Hi Lurex, thanks a lot for all these comments. It's exactly what's needed to move modding forward.
The traits and ancillaries are indeed something that needs working on. You example "lazy" is definitly something that's untouched since SS6.4, or maybe vanilla.
Originally Posted by
Lurker from Codex
(Chance 1 is not 1% in this game apparently)
- I fully agree, see here for a discussion.
Originally Posted by
Lurker from Codex
selfperpetuation ... make more conditions. Make high-stat generals be able to protect themselves against your negative traits.
yes, indeed.
Originally Posted by
Lurker from Codex
" I find it mildly annoying to read through lists and lists of 30+ traits (contradictive traits, mind you) of every general. E.g. how can a man be Trustworthy and Very Disloyal at the same time?"
Actually two issues are here:
- contradictory traits - yes, indeed, I gradually take away such stupidities but it's long way to go. I hope it's already better than it was. You may discern it in one of the more recent changes:
Code:
;----------------------------------------------------- teenagerTrigger Body_Handsome_Teenager
WhenToTest CharacterTurnEndInSettlement
Condition Trait Wantschool > 0 ; lasts 12 turns, no upper limit as an ugly duck can develop into a beautiful swan
and Trait Handsome > 3 ; if he's already ugly, more care for himself won't help much, saddly
Affects Handsome 1 Chance 10
;----------------------------------------------------- staying with builidings
Trigger Body_Handsome_artist_studio
WhenToTest CharacterTurnEndInSettlement
Condition Trait Handsome > 3
and Trait Handsome < 8
and Trait WellGroomed > 0
and CharacterAge < 40
and SettlementBuildingExists >= artist_studio
Affects Handsome 1 Chance 5
;------------------------------------------
Trigger Body_Handsome_theatre
WhenToTest CharacterTurnEndInSettlement
Condition Trait Handsome > 3
and Trait Handsome < 8
and Trait WellGroomed > 0
and CharacterAge < 40
and SettlementBuildingExists >= theatre
Affects Handsome 1 Chance 5
;------------------------------------------
Trigger Body_WellGroomed_bath_house
WhenToTest CharacterTurnEndInSettlement
Condition Trait Handsome > 3
and SettlementBuildingExists >= bath_house
and Attribute Chivalry > 0
Affects WellGroomed 1 Chance 5
;---------------------------------------------------- events in life
Trigger Body_Handsome_SeverelyWounded
WhenToTest CharacterTurnEnd
Condition Trait SeverelyWounded > 0
and Trait Handsome > 3
Affects Handsome -1 Chance 10
;------------------------------------------
Trigger Body_Handsome_Diseased
WhenToTest CharacterTurnEnd
Condition Trait Diseased > 0
Affects Handsome -1 Chance 10
;------------------------------------------
Trigger Body_Handsome_Plague
WhenToTest SettlementHasPlague
Condition Trait Handsome > 1
Affects Handsome -1 Chance 10
;------------------------------------------
Trigger Body_Handsome_TooMuchDrinking_DuringPlague
WhenToTest SettlementHasPlague
Condition Trait Drink > 2
and Trait Handsome > 3
Affects Handsome -1 Chance 10
;------------------------------------------
Trigger Body_Handsome_Alcoholic
WhenToTest CharacterTurnEnd
Condition Trait Drink > 4
and Trait Handsome > 3
Affects Handsome -1 Chance 10
;-------------------------------------------------- impact of WellGroomed on Handsome
Trigger Body_WellGroomed_Impacts_Handsome
WhenToTest CharacterTurnEndInSettlement
Condition Trait WellGroomed > 1 ; not simply caring to be tidy, but more
and Trait Handsome > 3 ; not possible to improve a tragic situation
and Trait Handsome < 7 ; the use of cosmetics has it's limits
and Trait FitForOffice > 1 ; must be rational and healthy to do it
Affects Handsome 1 Chance 5
;-------------------------------------------------- impact of other traits
Trigger Body_TourneyKnight_Impacts_WellGroomed
WhenToTest CharacterTurnEndInSettlement
Condition Trait WellGroomed < 2 ; can get basic idea of being tidy, but no more
and Trait TourneyKnight > 2 ; if he's accustomed to courtly life
and Trait FitForOffice > 1 ; must be rational and healthy to do it
Affects WellGroomed 1 Chance 5
;------------------------------------------
Trigger Body_Cultured_Impacts_WellGroomed
WhenToTest CharacterTurnEndInSettlement
Condition Trait WellGroomed < 3 ; not max, but much
and Trait Cultured > 2
and Trait FitForOffice > 1
Affects WellGroomed 1 Chance 5
;------------------------------------------
Trigger Body_ExpensiveTastes_Impacts_WellGroomed
WhenToTest CharacterTurnEndInSettlement
Condition Trait ExpensiveTastes > 1
and Trait FitForOffice > 1
Affects WellGroomed 1 Chance 5 ; it can go max
;------------------------------------------
Trigger Body_Alcohol_Impacts_WellGroomed
WhenToTest SettlementHasPlague
Condition Trait Drink > 4
Affects WellGroomed -1 Chance 10 ; it can go down to 0 if Alcoholic
;------------------------------------------
Trigger Body_Gambling_Impacts_WellGroomed
WhenToTest SettlementHasPlague
