Results 1 to 16 of 16

Thread: Making Special abilities genetic

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Making Special abilities genetic

    Hello,

    I like the special abilities that some generals have in the start of a campaign. They make important characters better and add to the whole feel of the game. My question is, can i make those special abilities so they go from father to son? Or random is fine by me too. It should still be rare, but it would be fine to have some new generals with the abilities in later games.

    Thanks in advance!


  2. #2
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Making Special abilities genetic

    Only starting or scripted generals may have abilities, thus no maturing sons/generals can have it. Limitation I'm afraid.

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  3. #3

    Default Re: Making Special abilities genetic

    Quote Originally Posted by Ngugi View Post
    Only starting or scripted generals may have abilities, thus no maturing sons/generals can have it. Limitation I'm afraid.
    That said, I wouldn't mind more having unique abilities and making those abilities more unique

    Though that might belong more to the suggestion thread then this thread I guess.

  4. #4

    Default Re: Making Special abilities genetic

    Ah, shame! Thanks for answering!


  5. #5
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Making Special abilities genetic

    For anybody interested in creating or modify abilities then, here's the link to my mate Noobas tutorial/resource on the topic: http://www.twcenter.net/forums/showthread.php?t=472641

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  6. #6

    Default Re: Making Special abilities genetic

    Wouldn't be possible to make a father-to-son trait with the special abbility?

  7. #7
    Minas Moth's Avatar Senator
    Join Date
    Feb 2011
    Location
    Croatia
    Posts
    1,338

    Default Re: Making Special abilities genetic

    Quote Originally Posted by yber7 View Post
    Wouldn't be possible to make a father-to-son trait with the special abbility?
    no, that's not how traits work... they don't give IN BATTLE ABILITIES, only campaign one. and even those aren't abilities, they are more of BONUSES...

  8. #8

    Default Re: Making Special abilities genetic

    No Kekkei Genkai for the Elves... They're strong enough as it is.

  9. #9
    Mhaedros's Avatar Brave Heart Tegan
    Content Emeritus

    Join Date
    Feb 2011
    Location
    Finland
    Posts
    8,764
    Blog Entries
    2

    Default Re: Making Special abilities genetic

    How do you know, you play 1.4?
    Under the patronage of Finlander. Once patron to someone, no longer.
    Content's well good, innit.


  10. #10
    Incredible Bulk's Avatar Vicarius
    Join Date
    Dec 2011
    Location
    San Diego, CA
    Posts
    2,615

    Default Re: Making Special abilities genetic

    What are the different type is abilities?

  11. #11
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Making Special abilities genetic

    As quoted from Noobas tutorial these are possible ability effects;
    Possible Values: lock_morale, rally_units, army_morale, army_fatigue, soldier_combat_effectiveness, unit_infighting

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  12. #12
    oxxid's Avatar Civis
    Join Date
    Feb 2011
    Location
    Paris, France
    Posts
    174

    Default Re: Making Special abilities genetic

    Quote Originally Posted by Ngugi View Post
    As quoted from Noobas tutorial these are possible ability effects;
    Speaking of these, I find description in some abilities like "decreases fatigue" confusing. I thought at first that it would give them some stamina whereas it does exactly the opposite, it wears them down.

    I think the description should say "decreases stamina", that would make things clearer.

  13. #13
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Making Special abilities genetic

    Most abilities are intentionally designed to give a temporary stamina boost and after cause an increased fatique.
    Like an adrenaline rush; great power for a while but leaves you exhaused afterwards A balance issue as I see it.

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  14. #14
    oxxid's Avatar Civis
    Join Date
    Feb 2011
    Location
    Paris, France
    Posts
    174

    Default Re: Making Special abilities genetic

    Quote Originally Posted by Ngugi View Post
    Most abilities are intentionally designed to give a temporary stamina boost and after cause an increased fatique.
    Like an adrenaline rush; great power for a while but leaves you exhaused afterwards A balance issue as I see it.
    Problem is, as soon as I begin the use of such an ability, stamina decreases, there's no boost at all. And then it decreases further. A real downside, and as such I don't use them anymore, or only if the unit is already exhausted.

  15. #15
    Incredible Bulk's Avatar Vicarius
    Join Date
    Dec 2011
    Location
    San Diego, CA
    Posts
    2,615

    Default Re: Making Special abilities genetic

    What does that generic horn blowing do for the general? What does it accomplish?

  16. #16

    Default Re: Making Special abilities genetic

    Yes does generic horn blowing just raise morale and stop fleeing troops? Does anyone know the range of using special abilities? How close does the general need to be to the units? How close for general morale boost?

    Also, why no Legolas ability??? And why does Gandalf the White appear as an archery unit? Would be nice to have a unique heavy cav for the elves.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •