Results 1 to 8 of 8

Thread: Evil Trait

Hybrid View

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

    Default Evil Trait

    This is a little WIP that I am doing for my DaC version of TATW. I really enjoy the main mod and DaC and MoS, but I feel that they still don't give anything for 'being evil' so thats what this is.

    export_descr_chracter_traits.txt
    Spoiler Alert, click show to read: 
    Trait Slaver Characters family
    NoGoingBackLevel 2
    AntiTraits BadTaxman, BadTrader, BadAdministrator
    Level Taskmaster
    Description Slaver1_desc
    EffectsDescription Slaver1_effects_desc
    GainMessage Slaver1_gain_desc
    Threshold 1


    Effect Command -3
    Effect Trading 1
    Effect Squalor -2
    Effect Mining 1
    Effect Farming 1
    Effect TaxCollection 5
    Level Slave_Driver
    Description Slaver2_desc
    EffectsDescription Slaver2_effects_desc
    GainMessage Slaver2_gain_desc
    Threshold 15


    Effect Command -7
    Effect Trading 3
    Effect Squalor -4
    Effect Mining 3
    Effect Farming 3
    Effect TaxCollection 10
    Level Overlord
    Description Slaver3_desc
    EffectsDescription Slaver3_effects_desc
    GainMessage Slaver3_gain_desc
    Threshold 40


    Effect Command -10
    Effect Trading 5
    Effect Squalor -6
    Effect Mining 5
    Effect Farming 5
    Effect TaxCollection 20

    Trigger Government_Slaver
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and EndedInSettlement
    and GovernorTaxLevel = tax_extortionate
    Affects Slaver 1 Chance 100

    export_VnVS.txt
    Spoiler Alert, click show to read: 
    {Slaver1} Taskmaster{Slaver1_Desc} This man has begun to show promise at maintaining control over your slave population.
    {Slaver1_effects_desc} + Money, +pop, -happiness
    {Slaver1_gain_des} He has become a taskmaster.
    {Slaver2} Slave Driver
    {Slaver2_Desc} His talent for managing the slaves is really starting to show.
    {Slaver2_effects_desc} + Money
    {Slaver2_gain_des} He has become a taskmaster.
    {Slaver3} Overlord
    {Slaver3_Desc} A master in the art of controlling slaves.
    {Slaver3_effects_desc} + Money
    {Slaver3_gain_des} He has become a taskmaster.

    It's all going quite well, the trait works nicely. It still needs a lot of balancing, but before that I really want to make a second requirement for getting the trait. I was wondering if someone could point me in the direction for making a second, and pre-requisite trait. One that requires the governor to have sacked a city, or perhaps this city having been sacked by any general.

    The idea is that a slave population doesn't really have much say in the way they live their lives, especially under the rule of a god-king. If they wont work, you put them to death, its that simple. If they work, you keep them alive. It will become very powerful, especially staking with other traits, but I really want to slaughter towns. Not occupy them gently, AND lower the taxes from what they were before. I'm playing as the freaking embodiment of evil, not the UN.

    One problem: The trait doesn't actually show in the list for some reason. I would take advice for that as well.

  2. #2

    Default Re: Evil Trait

    #1 Props: TATW is perhaps the best mod of the TW series - but, I have always felt like the "evil" sides have had not enough attention; granted they get played less - but I concur - there should be rewards for "being evil" as "we are not the UN."

    For a "Second Prerequisite": You could make an new Ancillary "Prized Slaves" and then make that "steal-able" by beating a General with it - and then apply an appropriate trait based off of allegiance.

    So Ex: General BillyBobOrc of Mordor has the trait "Slaver 1" & the ancillary "Prized Slaves" -> The Elf, Legolas "the Whiny B" (epithets are important gents) beats BillyBobOrc in battle -> Legolas "the Whiny B" then gets the ancillary "Prized Slaves" which then [this is important] STARTS him down the "path" of getting the trait: "Slaver 1" and then we could add some other triggers.

  3. #3

    Default Re: Evil Trait

    I love it. Not sure how ancillaries work. Just started modding Medieval today. I have done some modding on Empire, but nothing publishable.

  4. #4

    Default Re: Evil Trait

    Thanks Withwnar!

  5. #5
    Withwnar's Avatar Script To The Waist
    Join Date
    Oct 2008
    Location
    Earth
    Posts
    6,329

    Default Re: Evil Trait

    Quote Originally Posted by taldarus View Post
    One problem: The trait doesn't actually show in the list for some reason. I would take advice for that as well.
    Should be...

    {Taskmaster} Taskmaster

    ...and so on. "Slaver1" is not the name of a trait level. The log is probably telling you about this error..

  6. #6
    Withwnar's Avatar Script To The Waist
    Join Date
    Oct 2008
    Location
    Earth
    Posts
    6,329

    Default Re: Evil Trait

    In case my answer was ambiguous...

    The trait name VNV entry's key/label is whatever the level name is in EDCT. The reds should match...

    EDCT:
    Code:
    Level Taskmaster
    VNV:
    Code:
    {Slaver1} Taskmaster
    Either make both red texts "Taskmaster" or make them both "Slaver1". I'd go with the latter, for consistency.

    For other VNV entries the key/label is whatever EDCT is saying to use. e.g. For description EDCT is saying to use VNV entry with key = "Slaver1_desc".

  7. #7

    Default Re: Evil Trait

    Oh I understood!

  8. #8

    Default Re: Evil Trait

    Here are a few links to some very good tutorials if you haven't already checked them out.

    How to: The Ancillary Guide

    Traits, Triggers & Monitors

Posting Permissions

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