Condition Trait Gambling > 3 ; it can go down to 0 if life is spent on the cards
Affects WellGroomed -1 Chance 10
;---------------------------------------------------- clearing houses
Trigger Body_Handsome_Not_WellGroomed_Max
WhenToTest CharacterTurnStart
Condition Trait WellGroomed < 1
and Trait Handsome > 7
Affects Handsome -1 Chance 100
;------------------------------------------
Trigger Body_Handsome_Scars_Some_ClearingHouse
WhenToTest CharacterTurnStart
Condition Trait BattleScarred > 1
and Trait Handsome > 5
Affects Handsome -1 Chance 100
;------------------------------------------
Trigger Body_Handsome_Scars_Many_ClearingHouse
WhenToTest CharacterTurnStart
Condition Trait BattleScarred > 2
and Trait Handsome > 3
Affects Handsome -1 Chance 100
;-------------------------------------------
Trigger Body_Handsome_StartCampaign
WhenToTest CharacterTurnStart
Condition I_TurnNumber = 0
and Trait Handsome < 1
Affects Handsome 5 Chance 100
;------------------------------------------
Trigger Body_Handsome_LowerBound_Technical
WhenToTest CharacterTurnStart
Condition Trait Handsome < 1
Affects Handsome 1 Chance 100
- the number of traits a general has - I do think about this issue and I want to limit the number of the traits. Perhaps by cutting down the number of traits. Especially for lower difficulties. One of the goals of my modding is: EACH trait should to be relevant for the player because of the gameplay, not because of the benefits it provides. Take "Disciplinarian" - the player should pay attention because it increased the likehood of morale of troops staying high (so he looks through the generals to pick the right one to lead the army on the offensive), not the direct benefits. Furtheremore, the more important traits should appear first in the list.
Originally Posted by
Lurker from Codex
Ancillaries. Too many ancillaries
Indeed. This is another part I'm working on.
For instance, a general will get only one educational ancillary.
Code:
;---------- EDUCATION ---------------------; significant (2) benefits throughout life
; also help teenagers in education compensating lack of Intelligence
; so that a teenager can be not-Intelligent but still learn something,
; but if he's Intelligent a Tutor won't make such a big difference
;------------------------------------------ mentor: only for Military, at CoA with good father
Ancillary mentor
Type Education
Transferable 0
Image mentor.tga
ExcludedAncillaries tutor, academic_advisor
Description mentor_desc
EffectsDescription mentor_effects_desc
Effect Command 1
Effect HitPoints 1
;------------------------------------------ tutor: only for Admin, at CoA with good father
Ancillary tutor
Type Education
Transferable 0
Image tutor.tga
ExcludedAncillaries mentor, academic_advisor
Description tutor_desc
EffectsDescription tutor_effects_desc
Effect Piety 1
Effect Trading 10
;------------------------------------------ academic_advisor: only from University during education
Ancillary academic_advisor
Type Education
Transferable 0
Image academic_scholar.tga
ExcludedAncillaries mentor, tutor
Description academic_advisor_desc
EffectsDescription academic_advisor_effects_desc
Effect Trading 10
Effect TaxCollection 10
Code:
;=========================================================================== Education
;---------- Education --------------------------------------
; Mentor for martial matters, Tutor & EconAdv for civilian
; all are mutually excluded
; Mentor and Tutor received at CoA thanks to Father&Mother
; EconAdv received during education at university due to own traits
;------------------------------------------ mentor
Trigger Mentor_Father_Military
WhenToTest CharacterComesOfAge
Condition FatherTrait MilitaryInclination > 0
and Trait MilitaryInclination > 0
AcquireAncillary mentor chance 10
;------------------------------------------
Trigger Mentor_Father_AuthorityHigh
WhenToTest CharacterComesOfAge
Condition FatherAttribute Authority > 5
and Trait MilitaryInclination > 0
AcquireAncillary mentor chance 10
;------------------------------------------
Trigger Mentor_Father_AuthorityLow
WhenToTest CharacterComesOfAge
Condition FatherAttribute Authority > 2
and Trait MilitaryInclination > 0
AcquireAncillary mentor chance 10
;------------------------------------------
Trigger Mentor_Father_CommandHigh
WhenToTest CharacterComesOfAge
Condition FatherAttribute Command > 5
and Trait MilitaryInclination > 0
AcquireAncillary mentor chance 10
;------------------------------------------
Trigger Mentor_Father_ChivalryHigh
WhenToTest CharacterComesOfAge
Condition FatherAttribute Chivalry > 5
and Trait MilitaryInclination > 0
AcquireAncillary mentor chance 10
;------------------------------------------
Trigger Mentor_Father_DreadHigh
WhenToTest CharacterComesOfAge
Condition FatherAttribute Chivalry < -5
and Trait MilitaryInclination > 0
AcquireAncillary mentor chance 10
;------------------------------------------
