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  1. #1

    Default Traits and Ancillaries Suggestions

    Since I'm bound to have a couple more suggestions for my favorite area of modding, and since I'd like DoM to be more complete in this area than TnS is, I'll just open a thread for this topic, instead of clogging up the 'Ask your questions'-thread. Of course, anyone with ideas should post them here too. I've seen this kind of thread in other forums, and it's always been lots of fun.

    Sadly, I somehow can't get screenshots to work properly with RTW. They're always pitch-black. So, even though I already included several ideas into my own version of the mod, I'll have to annoy the world with text walls instead of pictures.

    My first bigger project was/is to include a personality system. The structure is similar to the one to be found in EB: three traits with their antitraits, every general having one of each pair. These are:

    jovial/stern
    calm/impulsive
    charismatic/reserved

    This makes for eight possible combinations. For every combination, I wrote a little summary and gave it a title containing the name of a character from Middle-Earth that I think falls into that category. These are:

    Character profile: Boromir (jovial/impulsive/charismatic)
    This man should be looked at carefully. Because he won't be there for long. Always looking for something to do, some riddle to solve, some dragon to slay... He just cannot sit still. He is persuaded that the world rests solely on his shoulders, that nothing will get done if he doesn't do it.\n\nThis man is destined to achieve greatness, or horribly fail in the attempt. Give him something to do and watch destiny throw the dice of fate. In the best event, he will be a new Isildur. In the worst, a new... Boromir. Common attributes are morale and influence.


    Character profile: Gandalf (jovial/calm/charismatic)
    Here comes another born leader. Sanguine, composed and charismatic, he is an agreeable person when all is well and someone to be counted on when things get bad.\n\nHaving no real flaws, this man should be able to be used to his full potential in just about any position you wish. Just remember that he isn't omnipotent either. Common attributes are management and morale.

    Character profile: Thorin (stern/impulsive/charismatic)
    This man's most distinguishing trait is his fear of failure. He will do anything in his power to fulfill everything he himself or others might expect of him. In this constant quest for approval, it is not rare for him to go overboard and loose sight of what he originally wished to accomplish.\n\nMen like him are good all-rounders, thanks to their high level of self-discipline and loyalty. Others might find them pedantic and annoying, but over time, they should come to recognize their worth. Common attributes are law and command.

    Character profile: Saruman (stern/impulsive/reserved)
    This man is the very definition of an unrecognized genius. Or so he would say if asked. Finding it difficult to get along with his peers (or with anyone else), he usually tries to solve all problems on his own, only to realize far too late that his designs cannot but fail due to him ignoring the ''human component''. He is therefore in high danger of becoming a disgruntled thinker who considers everything and everyone but himself as a tragic error in some great equation he could otherwise solve.\n\nMen like him, due to their reflective and organized approach to problems, make excellent governors. Just be careful to keep them away from everything unexpected that might thwart their well-meant intentions. Common attributes are management and health.

    Character profile: Samwise (jovial/calm/reserved)
    Most kings would give their right arm to have more men like him in their service. Loyal, dedicated and reliable, they are the backbone of a functionning kingdom. And, most of all, they are the type who never gets any credits for what they do. Could there possibly be any more convenient pawns?\n\nThis man should do a decent job wherever you send him, and with enough experience, he might become quite capable. Common attributes are management and unrest prevention.

    Character profile: Aragorn (stern/calm/charismatic)
    Are there troops to be led? Are there wars to be won? If so, then this man is more than up to it. His unwavering confidence and winning personality will make everyone around hin try their very best. And he wouldn't have it any other way! His standards are difficult to meet, but that only adds to his air of capability and authority.\n\nIf you don't absolutely hate heroes on their noble steeds, scruting the horizon with a thoughtful and serene face while the winds blows back their cape and hair, then you will love men like him. They make some, if not the best generals around. Just remember that they will expect you to give them opportunities to show off their skills, so don't let them get stuck with insignificant details. Common attributes are influence and command.

