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Thread: [Component] Refined Traits for TATW (RTfTATW)

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  1. #1

    Default [Component] Refined Traits for TATW (RTfTATW)

    New objective is:
    1) To create a clean vanilla M2TW EDCT file based on the work done by Blood, Broads & Bastards (an early version by Puggmeister), Orientis and SP-GG. I'm so tired of fixing the same vanilla M2TW bugs in the EDCT file everytime I play a new mod (no offence intended), so I'll get this done and make it available for everyones perusal. I need this virgin file for a migration project anyway, so it's entirely self-serving
    2) I have already done a lot of work on the EDCT file and the descr_ancillaries file for TATW, so I'll polish this work and make it available to the TATW team and maybe other sub-modders. It's basically the below mentioned fixes to vanilla triggers, a couple of minor adjustments to TATW traits n' triggers and a couple of new features customized for TATW. One of these features are "Logistics" which i'll describe in more detail later.
    3) Part three is the changes and enhancements to traits and ancillaries (vanilla) related to economy. This will be folded into Master Mason's Urban Planner [MMUP] project:http://www.twcenter.net/forums/showt...-Urban-Planner

    This means that the only relevant part for TATW is item 2) - once this is delivered this thread will be closed.

    Best regards,
    KP

    ;----------------------------------------------------------
    Old OP (edited):
    Refined Traits for TATW (RTfTATW) objective is:
    1) to make the acquisition of skills more realistic, balanced and logic - no more Ignorant Good Administrators and lazy Good Commanders.
    2) to adjust and balance the acquisition of combat related traits - no more 18-year old 10-star generals
    4) to rewrite the Respect/Fear traits and triggers to make it more realistic (i.e. BattleChivalry and StrategyChivalry) as well as include the PublicFaith trait (related to building culture buildings etc.). Respect and Fear should not be mutually exclusive - sometimes even the most chivalrous general needs to do nasty stuff to get the job done.
    5) to improve governor related traits & triggers - it should be more important to stay in same settlement than running across the map to build stuff (i.e. adjusting SelfPerpetuating triggers). The result of this is that it will discourage player from using generals as Heavy cavalry as they are actually useful as governors (i.e. income bonus is more than upkeep - in general).
    6) to fix M2TW vanilla bugs in the file

    Please note: the traits and triggers we are correcting are old Vanilla M2TW stuff - we will not touch any TATW specific triggers nor traits

    regards
    KP

    Update: this will not be released as a sub-mod. I'll provide the modded files for anyones perusal.
    Last edited by King Philip II; May 12, 2013 at 11:57 PM. Reason: monster typo

  2. #2

    Default Re: [WIP] Refined Traits for TATW (RTFT)

    The below documentation was an ambitious idea. I'll provide a download link to WinMerge instead
    I always comment my changes and additions in the EDCT file (just search for "_KP" and you'll find all traits and triggers I have made changes to)

    old post:
    ============RTFT Change Log v.0.1.1==============
    Last edited by King Philip II; May 03, 2013 at 12:37 AM. Reason: general update

  3. #3

    Default Re: [WIP] Refined Traits for TATW (RTFT)

    reserved
    Last edited by King Philip II; May 02, 2013 at 10:18 PM. Reason: Mod comment

  4. #4

    Default Re: [WIP] Refined Traits for TATW (RTFT)

    I like your ideas. Will you add more traits eventually?
    DCI: Last Alliance: Unit maker. Proud member of The Imperial House of Hader

  5. #5

    Default Re: [WIP] Refined Traits for TATW (RTFT)

    Quote Originally Posted by Earl of Memory View Post
    I like your ideas. Will you add more traits eventually?
    The first priority is just to balance the vanilla traits and this can be done via thresholds and triggers. If we need a few more traits to balance the bonuses, then we will addd them.
    Did you have anything specific in mind?

  6. #6

    Default Re: [WIP] Refined Traits for TATW (RTFT)

    This is done. I just need to clean up my EDCT file and make sure that the original TATW text entries match the actual bonuses. Not sure if it's an issue for traits but it is for ancillaries. I have a fixed file for ancillaries ready as well - balancing changes to aquire vanilla MTW ancillaries, removing many, fixing more (e.g. black stallion, naval_navigator, runner, fine_armour etc. etc.).

  7. #7

    Default Re: [WIP] Refined Traits for TATW (RTFT)

    Great, I'm looking forward to this.

    The Gentle Touch Of A Woman's Hand Can Soothe The Tempest Of A Man's Heart Especially If They Cook Something Tasty
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  8. #8
    Mank's Avatar Dormouse of Hader
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    Default Re: [Component] Refined Traits for TATW (RTfTATW)

    Awesome! I can't wait to take a look at how this affects gameplay! From the looks of it I would imagine it will add an economic boost to most players if the settlements receive substantial bonuses for having governors.

