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Thread: Succession & Trait Mod - Player can choose succession manually!

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  1. #1

    Default Succession & Trait Mod - Player can choose succession manually!

    I am proud to announce a new modification for Medieval 2 (of course Kingdoms):


    The Succession & Trait Mod


    Contents:

    1.) The Succession Decision

    From this forum I have learnt that some players would like to choose the next king or prince by themselfs - not by the game. Up to now there was no way to change anything. It seemed to be too difficult and unsolvable. But I have found a solution! Nobody needs to wait any longer!

    I created a new retinue, called "the Testament of the King". This new item comes with the king and can be transfered to any character within the own faction (FM members only). It is 'undestroyable' and provides a +3 bonus to authority (may be changed if requested). As you probably know, authority is the attribute that affects the decision of the game who becomes the next king or prince. The bonus of this special new item does not affect the attributes of the king, only the authority attribute of all other family members - provided that the item is transfered to one of them. This was hard to realise for me but very important, because I did not want to make a weak king stronger. Hence this item should only affect the succession question - no collateral effects shall be occur.

    How does it work?
    Example: You have a king with the item "the Testament of the King" in retinue and a 3rd FM you want him becoming the next prince. Just take both characters, let them build one stack and transfer the item to the FM. That's all. At the end of the turn the game recalculates the new authority values for both characters. Turns later, when the king dies (regardless of natural or in battle or being executed), the game will look at all authority values each living character has and the two characters with the higest values become faction heir and king. The item "the Testament of the King" increases the chances of becoming king or prince.
    If there are players who like surprises and they do not want to change anything just ignore the new item. In this case 'the testament of the king' stays at the king and all is like before.
    It runs with every playable faction.




    2.) The Traits and the Problem of the (negative) Genes

    Like Salisian (honor and glory to him for his outstanding work 'character trait guide' !!) I also felt frustrated because I built up a good character with e.g. high traits in GoodTaxman and GoodBuilder (what was very laborious) and after his children coming of age, the sons had not inherited any of the good traits of his father, but obtained 2 or 3 negative traits by chance at least.

    So I decided to read the export_descr_character_traits.txt file and the character trait guide. The export_descr_character_traits.txt file contains more than 800 trigger! After analysing I found out that there are nearly no genes in the game! The fortuity dominates this file!
    Example: There are more than 50 negative traits in the game. When each has a 4% probability the chances of getting two of them is 100%. Nobody needs to wonder why the sons obtain more negative traits than adopted characters. In my opinion this is a conceptual bug.

    What I did was the following: I created about 50 new trigger. The situations in where a character gets a new trait is the same, but regarding negative traits I decreased the chances a little bit and regarding better traits I increased the chances.
    Further more I created new trigger for inheriting. Now it is nearly no longer possible to get negative traits when a son comes of age. Positive traits will be inherited! When a son comes of age, the probability of getting negative traits is 14% now. If so, the chances of getting the 'black Peter' (it's German, something like a black sheep of the family) are very high. That means no solely negative traits are distributed like watering-can.

    It was not my goal to rework all triggers or traits. I just wanted to create a possibility to inherit good traits. If you want to look up situations in the 'character trait guide' you can do it. Only some percentage rates are changed.

    Well, this was a short summary. I hope my English is okay?


    3.) What I need

    I would appreciate if somebody could help me in making a mod, meaning how to use the mod folder, how to make a small image for the .bat file and finally somebody who is willing to test my changes (there are no CTDs, technically all is fine) and rates the changed gameplay. Would be great!
    Last edited by Granatenwerfer; May 17, 2011 at 03:52 AM.

  2. #2

    Default Re: Succession & Trait Mod - Player can choose succession manually!

    The second part sounds interesting. Is this available for download?

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