    Character profile: Denethor (stern/calm/reserved)
    Some people just are no fun to have around. This is one of them. His iron belief in organization and discipline might make him somewhat of an asset when it comes to ruling an empire, but his unfortunate peers will have their patience pushed to their utmost limits (the same goes for him, but in his case, said limits are dishearteningly near).\n\nSince nothing is ever good enough in his eyes, you can expect him to squeeze the last out of everything you leave in his hands. This makes him a good governor and, if push comes to shove, an acceptable general. Common attributes are management and law.

    Character profile: Bombadil (jovial/impulsive/reserved)
    This man is difficult to describe. Is he original? Irresponsible? Independent? Stubborn? It all depends on who you ask. Let's just say that this man has his own ideas about the 'right' thing to do, and won't accept any interference from anyone./n/nThere isn't much advice to be given about how to use him, either. This type of person is very flexible, and no matter where he is deployed, he will find ways to surprise everyone. No really common attributes.

    ---------------

    The rest is nothing new. Whatever traits of that list a character possesses will have an impact on the traits he gets. A stern character is more likely to become authoritarian, prim and proper or an obsessional trainer. A calm character is more likely to become organized and boring. An impulsive character may become lively, impatient etc etc.

  2. #2

    Default Re: Traits and Ancillaries Suggestions

    Nice. The 'basic character traits' concept is already in the plan, glad to see it is something players want too.

    The general idea behind the traits now is to create a hierarchy of trait groups, and establish relations between those groups first and a plan as to what function each group will have. And then break groups down to individual traits etc.


    WRT your screen-capture issue, just disable anti-aliasing and the screens won't be black any more.

  3. #3

    Default Re: Traits and Ancillaries Suggestions

    Quote Originally Posted by Aradan View Post
    Nice. The 'basic character traits' concept is already in the plan, glad to see it is something players want too.

    The general idea behind the traits now is to create a hierarchy of trait groups, and establish relations between those groups first and a plan as to what function each group will have. And then break groups down to individual traits etc.


    WRT your screen-capture issue, just disable anti-aliasing and the screens won't be black any more.
    Thanks, but they're still black.

    I don't know if I'm ''players'', but I'd certainly appreciate key traits. If you already had them on your to-do list, then all the better. If there's something I can help with, just say it.
    There's one other main aspect of traits that was on my mind: the AI-related traits. It's good to give an advantage to the AI, but please, make it so that these traits are hidden and have no visual effect. So command, management and influence should be taboos. Its not very immersive to be reminded that RTWs artificial stupidity needs some assistance every time I see an ennemy character with oddly high stats.
    For instance, I made an AI-General trait that gives +3 morale, +3 law, +30% tax income, +30% trade income, +3 hitpoints, +30% bribe resistance, +1 fertility, +1 public security and +1 personal security.
    I also gave all AI admirals +2 morale, +2 battle surgery and +10% movement points. And all AI agents start with at least 3 skill points (natural agent skill maxed out).

    With that said, I hope I can finally get to the fun part of it: randomly throwing in ideas for traits and ancillaries. But I don't think I'll get to it before next week.

  4. #4

    Default Re: Traits and Ancillaries Suggestions

    Duly noted.

  5. #5

    Default Re: Traits and Ancillaries Suggestions

    Alright then, I'll continue with new traits and ancillaries for admirals. They don't play that much of a role in FATW, but there's lots of fun to be had with them.
    On a side note, I noticed that admirals get a cultural conversion bonus (men of the west etc). Does that bonus even do anything? The location of admirals is ''The Sea'', therefore their conversion bonus should apply to the sea as well, which would make it a waste of code, really.