  9. #9

    Default Re: [Component] Refined Traits for TATW (RTfTATW)

    Yeah - it's a good point. Like all other changes then it needs to be balanced. Giving a +1 trade base income bonus will favour coastal cities with sweet trade routes but it will matter little in land-locked cities.

  10. #10

    Default Re: [Component] Refined Traits for TATW (RTfTATW)

    The income from having good governors is severly nerfed in MTW compared to RTW. In MTW there is a high priority on Piety (aka obedience in TATW). Piety has a major impact on your governors ability to reduce corruption, but in TATW many of the religious buildings are used for culture and the traits file has not been adjusted for this.

    Why do you think Mordor and the Orcs run around with high piety generals? It's not the AI bonus script. It's because the temples of Melkor are Catholic Churches.

  11. #11

    Default Re: [Component] Refined Traits for TATW (RTfTATW)

    So, if this is not going to be released as a submod, what are you asking us to test it for? Is it to be part of a larger mod compilation? A component of TATW 4.0?

  12. #12

    Default Re: [Component] Refined Traits for TATW (RTfTATW)

    Quote Originally Posted by Spice Master View Post
    So, if this is not going to be released as a submod, what are you asking us to test it for? Is it to be part of a larger mod compilation? A component of TATW 4.0?
    Please see updated OP with new Mod objectives

  13. #13

    Default Re: [Component] Refined Traits for TATW (RTfTATW)

    Ah. Thanks. This looks useful indeed.

  14. #14

    Default Re: [Component] Refined Traits for TATW (RTfTATW)

    Quote Originally Posted by Spice Master View Post
    Ah. Thanks. This looks useful indeed.
    It's my primary focus area - not sure why I started on this building mayhem TBH

    Send me a PM if you are working on traits or ancillaries, then I'll send what I have.

  15. #15
    DrBeast's Avatar Biarchus
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    Default Re: [Component] Refined Traits for TATW (RTfTATW)

    Looks great! While you're on the subject of fine-tuning traits and ancillaries, there is a mod that tackles most, if not all, the existing grammar/spelling errors, many of which are inherited from vanilla M2TW traits and ancillaries. You might be interested in incorporating it to your work. The mod can be found here.

    Oh,and going by your location: Happy Lamb Genocide Day (aka kalo pasxa)

  16. #16

    Default Re: [Component] Refined Traits for TATW (RTfTATW)

    Quote Originally Posted by DrBeast View Post
    Looks great! While you're on the subject of fine-tuning traits and ancillaries, there is a mod that tackles most, if not all, the existing grammar/spelling errors, many of which are inherited from vanilla M2TW traits and ancillaries. You might be interested in incorporating it to your work. The mod can be found here.

    Oh,and going by your location: Happy Lamb Genocide Day (aka kalo pasxa)
    Thanks for pointing me to that. I'll defineatly incorporate those grammar errors.

    Thanks! but I'm actually not in Pella, my name father was

  17. #17
    DrBeast's Avatar Biarchus
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    Default Re: [Component] Refined Traits for TATW (RTfTATW)

    Double post...
    Last edited by DrBeast; May 05, 2013 at 03:03 PM.

  18. #18
    DrBeast's Avatar Biarchus
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    Default Re: [Component] Refined Traits for TATW (RTfTATW)

    Haha ok! I'd be quite interested in seeing what you've done, since I've made a few corrections to (mainly traits) triggers myself. Very few "the Honourable" and even fewer "the Noble" Generals running around just because the AI keeps its taxation on Low all the time, for example.

  19. #19

    Default Re: [Component] Refined Traits for TATW (RTfTATW)

    Quote Originally Posted by DrBeast View Post
    Haha ok! I'd be quite interested in seeing what you've done, since I've made a few corrections to (mainly traits) triggers myself. Very few "the Honourable" and even fewer "the Noble" Generals running around just because the AI keeps its taxation on Low all the time, for example.
    I have seriously nerfed this as well. Basically recoded all respect/dread related triggers.

    Is it your experience that AI is always on low taxes? I was quite sure that he taxes at maximum, even if the settlement goes into unrest.

  20. #20
    DrBeast's Avatar Biarchus
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    Default Re: [Component] Refined Traits for TATW (RTfTATW)

    Quote Originally Posted by King Philip II View Post
    Is it your experience that AI is always on low taxes? I was quite sure that he taxes at maximum, even if the settlement goes into unrest.
    Yes, because it's not just "evil" factions that acquire StrategyChivalry (i.e. from building Shrines of Melkor), and I've noticed they also tend to acquire BadTaxman, which requires Low Taxes (one of my changes to EDCT to avoid castle-bound Governors gaining it).

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