Trigger Mentor_Father_Intelligent
WhenToTest CharacterComesOfAge
Condition FatherTrait Intelligent > 6
and Trait MilitaryInclination > 0
AcquireAncillary mentor chance 10
;------------------------------------------
Trigger Mentor_Mother_Wise
WhenToTest CharacterComesOfAge
Condition FatherTrait WifeIsWise > 2 ; on purpose more difficult than Tutor
and Trait MilitaryInclination > 0
AcquireAncillary mentor chance 10
;------------------------------------------ to compensate pagans for they don't have a chance for Academic Advisor
Trigger Mentor_SBC_Perkunas
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= perkunas_altar
and Trait Wantschool > 0
AcquireAncillary mentor chance 33
;------------------------------------------
Trigger Mentor_SBC_Dievas
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= dievas_altar
and Trait Wantschool > 0
AcquireAncillary mentor chance 33
;------------------------------------------
Trigger Mentor_SBC_Giltine
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= giltine_altar
and Trait Wantschool > 0
AcquireAncillary mentor chance 33
;------------------------------------------
Trigger Mentor_SBC_Tengir
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= tengir_altar
and Trait Wantschool > 0
AcquireAncillary mentor chance 33
;------------------------------------------
Trigger Mentor_SBC_CPerkunas
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= c_perkunas_altar
and Trait Wantschool > 0
AcquireAncillary mentor chance 33
;------------------------------------------
Trigger Mentor_SBC_CDievas
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= c_dievas_altar
and Trait Wantschool > 0
AcquireAncillary mentor chance 33
;------------------------------------------
Trigger Mentor_SBC_CGiltine
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= c_giltine_altar
and Trait Wantschool > 0
AcquireAncillary mentor chance 33
;------------------------------------------
Trigger Mentor_SBC_CTengir
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= c_tengir_altar
and Trait Wantschool > 0
AcquireAncillary mentor chance 33
;--------------------------------------------------------- tutor
Trigger Tutor_Father_AuthorityHigh
WhenToTest CharacterComesOfAge
Condition FatherAttribute Authority > 5
and Trait GovernorInclination > 0
AcquireAncillary tutor chance 10
;------------------------------------------
Trigger Tutor_Father_AuthorityLow
WhenToTest CharacterComesOfAge
Condition FatherAttribute Authority > 2
and Trait GovernorInclination > 0
AcquireAncillary tutor chance 10
;------------------------------------------
Trigger Tutor_Father_PietyHigh
WhenToTest CharacterComesOfAge
Condition FatherAttribute Piety > 5
and Trait GovernorInclination > 0
AcquireAncillary tutor chance 10
;------------------------------------------
Trigger Tutor_Father_LoyaltyHigh
WhenToTest CharacterComesOfAge
Condition FatherAttribute Loyalty > 5
and Trait GovernorInclination > 0
AcquireAncillary tutor chance 10
;------------------------------------------
Trigger Tutor_Father_Intelligent
WhenToTest CharacterComesOfAge
Condition FatherTrait Intelligent > 6
and Trait GovernorInclination > 0
AcquireAncillary tutor chance 10
;------------------------------------------
Trigger Tutor_Mother_Wise
WhenToTest CharacterComesOfAge
Condition FatherTrait WifeIsWise > 1
and Trait GovernorInclination > 0
AcquireAncillary tutor chance 10
;--------------------------------------------------------- academic_advisor
Trigger Academic_Advisor_University_Intelligent
WhenToTest CharacterTurnEnd
Condition SettlementBuildingExists >= university
and Trait Wantschool > 0
and Trait Intelligent > 6
AcquireAncillary academic_advisor chance 5
;------------------------------------------
Trigger Academic_Advisor_University_MathematicsSkill
WhenToTest CharacterTurnEnd
Condition SettlementBuildingExists >= university
and Trait Wantschool > 0
and Trait MathematicsSkill > 0
AcquireAncillary academic_advisor chance 5
;------------------------------------------
Trigger Academic_Advisor_University_Introvert
WhenToTest CharacterTurnEnd
Condition SettlementBuildingExists >= university
and Trait Wantschool > 0
and Trait Introvert > 0
AcquireAncillary academic_advisor chance 5
;------------------------------------------
Trigger Academic_Advisor_Intelligent_GreatLibrary
WhenToTest CharacterTurnEnd
Condition SettlementBuildingExists > library
and Trait Intelligent > 5
and Trait Wantschool > 0
AcquireAncillary academic_advisor chance 5
;------------------------------------------
Trigger Academic_Advisor_SBC_GreatLibrary
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished > library
and Trait Wantschool > 0
AcquireAncillary academic_advisor chance 33
;------------------------------------------
Trigger Academic_Advisor_SBC_University
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= university
and Trait Wantschool > 0
AcquireAncillary academic_advisor chance 33