Results 1 to 6 of 6

Thread: Thoughts on Character Traits

Hybrid View

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

    Default Thoughts on Character Traits

    The forum keeps denying me, so I'm posting part by part to figure out what is supposedly forbidden.

    Hi there, my name is Limith and I am a Comp Sci student at Uni and modder in my free time. I don't have major experience with modding Total War, but I have made local modifications of character traits, buildings, units, etc in various Rome and Medieval 2 Total War mods, generally to fix bugs.

    Anyway, I've found that in almost all mods I end up playing, I keep making the same changes regarding character traits, so I was wondering what the team's opinion of some of the changes are (I haven't touched EB's traits file before, so I don't know how valid they are, but I have played EB) I've implemented in RTR6, IB, RS, and Kingdoms: Grand Campaign (may not be applicable to EB2)

  2. #2

    Default Re: Thoughts on Character Traits

    (Also can't edit for some reason. :S)

    Adjustment to Corruption based on Treasury:
    It's very annoying to find that governors gain corrupt traits for small amounts of gold (basically anything positive), especially if the amount is below an amount I need to save to build a building in a City. I generally move up the amounts to a more reasonable cap (first starts at appx 80% of the most expensive normal building) and add additional triggers, such as requiring high/normal taxes (it's quite easy to get more money than one can spend).

    Management Traits based on Smart Tax Level:

    I don't remember which mod this was, but in it, a governor would lose skill if the population was unhappy even if there was nothing one could do about it. I changed it to if a population is unhappy and taxes are high, BadAdministrator traits increase. Likewise, if a population is unhappy, but taxes are low, then there is a chance of gaining GoodAdministrator.

  3. #3

    Default Re: Thoughts on Character Traits

    ItBfA:
    Added chance for wife to gain intelligence if a character is married and in a place with an academy, etc. Also, I generally balanced bad and positive chances for Academy such that it would cancel out one vice building. Of course, now in most games I rarely ever build vice buildings (Taverns, Gladiatorial, Races) since I looked at the code and noticed many bad traits are associated with them, but I did dislike the fact that there was very little one could do to balance out a vice building. In addition, added (in some mods) ability to gain GoodFarmer and other like traits.

  4. #4

    Default Re: Thoughts on Character Traits

    Dynamic Family:

    Mainly modifying triggers so that winning battles increases chance of FaithfulWife, losing increases chance of the opposite.
    I haven't implemented this myself, but it would be interesting to see an expanded family trait system which I think is really underdeveloped in game. Stuff like
    -Arranged Marriage (I): Increases chance of having a child (expected of an arranged Marriage)
    -Arranged Marriage (II): Decreases chance of having a child (after the first child)
    -Childhood Friends: Increases chance of having a child, increases security
    -Childhood Lovers: Increases chance of having a child, Increases security (wife not plotting behind your back), increases loyalty by 1
    -Loveless Marriage: Greatly decreases chance of having a child, decreases security

  5. #5

    Default Re: Thoughts on Character Traits

    Dynamic Games/Race Vice
    Added chance for someone who is in a settlement with Gladiatorial Games/Races to gain dislike, because it is more realistic that way. To prevent net balancing to 0, made it so that someone who gains the like trait will gravitate toward like, while those who gain the hate will go the other way.

    On another note: I noticed in IB that there is a character trait trigger where if a Farm is not in the recently built building, it has a chance of adding BadFarmer, does this fire even if it is not possible to build a farm?

    Tangent: I noticed in IB that there is a character trait trigger where if a Farm is not in the recently built building, it has a chance of adding BadFarmer, does this fire even if it is not possible to build a farm?

    _________
    Other opinions:
    -I wrote some stuff here but the forum prevented me from posting and I lost everything. Basically, 1st post is about how I dislike the RPG Roman rank system in RS and RTR7 due to micromanagement overload and the fact the script breaks quite often, so if it does get added to EB2, please make it optional. Second was a request to not have lower tier units be lost on barrack upgrade. Third was to make sure that units can actually be built if the building allows it. IB mod fails horribly in this aspect and I had to personally fix many bugs with Roman units for West_Rebel and Romano_British when playing those countries.

  6. #6

    Default Re: Thoughts on Character Traits

    getting really annoyed at what could possibly be annoying the URL or forbidden word filter...
    Increases to Bonuses from Academies


    Dynamic Family

    Dynamic Games/Race Vice

Posting Permissions

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