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  1. #1
    Live2sculpt's Avatar Senator
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    Default Point to an Agent Traits List?

    Unorthidoxy, subterfuge, charm, etc..
    We can generally guess which of these traits are for which agent types.
    But do we have a DEFINITIVE list specifying them for us somewhere?
    And is there a means to adding, swapping, or removing them from the agent types?

  2. #2
    irishron's Avatar Cura Palatii
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    Default Re: Point to an Agent Traits List?

    Have you checked the Docudemons?

  3. #3
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    Default Re: Point to an Agent Traits List?

    export_descr_character_traits.txt lists the traits, and the agent types they operate on, before listing the triggers. So you can try restricting the agent types there.

  4. #4
    Live2sculpt's Avatar Senator
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    Default Re: Point to an Agent Traits List?

    Quote Originally Posted by Taiji View Post
    export_descr_character_traits.txt lists the traits, and the agent types they operate on, before listing the triggers. So you can try restricting the agent types there.
    Cheers!
    What I'm fuzzy about are the Effect lines (note NOT Affects) Diplomat=Influence Spy=Subterfuge Princess=Charm etc.
    Can any Agent type get a base probability in ANY Effect?
    Example: A Princess can use Influence AND Charm, but can she also use Subterfuge?
    If that is a limitation then where is THAT governed?
    If it is in export_descr_character_traits.txt then I'm not reading it right....

    I thought perhaps changing the 'actions' line in the characters.txt but not sure if that'd function, or how to test it....

    Spoiler Alert, click show to read: 
    type named character
    actions moving_normal, moving_quickmarch, garrison, assault, attack, besiege, entrench, ambush, diplomacy, exchange, building_fort, building_watchtower

    type general
    actions moving_normal, moving_quickmarch, garrison, assault, attack, besiege, entrench, ambush, exchange

    type spy
    actions moving_normal, spying

    type assassin
    actions moving_normal, assassinate, sabotage

    type diplomat
    actions moving_normal, moving_quickmarch, diplomacy

    type admiral
    actions moving_normal, quick_sail, blockade, disembark, exchange

    type princess
    actions moving_normal, diplomacy, marry

    type merchant
    actions moving_normal, acquire

    type priest
    actions moving_normal, denounce


    The goal of all this being to create a different Agent type with a new mix of abilities.
    Last edited by Live2sculpt; December 25, 2011 at 10:54 PM.

  5. #5

    Default Re: Point to an Agent Traits List?

    Quote Originally Posted by Live2sculpt View Post
    The goal of all this being to create a different Agent type with a new mix of abilities.
    Unfortunatly it is not possible to change agents abilities....abilities cannot be added (they can be removed without any issues)....Unfortunately advances in this area are very limited due to various hardcoding issues with making changes to agents....You could create a new agent but I'm afraid you just can't mix abilities...

  6. #6
    Live2sculpt's Avatar Senator
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    Default Re: Point to an Agent Traits List?

    Quote Originally Posted by valvegas1 View Post
    Unfortunatly it is not possible to change agents abilities....abilities cannot be added (they can be removed without any issues)....Unfortunately advances in this area are very limited due to various hardcoding issues with making changes to agents....You could create a new agent but I'm afraid you just can't mix abilities...
    Well that's not so bad, as my ambitions are modest. I'm seeking to make a Steward Agent that could help to keep a settlement from descending into chaos whenever a leader character is not in town.

    But I still need to understand exactly what sets of abilities rest with which agents in order to begin that process.

    Is my list from characters.txt giving the correct indications that I need to go forward?
    Is there a thread showing someone else's modest success in this same type of endeavor?

  7. #7

    Default Re: Point to an Agent Traits List?

