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  1. #1
    Gpower's Avatar Semisalis
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    Default Gpower's Traits Systems - Check update 3

    Gpower's Trait System aims to improve gameplay by rebalancing existing traits and add some new traits. This used to be called Rebalanced trait sub-mod but because it's now seperated into 3 sub-mods I changed the name.

    I've started this because there are always some traits that really annoy me because I know they exist but never got them. e.g. To get level 5 Tourney Knight in vanilla or SS, it'll take the general to sit in a castle with a jousting field for 180 turns on average .

    Released Sub-mods

    All sub-mods are currently under development - "Rebalanced General traits" and "Authority and Corruption" are nearly done but still needs testing to remove possible bugs. Expect to be released within a week.

    Planned Changes
    1. This submod is going to focus on personality traits for generals, but may expand to other sections on latter versions. (to see which traits excatly I'm talking about, go to export_descr_character_traits)
    2. For personality traits, all effects and threshold will be revised.
    3. Existing triggers will be edited when appropriate
    4. Large numbers of new triggers will be added.
    5. All traits edited by this submod will give a message when a character gains it.
    6. Existing traits on a general have more influence on the probability of new traits gained.

    Progress Highlights
    - as of now, 14 traits revised
    - Generals recruiting assassins and spies can gain the AssassinMaster and SpyMaster Traits
    - Generals can gain counter-spy traits when sitting in a settlement with a thieves guild or better
    - When using assassins, Faction Leader have a lowered chance of receiving AssassinMaster and StrategyDread traits.
    - Generals governing cities with large population but with no basic infrastructure have a chance of gaining Bad Administration traits
    - Crusading Generals can gain crusade history by winning battles in the target region
    - Threshold for GoodAdministration traits significantly lowered - It's now possible to actually get them
    - Not educating your generals properly will lead to Ignorance traits
    - Generals gain LogisticalSkills traits when fighting battles in enemy lands - this can counter the PoorLogistics traits
    - Chance of gaining PublicFaith when a cathedral is built increased significantly
    - Small gain of PublicFaith when sitting in a settlement with a high level church
    - Increased chance of gaining TourneyKnight traits, the chance of gaining these traits is increased if the character is healthy, brave, energetic or had military education

    Progress update 2
    As I work my way through the personality traits, I came across the traits associated with justice and corruption. These traits is very uncommon in SS and there really isn't many easy way of implanting it realistically. After some though, I've designed the following system:
    - A new global trait with 5 different levels, level 1 pathetic ruler, level 2 weak ruler, level 3 normal ruler, level 4 strong ruler, level 5 powerful ruler
    - These traits directly reflects the FL's authority, so if the FL have an authority of 0-2, he gets the trait pathetic ruler, 3-4 weak ruler, 5-6 normal ruler and so on.
    - Once the FL gains one of these traits, all other generals will gain a sub-trait respective to the FL's trait. The sub-trait will increase/decrease loyalty, command, law, tax collection and trade. Depending on the sub-trait, the general will also have a chance of gaining the traits Corrupt, Disloyal, Unjust, Lewd, Upright, Loyal, Just and Prim every turn.

    The second thing I have planned is new triggers for the traits Kind/CruelRuler and Authoritarian/NonAuthoritarian. Basically, low tax will now give the governor KindRuler and high/very high tax will give CruelRuler (may decrease chance of getting StrategyChivalry/Dread to balance this). For Authoritarian/NonAuthoritarian traits, if the buildings in the governor's settlement gives more law bonus than happiness bonus, than there is a chance of gaining Authoritarian traits, and vice versa.

    Sub-mod Announcement - Progress Update 3
    The rebalanced trait sub-mod is getting out of hand. As seen in update 2, many changes are no longer the small changes I originally planned, but are quite big and isn't really rebalancing anymore. I've decide to release my sub-mod in 3 parts:
    1. Rebalanced General Traits (this is all the small changes in update 1 + some others)
    2. Authority and Corruption (this will be the feature of allowing the leader's authority to have a direct impact on loyalty and corruption)
    3. Law and happiness (This will be the system where generals gain traits depending on settlement's law and happiness, see update 2)

    Comments and suggestions welcome
    Last edited by Gpower; November 19, 2010 at 07:35 PM. Reason: Added update 3

  2. #2
    Meneth's Avatar I mod, therefore I am
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    Default Re: Rebalanced Traits submod

    On that first one: you have exactly the same trigger twice in a row.
    Delete the second one, and have the affects on the first one like this instead:
    Affects TourneyKnight 1 Chance 30
    Affects TourneyKnight 1 Chance 20

  3. #3

    Default Re: Rebalanced Traits submod

    Well, to quote myself from the SSTAIP thread:
    I also plan to revise the current traits to make them more balanced, so if you experience any bugs in them then feel free to complain about it here.
    So, I'm also planning to improve the 'old' traits, it's only that we haven't discussed that in the thread yet. But anyway, since I'm still quite busy nowadays, I encourage you to go ahead and realize your own ideas - if I like them, then I'll probably include them in my mod with your permission, or maybe one day we can even merge our submods.

    Good luck with your project, mate!

  4. #4
    Gpower's Avatar Semisalis
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    Default Re: Rebalanced Traits submod

    There's 1 difference with those 2 triggers:
    first one says: and SettlementBuildingExists >= jousting_lists
    second one says: and SettlementBuildingExists > jousting_lists
    so yeah, the extra 20% is only for level 2 jousting fields. I'm fairly sure they exist, right?

    Good to know there are no other apparent error. btw, I've given + attack/defence for the TourneyKnight traits, but I did that because I though it increase the general's combat skills. But than I read something that suggested that it increase command while attacking/defending. I'm really confused, do you know which one is it?

    So, I'm also planning to improve the 'old' traits, it's only that we haven't discussed that in the thread yet. But anyway, since I'm still quite busy nowadays, I encourage you to go ahead and realize your own ideas - if I like them, then I'll probably include them in my mod with your permission, or maybe one day we can even merge our submods.
    Ok no problems.
    Last edited by Gpower; November 13, 2010 at 06:11 AM.

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    Default Re: Rebalanced Traits submod

    Added a clearer aim of this mod, updated with current progress. See first post.

  7. #7
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    Default Re: Rebalanced Traits submod

    Progress update 2
    As I work my way through the personality traits, I came across the traits associated with justice and corruption. These traits is very uncommon in SS and there really isn't many easy way of implanting it realistically. After some though, I've designed the following system:
    - A new global trait with 5 different levels, level 1 pathetic ruler, level 2 weak ruler, level 3 normal ruler, level 4 strong ruler, level 5 powerful ruler
    - These traits directly reflects the FL's authority, so if the FL have an authority of 0-2, he gets the trait pathetic ruler, 3-4 weak ruler, 5-6 normal ruler and so on.
    - Once the FL gains one of these traits, all other generals will gain a sub-trait respective to the FL's trait. The sub-trait will increase/decrease loyalty, command, law, tax collection and trade. Depending on the sub-trait, the general will also have a chance of gaining the traits Corrupt, Disloyal, Unjust, Lewd, Upright, Loyal, Just and Prim every turn.

    The second thing I have planned is new triggers for the traits Kind/CruelRuler and Authoritarian/NonAuthoritarian. Basically, low tax will now give the governor KindRuler and high/very high tax will give CruelRuler (may decrease chance of getting StrategyChivalry/Dread to balance this). For Authoritarian/NonAuthoritarian traits, if the buildings in the governor's settlement gives more law bonus than happiness bonus, than there is a chance of gaining Authoritarian traits, and vice versa. Authoritarian traits now also gives tax bonus, while NonAuthoritarian traits gives trade bonus.

    BTW, what's everyone feeling about this mod? Do you guys like this or am I just wasting time editing traits that no one cares about?
    Last edited by Gpower; November 19, 2010 at 02:49 AM.

  8. #8
    Gorrrrrn's Avatar Citizen
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    Default Re: Rebalanced Traits submod - check out progress update 2

    I wish you luck gpower - but I suspect many of us would prefer a combined effort with FP's traits project -
    at some point people will probably want both and a single install is always easier to deal with than 2 which would overwrite each other.
    (unless you can produce a version that only has new traits and triggers that can be cut and pasted into existing files.)

  9. #9

    Default Re: Rebalanced Traits submod - check out progress update 2

    Quote Originally Posted by Rozanov View Post
    I wish you luck gpower - but I suspect many of us would prefer a combined effort with FP's traits project -
    at some point people will probably want both and a single install is always easier to deal with than 2 which would overwrite each other.
    (unless you can produce a version that only has new traits and triggers that can be cut and pasted into existing files.)
    Actually, one of my main ideas in SSTAIP is to make authority harder to come by, so that only the really powerful and experienced rulers could gain 9-10 Authority points. Moreover, generals who are not in family should usually also have less authority than the royal ones.

