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Thread: 2.5 Ancillaries- observations.

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  1. #1
    Silius Saurus's Avatar Biarchus
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    Default 2.5 Ancillaries- observations.

    I'd have to say that the ancillaries are much improved- however I confess that I tweaked the descr_ancillaries file to get fewer drinking companions. They were turning all my Gov's into alcoholics.

    One of the crucial ones in my campaign currently is the Honest Advisor - he prevents the Corrupt Judge who is a serious pain.

    Feel free to respond with your observations/tips.
    "If you're in a fair fight, you didn't plan it properly". -- Nick Lappos

  2. #2

    Default Re: 2.5 Ancillaries- observations.

    Thanks! I didn't know I needed honest advisors to keep the corrupt judges away.

    I'm finding that nearly all of my aging governors get bad ancillaries in the last 10-20 years of their lives, like chance just finally catches up to them or something. Corrupt Judge or Sloppy Scribe mostly. It's a bit much.

  3. #3
    Dean Martin's Avatar Tiro
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    Default Re: 2.5 Ancillaries- observations.

    I must say im a bit disappointed about ancilliaries in RS 2.5, I think i had much more in vanilla than in RS 2.5. I receive only Drinking companion, famous warrior or honest advisor when playing as celtic factions

    Oh and celtic academies, they do nothing to be honest.
    Last edited by Dean Martin; June 29, 2012 at 03:13 AM.


  4. #4
    Silius Saurus's Avatar Biarchus
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    Default Re: 2.5 Ancillaries- observations.

    I don't miss being overloaded with beastmasters and hunting dogs.

    Not sure what to do about the sloppy scribes. I can't even figure out how they are triggered.
    "If you're in a fair fight, you didn't plan it properly". -- Nick Lappos

  5. #5
    noelfaz's Avatar Foederatus
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    Default Re: 2.5 Ancillaries- observations.

    I find the Corrupt Judge ancillarie comes up way too often for my tastes to the point where it takes the piss , its the only thing so far that annoys me , But still a brilliant mod .Currently playing as the seleucid empire and doing great

  6. #6

    Default Re: 2.5 Ancillaries- observations.

    Quote Originally Posted by Silius Saurus View Post
    I'd have to say that the ancillaries are much improved- however I confess that I tweaked the descr_ancillaries file to get fewer drinking companions. They were turning all my Gov's into alcoholics.

    One of the crucial ones in my campaign currently is the Honest Advisor - he prevents the Corrupt Judge who is a serious pain.

    Feel free to respond with your observations/tips.
    If you're tweaking the file and if you don't want to wait for 2.6 in which hopefully this will be fixed, you may want to check the modifiers for some of the construction-related ancillaries, like Architect, Surveyor, etc. I don't recall which ones they were now, but some were raising costs instead of lowering them. (If any of the effects are negative, change them to positive so they will lower costs, or even change the magnitude if you like.) I think the problem was mostly with traits rather than ancillaries, so for those you'd need to alter the traits file.

    Personally, I like to give bad ancillaries to my aging generals/family members who aren't useful as governors/commanders. If I want to move a good ancillary to someone else, they can also do that as they're roaming around collecting the bad ones and waiting to die. That way, they're at least somewhat useful for helping other governors/commanders be more effective.

  7. #7
    Silius Saurus's Avatar Biarchus
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    Default Re: 2.5 Ancillaries- observations.

    Quote Originally Posted by Ovidius Empiricus View Post
    If you're tweaking the file and if you don't want to wait for 2.6 in which hopefully this will be fixed, you may want to check the modifiers for some of the construction-related ancillaries, like Architect, Surveyor, etc. I don't recall which ones they were now, but some were raising costs instead of lowering them. (If any of the effects are negative, change them to positive so they will lower costs, or even change the magnitude if you like.) I think the problem was mostly with traits rather than ancillaries, so for those you'd need to alter the traits file.

    Personally, I like to give bad ancillaries to my aging generals/family members who aren't useful as governors/commanders. If I want to move a good ancillary to someone else, they can also do that as they're roaming around collecting the bad ones and waiting to die. That way, they're at least somewhat useful for helping other governors/commanders be more effective.
    Yeah, I noticed the buildings inflated cost but too- a fix for this has been promised. I am aware of the stacking the negative ancillaries onto the oldsters and leaving them someplace to die. Problem is, they can only take one of each.
    "If you're in a fair fight, you didn't plan it properly". -- Nick Lappos

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