    There is first the hardcoded limit of 12 agent types.
    1. Spy
    2. Assassin
    3. Witch
    4. Heretic
    5. Merchant
    6. Inquisitor
    7. Princess
    8. General
    9. Imam
    10. Diplomat
    11. Admiral
    12. Priest

    Then there abilities are also agent dependent and won't work on another type.
    So this leaves you to use only Heretic & Inquistor type. In Bellum Crucis mod for example they have used them for Alchemist (Heretic) & Inquisitor (Anti-Pope).
    Last edited by Ishan; December 26, 2011 at 04:56 AM. Reason: typo

  8. #8
    Live2sculpt's Avatar Senator
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    Default Re: Point to an Agent Traits List?

    Quote Originally Posted by Ishan View Post
    There is first the hardcoded limit of 12 agent types.
    1. Spy
    2. Assassin
    3. Witch
    4. Heretic
    5. Merchant
    6. Inquisitor
    7. Princess
    8. General
    9. Imam
    10. Diplomat
    11. Admiral
    12. Priest

    Then there abilities are also agent dependent and won't work on another type.
    So this leaves you to use only Heretic & Inquistor type. In Bellum Crucis mod for example they have used them for Alchemist (Heretic) & Inquisitor (Anti-Pope).
    Proposition:
    Witch or Heretic-
    Neutralize all but their Public Disorder ability(*?)
    Reverse the Public Disorder modifier value
    Swap out the voice for a more suitable selection
    Swap out the model for a more suitable selection
    Modify related export name and event text
    Disable the vanilla spawn script (*?)
    Add to recruit pool for selected building(s) in EDB (*?)

    What problems are in this proposition so I might just forget about it?

  9. #9

    Default Re: Point to an Agent Traits List?

    Inquisitor and heretic can't be recruited through EDB iirc but witch can be recruited. So use that.
    You have to change its default strat map animations, voice type, text entries like expanded.txt, unit description etc, remove any traits & ancs to kill the effects it has on region\characters. Cut the default generation of them from the descr_campaign_db.xml file etc. Plus many things that i can't remember but these are the ones that you have to start with imo.

  10. #10
    Live2sculpt's Avatar Senator
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    Default Re: Point to an Agent Traits List?

    Quote Originally Posted by Ishan View Post
    Inquisitor and heretic can't be recruited through EDB iirc but witch can be recruited. So use that.
    You have to change its default strat map animations, voice type, text entries like expanded.txt, unit description etc, remove any traits & ancs to kill the effects it has on region\characters. Cut the default generation of them from the descr_campaign_db.xml file etc. Plus many things that i can't remember but these are the ones that you have to start with imo.
    The points I added question marks to are the only ones I don't have experience in.
    Now you have let me know where I can go to redact out the witch spawning info. Thanks.

    But I still don't know exactly how to directly edit/manage the witch abilities; to neutralize any of her other abilities and reverse her Public Order affecting ability to cause a positive effect.

    The only solution I know how to do would involve making hidden traits and counter-traits, and that idea is STILL half baked until I know where those exact abilities are governed.

    @Irishron Thanks, I haven't looked through the Docudemons in a while. I snagged GED's copy and will look through it for a refresher. Perhaps the answer to these remaining questions is in there?

    @Ishan If you should remember any other things that must be modified please write back. It could save me some trouble since I now seem on my way to trying.

  11. #11
    Live2sculpt's Avatar Senator
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    Default Re: Point to an Agent Traits List?

    I've never investigated Witches abilities before
    Magic and Wrath.
    Humph...
    I haven't deduced exactly how these Magic or Wrath abilities function, but so far it seems like they can't have any effect on Settlements. They appear to be directed only at adding new traits to other characters.
    Also, their third ability, to spread heresy, appears to be hardcoded, since there are no Piety values listed anywhere.

    Furthermore, so long as I can't draw a connection between an Assassins Subterfuge ability and how it Affects Public order, much less how to separate out the Assassins other hardcoded behaviors, I will have to drop this plan for a Settlement overseer type of Agent.

    Thanks for your time guys.
    Last edited by Live2sculpt; December 27, 2011 at 12:02 AM.

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