    As long as Gpower agrees with these principles, I will support his work.

  10. #10
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    Default Re: Rebalanced Traits submod - check out progress update 2

    Quote Originally Posted by Fair Prince View Post
    Actually, one of my main ideas in SSTAIP is to make authority harder to come by, so that only the really powerful and experienced rulers could gain 9-10 Authority points. Moreover, generals who are not in family should usually also have less authority than the royal ones.

    As long as Gpower agrees with these principles, I will support his work.
    I totally agree with this! I was thinking of redoing the authority system, but hadn't been able to come up with any good ideas yet, so I hadn't touched anything to do with authority yet. If you're planning to make some major changes to the authority system than I won't touch it so ti won't mess up. Also, I'm all for combining our mods - you're welcome to use any of my code as long as you tell me and you acknowledge it.

  11. #11
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    Default Re: Rebalanced Traits submod - check out progress update 2

    **Sorry for double posting, but the last post was a few hours ago and I have something new to say

    @Fair Prince: About merging our sub-mods, I think it'll be a good idea to merge them for ppl who don't use the SMM (like for roz mod players), but it might be better if we keep them separate otherwise. This way ppl get more flexibility in terms of which features they want.

    Sub-mod Announcement - Progress Update 3
    The rebalanced trait sub-mod is getting out of hand. As seen in update 2, many changes are no longer the small changes I originally planned, but are quite big and isn't really rebalancing anymore. I've decide to release my sub-mod in 3 parts:
    1. Rebalanced General Traits (this is all the small changes in update 1 + some others)
    2. Authority and Corruption (this will be the feature of allowing the leader's authority to have a direct impact on loyalty and corruption)
    3. Law and happiness (This will be the system where generals gain traits depending on settlement's law and happiness, see update 2)

    Since this is now 3 sub-mods, they together will be called Gpower's Trait Systems (for the sake of this thread's title)

  12. #12

    Default Re: Rebalanced Traits submod - check out progress update 2

    Quote Originally Posted by Gpower View Post
    @Fair Prince: About merging our sub-mods, I think it'll be a good idea to merge them for ppl who don't use the SMM (like for roz mod players), but it might be better if we keep them separate otherwise. This way ppl get more flexibility in terms of which features they want.
    No problemo, we can keep it separate then.
    As I mentioned before, my submod(s) will use Rozanov's work as a base, so they probably won't support the SSM either.

  13. #13
    Meneth's Avatar I mod, therefore I am
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    Default Re: Rebalanced Traits submod - check out progress update 2

    Due to how the new SMM works, making sub-mods work together is pretty easy. Not quite as easy if extensive changes have been done, but additions is very simple.

  14. #14

    Default Re: Gpower's Traits Systems - Check update 3

    Can someone tell me what exactly the issue with using the SMM is? If you want to go for a total replacement with "set options" then you can do that without bypassing it.

  15. #15
    Meneth's Avatar I mod, therefore I am
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    Default Re: Gpower's Traits Systems - Check update 3

    Well, it can currently "only" handle 30 overwrites AFAIK, so if more files than that are used, it won't work.

  16. #16
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    Default Re: Gpower's Traits Systems - Check update 3

    30 overwrites? Can you make it clearer? What do you mean, you can only use the overwrite function 30times, you can only have 30 sub-mod files to overwrite stuff, or the total overwrites (including append, replace, etc) command can only be 30?

  17. #17
    Meneth's Avatar I mod, therefore I am
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    Default Re: Gpower's Traits Systems - Check update 3

    A single sub-mod can only overwrite 30 times. I'm not quite sure if this limit exists, but that one can only search for 30 strings of text for overwriting I am sure of.
    If you want more details, you'll have to ask gracul.

  18. #18
    Meneth's Avatar I mod, therefore I am
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    Default Re: Gpower's Traits Systems - Check update 3

    The nice thing about the SMM, is that one can easily make lots of different sub-mods compatible.
    Example:
    With MSC, it is possible to use BGR4, LLP, SoX, and CD all at once or in any combination, even though all four add traits.

  19. #19
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    Default Re: Gpower's Traits Systems - Check update 3

    Hi guys

    Sorry about the delayed release. I've been running into some problems with the SMM and RL as well. Also, I've though of a few more features I could implant so this might take another week or 2.

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