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  1. #1

    Default what's up with these traits???

    I can't understand these general traits. I look down the list of my generals traits and most of them have construction bonus traits as in it should cost less to build buildings yet every single general I have it cost more to construct buildings. it doesn't matter if I have the taxes on low or very high or in between. They all have good traits yet it cost like 20% more to build buildings with them in the settlement as it does with them out of it.

  2. #2

    Default Re: what's up with these traits???

    Yes... I have found this also... Are you playing 0 turn or 1 turn?

  3. #3

    Default Re: what's up with these traits???

    Quote Originally Posted by neofrage View Post
    Yes... I have found this also... Are you playing 0 turn or 1 turn?
    I'm playing 0 turn. I think I might try fixing it like everyone suggests i just don't know where to look

  4. #4

    Default Re: what's up with these traits???

    Quote Originally Posted by z28man View Post
    I'm playing 0 turn. I think I might try fixing it like everyone suggests i just don't know where to look
    Yes in my 0-turn campaigns with armenia, pontus, boii, arverni and sparta that was happenning quite a lot. Now I am playing cimbri 1-turn and i havent found that yet. But the best fix how to build buildings without these higher costs is to move a general with these traits out of the settlement, start the construction and move that general back in. Dont need to mess with any files I hope that they will fix it also with 2.6 patch, still waiting for it :-P

  5. #5

    Default Re: what's up with these traits???

    Quote Originally Posted by neofrage View Post
    Yes in my 0-turn campaigns with armenia, pontus, boii, arverni and sparta that was happenning quite a lot. Now I am playing cimbri 1-turn and i havent found that yet. But the best fix how to build buildings without these higher costs is to move a general with these traits out of the settlement, start the construction and move that general back in. Dont need to mess with any files I hope that they will fix it also with 2.6 patch, still waiting for it :-P
    that's what I do funny thing is there are actually some settlements that get a bonus not having a general in, like it's cheaper than even normal like the city itself has a bonus lol

  6. #6

    Default Re: what's up with these traits???

    They mixed up the positive and negative signs in the traits and ancillaries files for some of the construction-related stuff. You can search the files and switch them fairly easily, but I think this will be fixed in the next version (along with lots of other things) which is coming out sometime soon. The biggest effect of any of them is "hard worker" I guess, so if you really want the easy route that would be the one to fix (assuming it was incorrect, I don't remember), but there aren't all that many in the first place and searching through the files for the right term should mean it only takes a couple of minutes. Just don't change the structure of the files only the numbers or negative signs, and at the bottom of the launcher click "Delete map.rwm" (which sounds ominous and I have no idea what it really does), then it should be good.

    EDIT:
    I just checked, and the thing to know (if you aren't patient enough for 2.6 to fix it for you) is that positive numbers on the effect result in a lower construction cost. The errors weren't all consistently the wrong way around, and I don't remember what all of the errors were, but that should be all you need to figure it out. For example, you should see something like this:

    Trait Personality_Intelligent
    Characters family
    NoGoingBackLevel 1
    AntiTraits Personality_Slow, Deranged, Inbred

    Level Personality_Intelligent
    Description Personality_Intelligent_desc
    EffectsDescription Personality_Intelligent_effects_desc
    Threshold 1

    Effect Management 1
    Effect Construction 3
    If the number is negative, and you think "intelligent" means they should spend less money, then you want to make the number positive like I have in my file. I suppose it's arguable whether a "superior builder" will spend less money or more money for their fancy architectural wonder. I have no idea what the intention may have been behind any given trait or ancillary; but what I can say is I have it so all the good-sounding things lower the cost, meaning they all get positive numbers in their effects.
    Last edited by Ovidius Empiricus; August 19, 2013 at 05:18 PM. Reason: clarification

  7. #7
    magraev's Avatar Biarchus
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    Default Re: what's up with these traits???

    I think the reason a mistake like this goes unnoticed for so long is, that there are so many traits. I just assumed that another of the 30+ traits was responsible. Time to go searching in the traits-file :-)

  8. #8

    Default Re: what's up with these traits???

    I think the reason a mistake like this goes unnoticed for so long is, that there are so many traits. I just assumed that another of the 30+ traits was responsible. Time to go searching in the traits-file :-)
    In this case, the game's use of a positive number for the trait, which results in a decrease in the cost, is a bit counterintuitive when you think about it a certain way. The RTW game designers were evidently thinking "positive numbers mean good, negative numbers mean bad -- these are traits of the person or the ancillary not a property being identified with the cost itself" rather than thinking "these are positive coefficients and mean adding to the cost, while negative coefficients mean reducing it." So when someone in RS II did a little modding, it was easy to be confused by that. And there are lots of traits and ancillaries, so it's reasonable that it just didn't get noticed in testing because so many other things get more attention.

    I'm playing 0 turn. I think I might try fixing it like everyone suggests i just don't know where to look
    Sorry I didn't mention that before. Both files are in the data folder. (There's a main folder version, as well as separate ones for 0-turn and 1-turn for different factions, depending on what you play. I've never figured out which you'd need to change, so to make sure, change both the one in the main folder and whichever applies specifically to your game, in this case the data folder inside the "Play_Rome" folder ... all of the others you can safely ignore since you don't play them.)

    export_descr_character_traits
    export_descr_ancillaries

  9. #9

    Default Re: what's up with these traits???

    can you tell me what files I'm looking for?

  10. #10
    dvk901's Avatar Consummatum est
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    Default Re: what's up with these traits???

    This will be fixed in Patch 2.6, which is going to be released this weekend or maybe before. The reason for the mix-up was my fault.....all of the other bonuses are either plus means plus, or negative means negative. But in this one case, a plus means a negative, and a minus means a plus. Weird and confusing.

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  11. #11
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    Default Re: what's up with these traits???

    Quote Originally Posted by dvk901 View Post
    This will be fixed in Patch 2.6, which is going to be released this weekend or maybe before. The reason for the mix-up was my fault.....all of the other bonuses are either plus means plus, or negative means negative. But in this one case, a plus means a negative, and a minus means a plus. Weird and confusing.
    This was posted by dvk 4 hours ago in another thread. Great news indeed (if you havent planned anything else for the weekend)

  12. #12

    Default Re: what's up with these traits???

    are you serious, is it really going to be released by this weekend????

  13. #13
    magraev's Avatar Biarchus
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    Default Re: what's up with these traits???

    Woo great :-D

  14. #14
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    Default Re: what's up with these traits???

    Ahhh, was supposed to be posted in the "RS 2.6" thread. It's my Tapatalk new app, that confused me. Sorry for that.

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