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Thread: Traits & Ancillaries fix for M2TW

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  1. #1

    Default Traits & Ancillaries fix for M2TW

    I have been fixing and balancing quite a few of the issues with the Traits & Ancillaries in v1.0 of M2TW. Once the patch is out I'll verify the changes and then release the files.

    This is just a temporary fix until someone does a thorough piece of work on the files and includes the GAFH concept etc.

    -----------------------------
    CHANGE LOG
    -----------------------------
    -inquisitor trait gain reduced
    -bishop from huge cathedral
    -balanced "BadTaxman" trait
    -increase in piety and reduction in penalties
    -corruption related vices balanced
    -pagan magician balanced
    -improvements to good admin traits (GoodFarmer, GoodTaxman, GoodAdmin, GoodBuilder, GoodMiner)
    -fixes/changes to many ancillaries incl. mistress, physician/doctor, Chivalric Knight for Moors etc.
    -balanced probability for getting ancillaries so it's more varied and included missing triggers
    -changes to academic triggers (compensating for long period before academic buildings are available)
    -improvements to Princess traits
    -balancing Crusader/Holy Warrior traits (should take more than 1 crusade/Jihad to max out)
    -reducing spy trait gain
    -re-balancing combat triggers (done it before, just needs to get adapted to M2TW)
    - Princess inheritance by VaultDweller (tbc.)
    more to follow ....

    ---------------------------------------
    INCLUDED FEATURES
    ---------------------------------------
    none - it's just about fixing and balancing the vanilla game

    -------------------------------------------------------------
    -------------------------------------------------------------
    At the same time I'm working on converting the "Promtions & Decorations" feature to M2TW: "Titles & Honours" will probably include a rank system as well as honorary titles etc. - I'm still fleshing out the details, so i'm very open to suggestions and especially any solid info on faction specific titles and honours you might have.

    Addition: I just noted that the Heraldry Mod is implementing Titles in a very neat way, so I'll not include this and instead focus on career progression through medieval military ranks e.g. Page -> Squire -> Knight Bachelor -> Knight Banneret (?) and then see how I can get this to work with the titles.

    regards,
    KPII
    Last edited by King Philip II; December 14, 2006 at 09:47 AM. Reason: updated change log

  2. #2

    Default Re: Traits & Ancillaries fix for M2TW

    @king
    the new bugfixer !

    i included a part of GAFH in my mod : life stages: young, middleage, elderly, one foot in the grave
    although included Marcus leadership system the military part

    Promtions & Decorations adapted would be nice !

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  3. #3

    Default Re: Traits & Ancillaries fix for M2TW

    Hey Repman,

    If you are referring to player1's bugfixer from RTW, then I certainly hopes he does the same thing for M2TW, so I don't have to do it. I'm just attacking this in frustration over the fact that CA didn't do a better job on T&A this time around and especially because it doesn't look like they fixed much in Patch1.

    I haven't tried out your mod yet, but will give it a whirl tonight. Did you take the GAFH related triggers directly from GAFH or from RTR 6.x? I seem to recall that they never worked properly in RTR.

    While Marcus' Leadership mod and Promotions & Decorations might look like the same thing in general, there is very big difference to me: ProDeco implements a true meritocracy, where you need skill, knowledge and influence to progress through the ranks. In Marcus' excellent system you get promoted based on time served, something I disagree with, both in this context as well as real-life

  4. #4

    Default Re: Traits & Ancillaries fix for M2TW

    @king
    Promotions & Decorations i got never to work with my roman mod BBW, so i left it and took Leadership

    i have taken GAFH directly from their mod. One problem is still that new characters get always the trait young, even if they are older

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  5. #5

    Default Re: Traits & Ancillaries fix for M2TW

    Quote Originally Posted by repman View Post
    @king
    Promotions & Decorations i got never to work with my roman mod BBW, so i left it and took Leadership

    i have taken GAFH directly from their mod. One problem is still that new characters get always the trait young, even if they are older

    repman
    The Leadership mod is excellent and since ProDeco was created for The First Triumvirate only it would probably require quite some adjustment to make it work in another mod - you probably made a wise decision.

    I recall that issue from GAFH - I don't think there is any way to get the counter to pick up the right age.

  6. #6

    Default Re: Traits & Ancillaries fix for M2TW

    updated the list of changes in first post and added a comment about Titles

  7. #7
    ZaPPPa's Avatar RTR co-daddy
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    Default Re: Traits & Ancillaries fix for M2TW

    I was working on something like this myself. One thing you may want to look into is the 'self perpetuating' section. I lowered the chances for all of them from 4 to 3. I noticed that as soon as a general acquired the 'social drinker' trait, he would descent into becoming a blatant drunk at record speed. I personally don't like having a general with a list of 20 vices and traits, so in my file I lowered the chance of acquiring most of them.

    Also, did you accelerate or decellerate the general stars? I like for stars to be only acquired for tough battles, not for just any battle.

  8. #8

    Default Re: Traits & Ancillaries fix for M2TW

    Quote Originally Posted by ZaPPPa View Post
    I was working on something like this myself. One thing you may want to look into is the 'self perpetuating' section. I lowered the chances for all of them from 4 to 3. I noticed that as soon as a general acquired the 'social drinker' trait, he would descent into becoming a blatant drunk at record speed. I personally don't like having a general with a list of 20 vices and traits, so in my file I lowered the chance of acquiring most of them..
    I havent touched the 'self perpetuating' triggers (yet) because I haven't seen any wild trait increases - could be because I avoid having generals around Brothels and other shady establishments.