    And here are the traits:

    Good Sailor (for Harad):

    Pirate
    This man has proven himself a worthy corsair captain by routing at least one ennemy fleet.
    +1 naval command, +5% movement

    Corsair Captain
    His experience with both ship-handling and war make this man a great asset for his superiors,, and an inspiring figure for his crew.
    +2 naval command, +10% movement

    Corsair of Renown
    Through his expertise and cunning, this man has become one of the most prominent corsair leaders, and woe upon anyone who dares to face his fleet in battle!
    +3 naval command, +15% movement

    Scourge of the Sea
    This man's unmatched skill and ruthlessness have already made him the main figure of many strange tales and rumors, and his name will forever be associated with everything related to sea-faring.
    +4 naval command, +20% movement

    ---------------------------------------

    Good sailor (RK, elves, adunabar)

    Sea Dog
    This man has handled his fleet with insight and competence, allowing him to defeat at least one ennemy fleet.
    +1 navan command, +5% movement

    Sea Master
    If his people can live peacefully near the shore, then it is thanks to men like him who constantly patrol the Sea and sink whatever threat rears its ugly head.
    +2 naval command, +10% movement

    Captain of Renown
    This man is one of his peoples best captains, a reputation he has earned by countless journeys and victories.
    +3 naval command, +15% movement

    Venturer
    This man has overcome more storms and battles than most sailors will ever see, and his adventures will certainly get a chapter of their own in the records of the Guild of Venturers.
    +4 naval command, +20% movement

    ---------------------------------
    Weather traits (random chance to get one of them every turn, they last for one turn)

    Favorable Winds
    A soft breeze is filling the sails, seemingly pushing the ships into whatever direction they choose.
    +1 naval command, +20% movement

    Fog
    It's barely impossible to see your crewmates when they're standing right in front of you! Better move carefully, and hope that the fog doesn't hide any nasty surprises...
    -1 naval command, -10% movement, -3 line of sight

    Sea of Oil
    Not a single wave agitates the sea, and the sails hand saggily from the masts.
    -50% movement

    Hit by a Storm
    The ships recently faced a storm that came uppon them as suddenly as it dissipated. The damage is severe, and thorough repairs are necessary.
    -1 naval command, -1 morale, -2 battle surgery, -50% movement

    ------------------------------------------------

    Some random traits:

    Booty (harad)
    The last victory was a truly rewarding one, and the men have nothing in mind but how they will spend their part of the booty.
    +1 morale

    Shark-Feeder (harad, adunabar?)
    Supplies are rare on board, and this man has a very entertaining way of getting rid of unwanted mouths to feed.
    +1 morale

    Seen a Sea Monster
    Some of the men nearly wet themselves when some enormous fish or whatever it was swam only one bowshot away from the ship. The crew has been rather nervous since then. What if one of the damned things gets hungry?
    -1 morale

    Navigator
    There is nothing more fulfilling for this man than to sail further than any other, and to hone his skills as a captain of ships. His fleet can only profit from such a disposition.
    +10% movement, improves the odds of having good weather

    ------------------------------------------------

    And some ancillaries:

    Drummer (harad)
    A steady rythm is needed if the oars are to move regularly.
    +1 naval command, +10% movement

    Lookout
    Even if you can see them, they might not be able to see you. And if they don't, they're in trouble.
    +3 line of sight, +10% movement

    Master of Archers (admiral version)
    Arrows are excellent weapons against unarmored sailors, and fire works wonders against wooden ships.
    +1 naval command

    Cook
    Good food is rare on board, and anything that does more than fill one's stomach is sure to be regarded as a small miracle by the crew.
    +1 morale

    Ship Doctor
    Providing medical care in the middle of nowhere demands a high level of adaptability... and often enough a particularly resilient stomach.
    +2 battle surgery

    Parrot (oh, pleeeeeease!)
    ''Ye wretched landlubbers''-croak!
    +1 morale (or: +10% style (increases the awesomeness of your character))

    Royal Banner/Black Banner
    When your men haven't seen their homeland for months, it is always wise to remind them what they're even fighting for.
    +1 morale

    Far-Glass
    One of these strange but certainly usefull devices they make these days.
    +3 line of sight

    Sea Map
    ''I knew we should've turned left after the last wave!''
    +10% movement

  6. #6

    Default Re: Traits and Ancillaries Suggestions

    Quote Originally Posted by The Sloth View Post
    On a side note, I noticed that admirals get a cultural conversion bonus (men of the west etc). Does that bonus even do anything? The location of admirals is ''The Sea'', therefore their conversion bonus should apply to the sea as well, which would make it a waste of code, really.
    I think this also means that fleets won't merge properly/at all.

