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  1. #1

    Default Traits available?

    Hi, I've played XGM for a while now again. And I've started to wonder about traits and retinues. All I wonder is; Is there an "easy or quick" way to see all the traits and retinues in this mod. If not, is it possible for someone to post it here? Would appreciate it.

    And another question; as you of course know, the "temple-building-system" is made up so that any faction can continue building on any other factions temple. What I wonder now is; For example the romans have atleast 3 similiar temples, Janus, Jupiter and Saturn(law and hapiness bonuses) with the Jupiter one being standard. But since you can builid the other temples through conquered settlements, does these alternate temples of law and hapiness give diffrent retinues?? I mean, I think that the Jupiter temple gives "priest of jupiter, 1+ command, influence and management" - if I remember correctly.


    And my final question; how do I give reputation? I don't quite understand the forum help guide, since I don't know where I can find this "give reputation button" other than on my own comments(the green cross). Sorry for the long post, any help is appreciated!

    Thank you in advance!

  2. #2

    Default Re: Traits available?

    Quote Originally Posted by a-woowie.doowie View Post
    Hi, I've played XGM for a while now again. And I've started to wonder about traits and retinues. All I wonder is; Is there an "easy or quick" way to see all the traits and retinues in this mod. If not, is it possible for someone to post it here? Would appreciate it.

    And another question; as you of course know, the "temple-building-system" is made up so that any faction can continue building on any other factions temple. What I wonder now is; For example the romans have atleast 3 similiar temples, Janus, Jupiter and Saturn(law and hapiness bonuses) with the Jupiter one being standard. But since you can builid the other temples through conquered settlements, does these alternate temples of law and hapiness give diffrent retinues?? I mean, I think that the Jupiter temple gives "priest of jupiter, 1+ command, influence and management" - if I remember correctly.


    And my final question; how do I give reputation? I don't quite understand the forum help guide, since I don't know where I can find this "give reputation button" other than on my own comments(the green cross). Sorry for the long post, any help is appreciated!

    Thank you in advance!
    Look at the export_trait and export_ancillary files in the xgm data folder for the lists of available traits and things like how you get them. And yes, Janus, Jupiter and Saturn all have different priests with different effects (while those temples give the same effect in XGM, the game considers them completely different buildings. For example Janus is the temple of governors, and his priest will be the same as any other culture's temple of governors just with a different name).

    Don't know about the reputation though.

  3. #3
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    Default Re: Traits available?

    a-woowie.doowie: You probably just need to make a few more posts before the rep button starts showing up on other people's posts. It will be a green + button under the avatar.

  4. #4

    Default Re: Traits available?

    Thank you both for your help, and I'll check those files out.

  5. #5

    Default Re: Traits available?

    It has been a few years since I have played RTW. Are traits in this game as bad as in MTW2? Can you build good governors by keeping them in cities or do they develop bad vices?

  6. #6

    Default Re: Traits available?

    Quote Originally Posted by Vae victis View Post
    It has been a few years since I have played RTW. Are traits in this game as bad as in MTW2? Can you build good governors by keeping them in cities or do they develop bad vices?
    Well this mod has some culture traits mod in it so its almost completely different, but it depends on the culture. I've noticed as the Carthaginians I can get good governors by just leaving them in cities, preferably with academic and trading buildings. With the barbarians, you need to have your generals fight while they're young and once they have some experience you can let them be governors. So cities can give both virtues and vices.

  7. #7

    Default Re: Traits available?

    Okay, well for that you have to know how the trait system works. I'll do this broadly at first and if you still need something more specific or explained better just ask.

    First of all here is the code for the Greek Platonism trait line (Greek faction philosophy traits are different from the others actually).

    Code:
    Trait gPlaton
        Characters family
        ExcludeCultures barbarian, roman, eastern, carthaginian
        NoGoingBackLevel  1 
        AntiTraits Iliterated, DarkPath, Ignorance, Anger, gStoic, gEpicurean, gCynic, gSkeptic, gPeripatetic, Pythagorean, gPythagorean
    
        Level gStudyPlaton
            Description gStudyPlaton_desc
            EffectsDescription gStudyPlaton_effects_desc
            Threshold  1 
    
            Effect Influence  1
            Effect Law  1 
    
        Level gMasterPlaton
            Description gMasterPlaton_desc
            EffectsDescription gMasterPlaton_effects_desc
            Threshold  2 
    
            Effect Influence  1
            Effect Law  2 
    
        Level gPlaton
            Description gPlaton_desc
            EffectsDescription gPlaton_effects_desc
            Threshold  6 
    
            Effect Influence  2
            Effect Law  3 
            Effect Loyalty  1
    Just focus on the lines I've bolded.

    Excluded cultures does just as it sounds, factions of those cultures cannot get this trait line. A Barbarian can never get this trait no matter how long he stays in Athens at Plato's Academy.

    NoGoingBackLevel is the point at which the character will not lose the trait. For this particular trait its 1, so once a character has started studying Platonism he will never lose the trait.

    Antitraits are traits that are not compatible with this trait. If a trait has not crossed the "NoGoingBackLevel", one level of that trait will be subtracted if the character would earn an antitrait. This is how characters can lose traits (Losing "Social Drinker" if that character would have earned a "Sobriety" trait for example). If you do go over the NoGoingBackLevel, you can never acquire an antitrait. You shouldn't have gotten a character with Illiterate and Studies Platonism at the same time from this, but its possible he earned a point in a philosophy trait that got rid of his illiterate trait and enabled him to learn Studies Platonism.

