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  1. #1

    Default Clan Bonuses?

    Can anyone point me to where clan bonuses are stored? Are they in the db tables or are they scripted? I can't seem to find them anywhere. Can you even edit them? I'm interested in switching some around to fit with my mod better, such as moving the monk action bonus to mori and perhaps giving Takeda the Date's charge bonus too. Any help is much appreciated thanks.

  2. #2

    Default Re: Clan Bonuses?

    seconding this,
    deep diving into the db files has been fruitless so far.

    Edit

    data.pack (the vanillest of vanilla, but I was sure to find it here)/db/effects_tables/effects; clan traits are here.

    Now, are the effects hardcoded to each clan or can we switch them around? There should be some table to link effects to clan (or anything else for that matter)

    From what I've seen, you can apply them to someone else;
    example TROM tech:
    "shogun_military_ashigaru_ashigarugashira" gets "clan_trait_oda_ashigaru_morale_bonus", magnitude "2"

    That raises another problem, for Oda, does such tech apply once (+2 morale) or stacks (+4)...
    Last edited by Poulp; May 07, 2011 at 05:12 AM.
    I reign with my left hand, I rule with my right
    I'm lord of all darkness, I'm queen of the night
    I've got the power
    Now do the march of the Black Queen

  3. #3

    Default Re: Clan Bonuses?

    Seems like this info is in effect_bundles_to_effects_junctions db file and possibly also the effect_bundles_tables db file, however neither of these are currently supported in the PFM. So, if you want to screw with it you'd have to hex edit. Personally, I'm going to wait for them to be supported or likely just not bother.

  4. #4

    Default Re: Clan Bonuses?

    see for yourself...

    If I can read properly, effects are for user interface, effects_bundles for the tooltips, and effects_bundles_effects_junctions for the effective clan traits. However, there's no way to tell if substituting a line will remove a trait, make it stack with vanilla or just crash everything.

    Clan traits are... peculiar. For instance, Uesugi or Oda clan traits for superior units aren't really traits. Just an ability to recruit different units through building_permissions tables. So why are they are listed here.
    For the start game menu?
    I reign with my left hand, I rule with my right
    I'm lord of all darkness, I'm queen of the night
    I've got the power
    Now do the march of the Black Queen

  5. #5

    Default Re: Clan Bonuses?

    Clan traits are... peculiar. For instance, Uesugi or Oda clan traits for superior units aren't really traits. Just an ability to recruit different units through building_permissions tables. So why are they are listed here.
    For the start game menu?
    Yeah, but it gets more confusing as I think the Oda ashigaru morale bonus actually applies both in the sense they can simply recruit superior ashigaru but also in that they get a morale bonus from the trait. For instance, the Date charge bonus is applied the latter way, they don't have different units except the No-Dachi. I am not sure however about this. All in all, seems like a giant hassle to edit, much as I expected. I might try screwing with the effects bundles junction though, by simply changing the faction tag next to the trait name and see if that does it. Won't show up on the start screen but eh, whatever. I'll let you know if I do.

  6. #6

    Default Re: Clan Bonuses?

    there is a mod that make all unit unique for each factions, so you can edit some of these unit via this mod.. This can allow you to avoid the clan bonus editing.

  7. #7

    Default Re: Clan Bonuses?

    Quote Originally Posted by General Malaise View Post
    Yeah, but it gets more confusing as I think the Oda ashigaru morale bonus actually applies both in the sense they can simply recruit superior ashigaru but also in that they get a morale bonus from the trait. For instance, the Date charge bonus is applied the latter way, they don't have different units except the No-Dachi. I am not sure however about this. All in all, seems like a giant hassle to edit, much as I expected. I might try screwing with the effects bundles junction though, by simply changing the faction tag next to the trait name and see if that does it. Won't show up on the start screen but eh, whatever. I'll let you know if I do.
    A giant hassle as in editing a line, packing the whole thing, launching the game, checking if it was implemented and doing it again. Great. We both feel the same pain.
    The hurdle is to know what we can do and what we can't.
    I read that changing the building's cavalry recruitment bonus from local to global caused a CTD to a modder. If the change was well implemented, that would mean there's a distinction between different effects, or some kind of rule working in the background.

    Quote Originally Posted by Matthias the great View Post
    there is a mod that make all unit unique for each factions, so you can edit some of these unit via this mod.. This can allow you to avoid the clan bonus editing.
    Yes, there is. Here
    No, it won't do. You can't avoid tackling clan traits when you aim at changing Hojo's bonus to a flat 5% discount to every buildings and add a +1 repression/happiness.
    I reign with my left hand, I rule with my right
    I'm lord of all darkness, I'm queen of the night
    I've got the power
    Now do the march of the Black Queen

  8. #8

    Default Re: Clan Bonuses?

    small update

    db/stats_clans is for mp use by the look of it.
    I reign with my left hand, I rule with my right
    I'm lord of all darkness, I'm queen of the night
    I've got the power
    Now do the march of the Black Queen

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