  7. #7
    Civis
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    Default Re: Traits and Ancillaries Suggestions

    Quote Originally Posted by The Sloth View Post
    Alright then, I'll continue with new traits and ancillaries for admirals. They don't play that much of a role in FATW, but there's lots of fun to be had with them.
    On a side note, I noticed that admirals get a cultural conversion bonus (men of the west etc). Does that bonus even do anything? The location of admirals is ''The Sea'', therefore their conversion bonus should apply to the sea as well, which would make it a waste of code, really.

    And here are the traits:
    I like the ancillaries and some of the traits, the weather thing is problematic tho, since it's hard to reset it every turn, as well as the in-game problem of a weather lasting for a whole year (or is it 6 months in a turn).
    Also, if it is random, then different admirals will get different weather, despite being right next to each other.
    Meaning you can exploit it by moving ships from one fleet to another.

    Admirals overall are a bit of a problem, since if you have an admiral, then you can't merge his ship with another admirals fleet. Too many admirals means your fleet are forever split apart into small groups.
    As soon as a admiral gets any trait or ancillary, he becomes impossible to merge, only way to get rid of him is to have him killed, I'm not even sure you can disband a ship led by an admiral.

    It is, IMO, better to make admirals scarce, so they don't cause problems with your fleet and your ships.
    A problem that doesn't affect generals, since they have their own unit, and you can have several generals in a single army stack.

    Quote Originally Posted by The Sloth View Post
    On a side note, I noticed that admirals get a cultural conversion bonus (men of the west etc). Does that bonus even do anything? The location of admirals is ''The Sea'', therefore their conversion bonus should apply to the sea as well, which would make it a waste of code, really.
    No, it doesn't do anything, not even if the admiral is in a port.
    All it does, is create problems with fleets since you can't merge them after you have split a few ships off.

    I've simply removed that trait from admirals, easy to do, and is most likely an oversight from the dev staff, which I think they have promised to fix.
    Last edited by Nehcrum; May 24, 2011 at 10:47 AM.

  8. #8
    The_Valiant's Avatar Semisalis
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    Default Re: Traits and Ancillaries Suggestions

    Quote Originally Posted by Nehcrum View Post
    I've simply removed that trait from admirals, easy to do, and is most likely an oversight from the dev staff, which I think they have promised to fix.
    How so?
    One's back is vulnerable, unless one has a brother.
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  9. #9

    Default Re: Traits and Ancillaries Suggestions

    Quote Originally Posted by Nehcrum View Post
    I like the ancillaries and some of the traits, the weather thing is problematic tho, since it's hard to reset it every turn, as well as the in-game problem of a weather lasting for a whole year (or is it 6 months in a turn).
    Resetting the traits isn't a problem at all, if you use antitraits. It's just a little much coding to do.
    As for the duration, of course it's not perfect, but since you have to work with what you have, it's often necessary to have a certain suspension of disbelief. (I doubt we will be able to move a character from the Shire to Mount Doom within one year, for instance).

    Quote Originally Posted by Nehcrum View Post
    Also, if it is random, then different admirals will get different weather, despite being right next to each other.
    Meaning you can exploit it by moving ships from one fleet to another.

    Admirals overall are a bit of a problem, since if you have an admiral, then you can't merge his ship with another admirals fleet. Too many admirals means your fleet are forever split apart into small groups.
    As soon as a admiral gets any trait or ancillary, he becomes impossible to merge, only way to get rid of him is to have him killed, I'm not even sure you can disband a ship led by an admiral.
    That's why I already suggested to make all traits and ancillaries for admirals dependant on the basic command trait for admirals, meaning no admiral will get anything if he hasn't fought some battles. And admirals without any traits can be merged without any problem. I should have re-posted that, maybe.