    I do agree that the number of different vices n' virtues a person has, should be limited and instead linked to each other, so one trait impacts others much more than what is currently the case and the 'self perpetuating' triggers does help towards this.[/QUOTE]

    Also, did you accelerate or decellerate the general stars? I like for stars to be only acquired for tough battles, not for just any battle.
    agree - the triggers i have used in earlier versions implemented the following:
    - 1 - 2 stars was reasonably easy i.e. just a couple of wins with decent odds
    - any increase beyond that would require odds of less than 1-1, no routs etc.
    - instead of command stars we also used a morale and movement increase in order to leave the 10-star general as something extraordinary.

    These changes are not going into this "fix" as I'm just focusing on the buggy parts.
    Last edited by King Philip II; December 14, 2006 at 10:29 AM. Reason: quote tags wrong ...again

  9. #9

    Default Re: Traits & Ancillaries fix for M2TW

    another military career system !

    actually i have:
    knave -> knight -> Count -> Duke ->Generalissimo

    i think i will change the leadership names to:
    Squire -> Knight -> Knight Banneret -> Knight Grand Cross -> Generalissimo (Marshall)

    and for the titles i will use the heraldic mod + that you need minimum the military level banneret to become local Count, Duke,...

    it's a little stretched for other northeuropean countries beside england but...

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  10. #10

    Default Re: Traits & Ancillaries fix for M2TW

    @repman - well, I did make the first career system for RTW, so it makes sense to update it for M2TW

    My thoughts exactly as to progression and how to obtain titles. The big difference is that you'll need specific skills (aka traits) to obtain the rank of knight (which again leads to titles), where other systems are based on time served or other simple requirements.

  11. #11
    ZaPPPa's Avatar RTR co-daddy
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    Default Re: Traits & Ancillaries fix for M2TW

    Philip,

    If you want I'd be more than willing to take a look at your file and give any suggestions. I think we're on the same page on a lot of issues, so an extra pair of eyes and a brain could be a good thing.

    Just PM me and I'll give you my e-mail address.

  12. #12

    Default Re: Traits & Ancillaries fix for M2TW

    Quote Originally Posted by ZaPPPa View Post
    Philip,

    If you want I'd be more than willing to take a look at your file and give any suggestions. I think we're on the same page on a lot of issues, so an extra pair of eyes and a brain could be a good thing.

    Just PM me and I'll give you my e-mail address.
    That's a great idea - let's take it a step further and make it a joint venture? I'll clean up the files and send them to you. Feel free to make additions/changes to the files if you have made any fixes not included already. I'll PM you.

  13. #13
    ZaPPPa's Avatar RTR co-daddy
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    Default Re: Traits & Ancillaries fix for M2TW

    Sounds good. I've got a bunch of days off next week, so I'll have time to play around with for a while.

  14. #14

    Default Re: Traits & Ancillaries fix for M2TW

    Just did a compare with the EDCT file from patch 1.1. - there is not a single change in there! I guess the positive is that it makes converting the current fixes we have a bit easier

    Edit: same for ancillaries ... how odd, some of the glaring issues can be fixed in 2 min.
    Last edited by King Philip II; December 15, 2006 at 08:30 AM.

  15. #15

    Default Re: Traits & Ancillaries fix for M2TW

    Eagerly awaiting an update (read: gimme the files NOWWW!!! )

  16. #16

    Default Re: Traits & Ancillaries fix for M2TW

    Quote Originally Posted by sera View Post
    Eagerly awaiting an update (read: gimme the files NOWWW!!! )
    Just need to do a few more things then I'll send it to ZaPPPa for QA and his additions.

  17. #17

    Default Re: Traits & Ancillaries fix for M2TW

    Quote Originally Posted by King Philip II View Post
    Just need to do a few more things then I'll send it to ZaPPPa for QA and his additions.
    Cool. It's either this (MTW2) or guzzling beer and chasing loose women with my mates.

  18. #18

    Default Re: Traits & Ancillaries fix for M2TW

    LOL - then I recommend the guzzling women and loose beer part

    This release of M2TW is not getting much better before february - so a few fixes to T&A is like trying to take out a forrest fire by pi**ing on a few selected branches

  19. #19

    Default Re: Traits & Ancillaries fix for M2TW

    Quote Originally Posted by King Philip II View Post
    LOL - then I recommend the guzzling women and loose beer part

    This release of M2TW is not getting much better before february - so a few fixes to T&A is like trying to take out a forrest fire by pi**ing on a few selected branches
    Ha ha. Indeed but by pi**ing on a lot of selected branches we could put out just enough of the fire to save the damsel stuck in her log cabin!

    Branches I'd recommend are shaba wangy's diplomacy mod,
    HorseArchers possible workaround for the 2h problem and of course the T&A fix here.

    PrPete
    Last edited by PrPete; December 16, 2006 at 02:11 PM. Reason: spelling mistake!

  20. #20

    Default Re: Traits & Ancillaries fix for M2TW

    double post
    Last edited by Darkmoor; December 16, 2006 at 02:19 PM. Reason: double post

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