just asking for clarification purpose

    Stainless Steel Beta Tester Version 6.0->6.1
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  3. #3
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    Quote Originally Posted by IZ-Master View Post
    when u said is compatible with RC-RR it also compatible with the 10 thousand mini bods included in it? ^^ just asking for clarification purpose
    I would say yes. Otherwise there wouldn't be much point in releasing this

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  4. #4
    caralampio's Avatar Magnificus
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    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    Quote Originally Posted by IZ-Master View Post
    when u said is compatible with RC-RR it also compatible with the 10 thousand mini bods included in it? ^^ just asking for clarification purpose
    It was "built" over RR/RC, so yes, it should be compatible with all the bells and whistles.

    how bout the "fathers surname" thingy, ya know, when you marry Anna Komnenos to a Selvo and then their kids get all these random surnames instead of taking their fathers name, could that be integrated into this?
    No, I haven't found a fix for this. When a princess seduces a general on the map instead of just accepting a proposal, the children will get random last names. Maybe because they didn't really marry but just are lovers?

  5. #5

    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    After installing your mod I am getting crashes on second turn. I went through logs a little bit and it probably has to do something with the Irish. Some of their traits stood in log and they are not in early campaign anymore. I would post a log, but i decided better to wait for new RR/RC.

  6. #6
    caralampio's Avatar Magnificus
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    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    Quote Originally Posted by Mafiozo View Post
    After installing your mod I am getting crashes on second turn. I went through logs a little bit and it probably has to do something with the Irish. Some of their traits stood in log and they are not in early campaign anymore. I would post a log, but i decided better to wait for new RR/RC.
    I thought I had eliminated all Irish stuff- I'll check it out.

    EDIT: I found it, a couple of irish triggers lingering around. Fixed file has been uploaded. All you need is to replace export_descr_character_traits in your game and it should work.
    Last edited by caralampio; August 24, 2009 at 10:40 PM.

  7. #7

    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    how bout the "fathers surname" thingy, ya know, when you marry Anna Komnenos to a Selvo and then their kids get all these random surnames instead of taking their fathers name, could that be integrated into this?

  8. #8

    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    Hi Caralampio,

    Thanks for releasing this for the newest version of the compilation. These are some mighty fine fixes!

    Great work & +REP

  9. #9

    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    I downloaded and extracted to the Stainless Steel 6 folder (not the data) and deleted the necessary files, and nothing seems to be working. Any idea as to what I might be doing wrong?

    Thanks in advance!

  10. #10

    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    Extract to the Stainless_Steel_6 folder (not the data folder), and say “yes to all” when prompted to overwrite.
    This should be "Extract and copy the data-folder into the Stainless_Steel_6 folder" as the archives extract to a /COE for SS 62 folder.
    To give a more direct example if I give the "extract in" command and specify the stainless steel folder this results in
    "Stainless_Steel_6/COE for SS 62/data" placing the files not at their target locations. Minor issue.

  11. #11

    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    About traits: could the chances of getting "uninhibited" be reduced? The chance of getting it for a military-minded character in a castle are like 4% per turn until he reaches adulthood - but that is 5 turns. 5x4 is 20% chance of having a gay general. And moving him around is just plain annoying.

  12. #12

    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    Quote Originally Posted by caralampio View Post
    Also, delete map.rwm from the data/world/map/base folder and from each of the three custom campaign folders. The next game(s) will take some time to load as these files are being recreated.

    Not savegame compatible!
    I managed to delete map.rwm from the data/world/map/base folder, but where do i dind the 3 custom campaign folders? and what do i delete from the the three custom campaign folders?

  13. #13

    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    i think i've found the folders not sure though, since i can't find anything that looks like it should be deleted

  14. #14
    caralampio's Avatar Magnificus
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    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    @Bane: Thanks bane, I have rewritten the instructions. Extract elsewhere, and then copy the data folder into SS folder. It is what I do myself when I'm installing the submod

    @Lazy: In RR/RC (not in 6.2) there are three campaign folders in world/campaign/maps/custom, called 1450, 1370 and late era. Inside each of these there is a map.rwm file, that is what needs to be deleted. The only thing that will happen if you don't, however, is that the Cairo fix won't work.