  10. #10
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    Default Re: Traits and Ancillaries Suggestions

    Quote Originally Posted by The_Valiant View Post
    How so?
    It does absolutely nothing, since admirals never go into a territory, since only land is territory and ports aren't on land.
    So it is an utterly useless trait to have on a admiral, it doesn't do anything, and there is nothing related to it for admirals either.
    All it does, is to "promote" the leader of a fleet of ship, at the start of your turn, into an admiral that then can't be merged with other fleets.
    And this is a problem the AI has as well, making it impossible to create large fleets, unless you put your fleet into a port where the ship is built, so it is added into the existing fleet.

    All that is lacking in the trait is a short line so that it doesn't apply to admirals.
    And it's been taken up before, and I'm fairly sure the devs said it was an oversight, and they'd fix that.
    But they don't update the current mod, no real point in investing work into updating an older mod when you can instead put that work into the new mod.

    Quote Originally Posted by The Sloth View Post
    Resetting the traits isn't a problem at all, if you use antitraits. It's just a little much coding to do.
    As for the duration, of course it's not perfect, but since you have to work with what you have, it's often necessary to have a certain suspension of disbelief. (I doubt we will be able to move a character from the Shire to Mount Doom within one year, for instance).
    No, not very likely. Altho there might be quicker movements, relatively, depending on the size of the map in the new mod.
    Not impossible that they'll have to scale the map a bit, effectively making distances shorter.
    Eh, I don't know, I have no idea on how you create maps, all I know is how to fiddle a bit with the text files (which is why I love RTW, so easy to play around a bit with it, and create so much replay enjoyment, try playing a game with spies, assassins and diplomats turned off for example).

    Also, moving armies is a much different thing compared to a small party of adventurers. Logistics is a pretty interesting thing, and something that will heavily punish any general that doesn't understand it.

    Altho it doesn't quite make sense that diplomats, spies and assassins move as slowly as entire armies, they should be able to move very quickly on horseback....

    But they are locked in strategic movement I think, just like you have 3 speeds for different units. Siege, infantry and cavalry (and generals seems to always move as cavalry, even if it is an infantry bodyguard).
    And I still maintain that it seems that movement bonuses on generals only seems to apply to the generals unit, not to the other units in his stack.

    Quote Originally Posted by The Sloth View Post
    That's why I already suggested to make all traits and ancillaries for admirals dependant on the basic command trait for admirals, meaning no admiral will get anything if he hasn't fought some battles. And admirals without any traits can be merged without any problem. I should have re-posted that, maybe.
    That would work, adding a simple line so that various traits will only apply to an already existing admiral, instead of creating new ones.
    And make it so that the only way of creating a new admiral, is by a set chance if you win a battle at sea.

    Of course, that could create an uber-admiral very quickly under the right circumstances (no prior admirals, so no "commander of the kings fleet", or whatever the ancillary is called) so that the newly created admiral gets a whole heap of bonuses the very next turn.

  11. #11

    Default Re: Traits and Ancillaries Suggestions

    Nice

  12. #12
    Thangaror's Avatar Senator
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    Default Re: Traits and Ancillaries Suggestions

    This issue will be fixed in DoM

    EDIT: The conversion trait on admirals I mean.
    Last edited by Thangaror; May 25, 2011 at 02:20 AM.
    I would rather have a memory that is fair but unfinished than one that goes on to a grievous end.

  13. #13
    Cinuz's Avatar Senator
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    Default Re: Traits and Ancillaries Suggestions

    I really likes the traits for admirals! It's nice to have some more depth even for this characters! Good work! +Rep for the effort!
    Last edited by Cinuz; May 28, 2011 at 10:08 AM.

  14. #14
    Thangaror's Avatar Senator
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    Default Re: Traits and Ancillaries Suggestions

    Yeah, I'm not sure, too. Maybe they move as fast as cavalry on roads. But I think they are not hampered by rough terrain, so they always move with the same speed. At least, you can through all of Rhovanion from Dagorlad to Ered Rhûn in four turns or so.
    I would rather have a memory that is fair but unfinished than one that goes on to a grievous end.