    Threshold defines the internal level of the trait for you to acquire a particular trait level. For this trait a threshold of 1 is need for you to acquire Studies Platonism, but to max out this trait tree you need a threshold of 6. In other words, your character has at least a gPlaton threshold of 2 (as he has Mastered Platonism) but not yet 6 (otherwise he'd be a Platon).

    The code I posted for the Ludas Magnas is what determines how you actually earn and advance these traits. For the academies, basically keeping a character in a city for a turn gives that character a chance to learn any of a series of traits for example...

    Affects LogisticalSkill 1 Chance 3

    means any character waiting a turn in that settlement has a 3% chance to increase his threshold in the LogisticalSkill tree by 1. If that threshold gets high enough to earn him a better version of the trait, you'll see that in the next turn.

  8. #8

    Default Re: Traits available?

    Wow! Very well explained there! I really need to get the "add reputation button"

    But(not that it should matter) I were just playing my campaign the man with the "iliterated-trait", also has the "mastered stoicism-trait"(the diffrence is that he didn't have platonism like I've previously explained). But if the iliterated-trait is an anti-trait to stoicism, is it some sort of bug I've experienced? Was it maybe therefor he gained the mastered form one turn after he gained the studies form?

    And one more thing . About your previous post, where u posted "the way of the ludus magna", when it says; Trigger ludus_magnus_01 and Trigger ludus_magnus_02 and so on, does the "0#" stand for turns spent in the settlement in a row or are they just alternated trait-availibilities?

    Once again, thank you for explaining this to me, I think I'm starting to get the hang of this simplified version .

  9. #9

    Default Re: Traits available?

    Quote Originally Posted by a-woowie.doowie View Post
    Wow! Very well explained there! I really need to get the "add reputation button"

    But(not that it should matter) I were just playing my campaign the man with the "iliterated-trait", also has the "mastered stoicism-trait"(the diffrence is that he didn't have platonism like I've previously explained). But if the iliterated-trait is an anti-trait to stoicism, is it some sort of bug I've experienced? Was it maybe therefor he gained the mastered form one turn after he gained the studies form?

    And one more thing . About your previous post, where u posted "the way of the ludus magna", when it says; Trigger ludus_magnus_01 and Trigger ludus_magnus_02 and so on, does the "0#" stand for turns spent in the settlement in a row or are they just alternated trait-availibilities?

    Once again, thank you for explaining this to me, I think I'm starting to get the hang of this simplified version .
    '
    I think you get the add reputation button after 30 posts. It only showed up for me when I got "promoted" to a rifleman.

    I took a look at Greek Stoicism, and Illiterate is not an antitrait (the stoics weren't particularly big book people, so I suppose it makes sense). That's actually a pretty awesome trait because as a philosophy trait you can't unlearn it and it prevents your character from getting these (mostly bad) traits.

    AntiTraits Fire, Ignorance, Haoma, Anger, Girls, Arse, Coward, Lewd, Drink, Gambling, Unjust, gEpicurean, gCynic, gSkeptic, gPlaton, gPeripatetic, gPythagorean

    As for the Ludas Magna, no the trigger numbers are just to differentiate the different ones. The condition for the schools are just to start and end a turn in the settlement. The reason it has more than one is that their are other conditions that go with it (I.e. governors with high management tend not to learn military skills, and you get more economic/trade related skills if you also have a Curia in that settlement for example). I realized that their are actually more triggers than the ones I listed, but they give the faction specific traits (like philosophy traits), and special schools like the Library of Alexandria are completely separate as well.

    So no, you won't have to wait extra turns just to get a chance to learn a trait. After waiting in the settlement the entire turn, it will generate random numbers for all triggers where the condition is met. You'll then get any trait improvements according to those numbers, with a higher number after chance corresponding to being more likely to get the trait. If a character moves up a trait line more quickly then another (assuming other buildings or traits don't change the probability), its all because of luck.

  10. #10

    Default Re: Traits available?

    Quote Originally Posted by Celestial Oblivion View Post
    ' and you get more economic/trade related skills if you also have a Curia in that settlement for example)
    Hehe, now I got particulary interested in this statement . I had no idea that diffrent buildings would affect the trait-outcome(now that you've said it, it kind of makes perfect sense ). Do you happen to know any other buildings that have the same effect? Say for example; "fully upgraded barracks gives military bonuses", and if this would be the case, what happens if I have both a curia and the urban barracks(I think it's the last one in the Ptolemaic building tree).

  11. #11

    Default Re: Traits available?

    Quote Originally Posted by a-woowie.doowie View Post
    Hehe, now I got particulary interested in this statement . I had no idea that diffrent buildings would affect the trait-outcome(now that you've said it, it kind of makes perfect sense ). Do you happen to know any other buildings that have the same effect? Say for example; "fully upgraded barracks gives military bonuses", and if this would be the case, what happens if I have both a curia and the urban barracks(I think it's the last one in the Ptolemaic building tree).
    Some trait triggers (and quite a few ancillaries) do need barracks types yes. Should you have one, you have a chance to earn those traits plus those of own a curia etc. And this applies to a wide range of buildings (mines/farms give good miner/farmer etc.), so a more developed city gives much more trait opportunities.

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