    @Anatorax: Can you point the trigger to me, I'm quite sure I can get it fixed. I would say, the overall chance of getting this should be around 5% (in a lifetime, not per turn!)
    Last edited by caralampio; August 25, 2009 at 04:52 PM.

  15. #15

    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    so since i don't have RR/RC i can ignore that bit then?

  16. #16

    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    Quote Originally Posted by Lazy-Hamish View Post
    so since i don't have RR/RC i can ignore that bit then?
    Search your folder for map.rwm and if nothing else turns up yeah you can.

  17. #17

    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    @caralampio

    I am sorry, I am not a modder, so I am not even sure where to search for it. I checked the info on traits on that medieval encyclopedia http://totalwar.honga.net/traits.php?v=ss6&f=france . Well, the good thing about it was that after reaching adulthood the chances were quite slim, so maybe leave a chance for getting it for unmarried generals?

  18. #18

    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    Quote Originally Posted by Anatorax View Post
    @caralampio

    I am sorry, I am not a modder, so I am not even sure where to search for it. I checked the info on traits on that medieval encyclopedia http://totalwar.honga.net/traits.php?v=ss6&f=france . Well, the good thing about it was that after reaching adulthood the chances were quite slim, so maybe leave a chance for getting it for unmarried generals?
    This?
    ;--------------------------------------------
    Trigger Military_Edu_castle_secondary3
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and EndedInSettlement
    and Trait Wantschool >= 1
    and Trait Military_Edu >= 1

    Affects Drink 1 Chance 5
    Affects Feck 1 Chance 5
    Affects Arse 1 Chance 5
    Affects Girls 1 Chance 5

  19. #19

    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    thanks, i've been waiting to try out this submod for ages and now i can!
    +rep

  20. #20
    caralampio's Avatar Magnificus
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    Default Re: Caralampio's Odds and Ends *Update Aug 23*

    @Anatorax: By the way you posted I assumed you were familiar with the trigger! I did some research last night and here's the complete info about the "arse" traits.

    The Arse trait has four levels,
    Level Uninhibited
    Description Uninhibited_desc
    EffectsDescription Uninhibited_effects_desc
    Threshold 1
    Effect Authority -1

    Level Shameful
    Description Shameful_desc
    EffectsDescription Shameful_effects_desc
    Threshold 4
    Effect Authority -2

    Level Too_Well_Groomed
    Description Too_Well_Groomed_desc
    EffectsDescription Too_Well_Groomed_effects_desc
    Threshold 8
    Effect Command -1
    Effect Authority -3

    Level Shameless_Queen
    Description Shameless_Queen_desc
    EffectsDescription Shameless_Queen_effects_desc
    Epithet Shameless_Queen_epithet_desc
    Threshold 16
    Effect Command -3
    Effect Authority -5


    When a character is created, he has a 1% chance of getting level 1 (uninhibited). I think statistically (ITRW) this is low, but frankly in the game I have no problem with that since it is a trait that affects the general negatively. However, I must add that seeing the number of characters around who have these traits seems to bely that the chance is only 1%. Or perhaps it is due to the following…

    A character who is militarily inclined and who spends his school years (junior, sophomore, etc.) in a castle, as he should to get a military education, has a 5% chance per turn of getting uninhibited. In four turns ( the maximum that you spend getting an education), there is a 19% chance of getting it. Actually, there is even a small chance of getting more than one level during those years, but I figure it’s less than 1%. This is certainly too high, and I think it might be some sort of joke of the modders aimed at the military.

    When a character has an "arse" level, he has a 4% chance per turn of that level increasing. This practically guarantees that someone who is uninhibited will progress to greater levels, for instance he has only a 20% chance of not having progressed beyond level one after 40 turns. I think this is OK even if it is a disadvantageous trait, because it makes sense that if someone is so inclined, he is so inclined, and it is only natural that he get more uninhibited over time.

    Interestingly, AI characters who gain these traits have them removed real fast (70% chance per turn of losing one level). Player characters have no chance of this.


    This most certainly needs looking into. I'm considering whether to delete the problem from education in castles entirely, or reduce its impact.


    @Lazy If you have 6.2 and not RR, you need to remove only one map.rwm, the one in data/world/map/base.

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