  15. #15

    Default Re: Traits and Ancillaries Suggestions

    This coming weekend, I'll be going to my parent's place, where I left my books about Middle-Earth. That should be helpfull when researching stuff...
    Talking about research, I found some articles about Gandalf's sword Glamdring that said that it wasn't taken west, but remained in the treasure house of Minas Tirith. Even though this could make sense (what would he do with a half-sentient sword of belligerent character in Valinor?), I couldn't find any noteworthy proof. Is there a fan of Tolkien here who knows more about this? If it turned out to be true, it could become one particularly badass ancillary.

    Then, here are some traits for leaders and heirs of the RK:

    Retired (2nd level of the faction leader trait, given to a king who has reached a certain age and doesn't cling to life)
    Feeling his age, the king has decided to willingly step down from power, thus preserving his own dignity and that of his position.
    no effects (thus negating all previous bonuses from the faction leader trait)

    Ruling Steward (trait awarded to the faction leader instead of the usual trait if he's from the house of hurin)
    When no suitable candidate for kingship is to be found within the royal family, it is common practice for a steward to rule the kingdom until a worthy prince presents himself.
    +2 management, +1 influence, +2 personal security

    Regent (trait awarded when the leader is neither from the house of telcontar, nor the house of hurin)
    The times must be grim indeed if neither the royal family nor the house of stewards can forward a man fit to lead his people through the dangers that lie ahead.
    +1 influence, +2 personal security

    The faction heir trait should only be awarded if the heir is from the house of telcontar.
    edit: As long as the faction leader has the ''retired'' trait, the heir will get a 2nd level of his heir trait, whose description and effects are identical to the faction leader trait.
    -------------------------------------------------------------

    Some ancillaries for the RK :

    Elessar's Banner
    This is the banner woven by Arwen Udomiel, first queen of the Reunited Kingdom, that Elessar Telcontar bore at the battle of the Pelennor fields.
    +2 morale, +1 command when attacking

    Military Advisor (when winning a battle and not being at least a good commander)
    A man well-versed in the art of war, who will give precious advice to any leader of men desiring to gain experience without sacrificing too many of his own men.
    +1 command, -10% unit recruitment cost

    Seargent-at-Arms
    When a general's presence is required elsewhere on the battlefield, it is always good to know that there are able men ready to give the right orders in his absence.
    +1 command, +1 morale

    Weaponmaster
    One of the most fearsome fighters throughout the kingdom, this man will be a rempart of living steel for his commander, and might even teach him a trick or two.
    +1 experience to the bodyguards, +1 personal security, increases the chances to become a good fighter.
    Last edited by The Sloth; May 30, 2011 at 04:26 PM.

  16. #16
    Thangaror's Avatar Senator
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    Default Re: Traits and Ancillaries Suggestions

    Quote Originally Posted by The Sloth View Post

    Retired (2nd level of the faction leader trait, given to a king who has reached a certain age and doesn't cling to life)
    Feeling his age, the king has decided to willingly step down from power, thus preserving his own dignity and that of his position.
    no effects (thus negating all previous bonuses from the faction leader trait)
    Hm, not sure if this is feasible.
    Also I don't know if heir or king can be linked with another trait. Of course this would be great, though this should mean that the kingly heirlooms should be linked with "House of Telcontar", too.

    But you brought something up that I'd like to have changed, this is the "Disinherited" trait. The AI will set the heir quite randomly, I think it always chooses the first man at the far left end of the family tree. Even with those changes the player might have to declare a new heir (Because the 'real' heir was too young), therefore another trait than the negative "Disninherited" with positive effects would be great.


    Preserver of the Kingdom
    This man was once declared to rule the kingdom in stead of the young prince and advise him in all matters in case of the king's untimely death, for he is a wise and noble person. Yet, the bliss of the Valar lies on the realm and the rightfull heir came into age before the time of his succession was come. Thus this noble vassal stepped down from his claim, remaining a worthy advisor.
    +1 management, +2 influence


    EDIT:
    I was too lazy to look it up myself, but according to the Tolkien Gateway there's nowhere mentioned if Gandalf took Glamdring with him or not. I suppose he did take it to Aman. If he didn't he maybe left it at Imladris or Thranduil's.
    Last edited by Thangaror; May 31, 2011 at 06:56 AM.
    I would rather have a memory that is fair but unfinished than one that goes on to a grievous end.

  17. #17

    Default Re: Traits and Ancillaries Suggestions

    Quote Originally Posted by Thangaror View Post
    But you brought something up that I'd like to have changed, this is the "Disinherited" trait. The AI will set the heir quite randomly, I think it always chooses the first man at the far left end of the family tree. Even with those changes the player might have to declare a new heir (Because the 'real' heir was too young), therefore another trait than the negative "Disninherited" with positive effects would be great.
    The heir will always be assigned to the new ruler's eldest son, if the son is old enough.

    I like the disinherited trait but when I'm changing the heir from somebody who never deserved it in the first place I use the command:
    Code:
    give_trait "Character" Exheir 0
    in the console to remove their new Disinherited trait.

  18. #18
    Revelo's Avatar Decanus
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    Default Re: Traits and Ancillaries Suggestions

    Quote Originally Posted by acci_dent View Post
    The heir will always be assigned to the new ruler's eldest son, if the son is old enough.

    I like the disinherited trait but when I'm changing the heir from somebody who never deserved it in the first place I use the command:
    Code:
    give_trait "Character" Exheir 0
    in the console to remove their new Disinherited trait.
    The Disinherited trait gets on my nerves. Maybe if you were changing it from one son of the ruler to the next maybe, but not between families, you think you could tell the game to distinguish between Royal Families and other noble houses.

  19. #19

    Default Re: Traits and Ancillaries Suggestions

    Quote Originally Posted by Thangaror View Post
    Hm, not sure if this is feasible.
    Also I don't know if heir or king can be linked with another trait. Of course this would be great, though this should mean that the kingly heirlooms should be linked with "House of Telcontar", too.
    I'm very confident it's possible. The king and heir traits are only traits after all, triggered by someone becoming king or heir.

    I've started a new project: ethnic traits for all human factions. I will only post them in detail if there's any interest, because I noticed they're a real pain to do if you want to elaborate on them. Every faction should several ethnic traits, and a varying number of noble houses, which are cumulative with ethnic traits.
    Unfortunately I don't know enough about elves or dwarves to do anything similar.

    RK/Adunabar:

    Royal Dunedain
    This man is a descendant of the kings of old. Many generations of his forefathers have lived in hiding in the wilderness of Arnor, constantly fighting evil influences that threatened the world of men, a fact that few even know about. Only after their chieftain Aragorn, later to be known as Elessar Telcontar, stepped forward to seize the throne of Gondor and Arnor, did they reveal themselves to the world. Their long exile had left a mark on them, however, and even to this day they are few in numbers, and have remained a grim and secluded people. But they are still the greatest of all living men, and should be welcomed and treated with the respect they deserve if they were to offer their help.
    +1 influence, +50% bribe resistance, +1 hit point, +1 morale

    Dunedain
    This is a descendant of the men of Numenor, the greatest of all realms of men, past or present. When Numenor was swallowed by the sea for defying the Valar, some of its people escaped to Middle-Earth, and many more still lived in the colonies that were to become the kingdoms of Gondor and Arnor. For countless years, the dunedain have defended their lands and fellow men against all sorts of evil, and even to today does the ruling class of Gondor retain some traits of their ancestors, the most commonly known being their extended life span.
    +50% bribe resistance, +1 hit point

    Gondorian
    This man is a citizen of Gondor, the southermost of all realms that have never bowed before evil, and, as he would say, the light of civilization, and of all which is good in the world of men. The people of Gondor have faced countless hardships and threats through the years, and their constant struggle for freedom and survival have turned them into hardy men who are unlikely to give in to adversity. Although it is uncommon for an ordinary man like him to be appointed to a position of importance instead of a dunedain, he will carry out his tasks to the best of his ability. His forefathers have done so for thousands of years, and he has every intention to follow in their footsteps!
    +25% bribe resistance, -1 unrest

    Arnorian
    Distant relatives of the Dunlendings, the people of Arnor were quick to get used to their dunedaic overlords, and were just as quick to forget them after the northern kingdom's destruction. Their former lords, now exilees hiding in their own lands, continued to protect them from the shadows to the best of their abilities. This, and the fact that the efforts of evil were usually centered on the southern kingdom of Gondor, turned the population of Arnor into a generally peaceful, kind and unsophisticated people minding their own business and ahowing little interest in the affairs that were of no concern to them. But now that war is approaching once more, and that the Reunited Kingdom is threatened from all sides, the time may well have come for the people of Arnor to brace themselves and face the horrors which they were once protected from.
    +1 farming output, -1 unrest

    House of Telcontar
    +1 influence, +1 hitpoint

    House of Galador (RK only)
    -20% discount on animal unit recruitment cost, +5% trade income

    House of Hurin (RK only)
    +1 management, +1 farming output

    ----------------------------------------------------

    Harad

    Haradrian
    +10% trade income, -20% agent recruitment cost

    Black Numenorean
    The infamous black numenoreans of Umbar are a heritage of the darkest chapter in the history of mankind. After the fall of Numenor, many colonies of the once-powerful nation still remained in Middle-Earth, among them the city of Umbar. But it's inhabitants were quick to sell their hearts and minds to the shadow. They became but another of the many factions fighting for power in Harad. They dabbled in the forbidden arts and became (more or less) faithful servants of the Black Tower. All attempts of their dunedaic cousins to reconcile the two bloodlines amounted to nothing, the most iconic example being the marriage of king of Gondor and the southron noblewoman Beruthiel, which held no longer than a couple of years. Today, the black numenoreans' power has all but vanished. Following the surrender of Umbar to king Elessar of the Reunited Kingdom, they have lost almost all their political weight. Their numbers are dwindling, and their sorcery is failing them. Their fate lies now in the hands of their former rivals, the most notable among them being the house of the Black Serpent. But most of their dignitaries see the black numenoreans as a relic of the past. Whether or not they are right remains to be seen.
    +2 public security, +1 personal security, -20% agent recruitment cost, +1 hit point, -2 fertility, +5% cultic conversion

    Man of Far-Harad
    -1 influence, +1 hit point, +1 morale

    House of the Black Serpent
    +1 public security, +1 law

    ----------------------------------------

    Rohan

    Man of Rohan (can't think of the singular for rohirrim, and can't think of any other ethny either)
    +1 command with cavalry, +10% movement

    House of Eorl
    -10% unit recruitment cost, -1 unrest

    ----------------------------------------

    Dunland

    Hillman
    +1 farming output, +1 hit point

    Mountain-Man
    +1 command when ambushing, +1 experience to bodyguards

    Plainsman
    +5% trade income, -10% unit recruitment cost

    House of Wulf
    +5% tax income, +1 law

    --------------------------------------

    Rhun

    Wainrider
    +10% movement, +1 command when attacking

    Axeman
    +1 law, +1 morale

    Khandian
    +1 command with cavalry, +10% movement

    -----------------------------------------

    Dale

    Man of Dale
    +10% trade income, +1 command when defending

    Man of Rhovanion
    +1 farming output, +1 command when ambushing

    House of Bard
    +1 law, +1 morale
    Last edited by The Sloth; June 06, 2011 at 02:35 PM.

  20. #20
    Thangaror's Avatar Senator
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    Default Re: Traits and Ancillaries Suggestions

    Quote Originally Posted by The Sloth View Post
    I'm very confident it's possible. The king and heir traits are only traits after all, triggered by someone becoming king or heir.
    Had a look into the traits.txt for the first time now, and I guess you're right.

    I've started a new project: ethnic traits for all human factions. I will only post them in detail if there's any interest, because I noticed they're a real pain to do if you want to elaborate on them. Every faction should several ethnic traits, and a varying number of noble houses, which are cumulative with ethnic traits.
    Unfortunately I don't know enough about elves or dwarves to do anything similar.
    I do.
    Will think about some.
    I would rather have a memory that is fair but unfinished than one that goes on to a grievous end.

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