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Thread: GTCS - Generals' Traits' Common Sense fix (for 0.9.2)

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  1. #1
    Jurand of Cracow's Avatar History and gameplay!
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    Default GTCS - Legacies

    Legacies

    There’re three traits called Legacy. They give sons some benefits at Coming of Age due to their fathers’ performance and personalities. Here's the description of the current situation, assessment and the fix.


    Analysis and modifications

    Spoiler Alert, click show to read: 

    • Legacies in general:
      • There’re no legacies related to Command, Piety, Loyalty, Authority.
      • Coming of Age occurs at different times of a father’s life, but he usually is not very old, so not all the attributes are fully developed (this lowers the probability that father has one).

    • FathersLegacy
      • Thresholds: (1) Proud Legacy, (2) Strong Legacy, (3) Mighty Legacy
      • Benefits: Authority 1, 2, 3
      • Triggers: Father is FactionKiller (1,2,3 with 100% probabilities each)
      • Assessment:
        • Benefits are ok – Authority is essential for a FH, and will also be important for any young general to get good traits (see my modifications of GoodTaxman, TourneyKnight). But actually the trait now can be gained only by a son of a FL (what is different from other two legacy traits).
        • I don’t think in SSHIP such factions’ killing around is desirable or possible unless you’re using some exploits. It perhaps can happens if there’s a re-emerging faction and you kill it over and over again. So the trait should not be conditioned (only) on faction killing.

      • Changes:
        • More triggers:
          • Two triggers only for the FL sons: one for faction killing worth 2 points, and one for father having a Crown (well, code-wise it requires a trigger for each crown, so 13 triggers altogether).
          • One negative trigger for being a son of an excommunicated FL.
          • Two triggers for heroic victories (Great Victor, coded as MajorCount – for 3 and 10 victories).
          • One trigger for maxing each of the important attributes (value of 10): Command, Piety, Loyalty, Authority.
          • One trigger for the highest level of Crusader History / Jihad History (Grand Crusader or Holy Warrior).

        • Probabilities 100 are ok, as legacy should not be accidental.
        • Due to more triggers higher thresholds for the levels are introduced (1, 3, 5)

      • The results of the changes:
        • the traits is made meaningful for the SSHIP play where faction-killing happens not so often
        • all males coming-of-age will have a chance to get the trait
        • generals excelling in one of the attributes or fighting heroically will leave “Proud Legacy” for his sons, the exceptional ones even “Strong Legacy”
        • the highest level of the trait will happen to a son of a great king: perhaps 2 pts, for killing a faction, 1 or 2 pts. for Great Victor and 1 or 2 pts. for attributes, possibly 1 pt for a Crown.
        • All in all: it will be rare but not exceptional, available for all, but the highest level only for the king’s sons. It will deepen immersion for a role-playing player: he will watch different generals developing, marry them well, assigne titles etc.


    • ChivalryLegacy
      • Thresholds: (1) Chivalrous Father, (2) Legacy of Chivalry
      • Benefits: Chivalry 1, 2
      • Triggers: Father’s Chivalry 4+ (100%) and 7+ (100%)
      • Assessment: in SSHIP thresholds are easily attainable, a few provincial titles can give +2 Chivalry, TourneyKnight is easy for level 1 etc.
      • Changes: higher thresholds: 6 and 10.

    • DreadLegacy
      • Mirrors ChivalryLegacy in all aspects, including the new thresholds.




    Changes in the EDCT


    Spoiler Alert, click show to read: 
    New code in the EDCT file: the effects:

    Code:
    ;------------------------------------------
    Trait FathersLegacy
     Characters family
     
     Level Proud_Legacy
       Description Proud_Legacy_desc
       EffectsDescription Proud_Legacy_effects_desc
       Threshold 1 
     
       Effect Authority 1 
     
     Level Strong_Legacy
       Description Strong_Legacy_desc
       EffectsDescription Strong_Legacy_effects_desc
       Threshold 3 
     
       Effect Authority 2 
     
     Level Mighty_Legacy
       Description Mighty_Legacy_desc
       EffectsDescription Mighty_Legacy_effects_desc
       Threshold 5 
     
       Effect Authority 3
    New code in the EDCT file: the triggers:

    Code:
    ;==========================================
    ;=====  LEGACY TRIGGERS ===================
    ;------------------------------------------
    ;------- Proud Legacy ---------------------
    Trigger Dads_ProudLegacy_FactionKiller
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait FactionKiller > 0
     
     Affects FathersLegacy 2 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_ProudLegacy_Command
     WhenToTest CharacterComesOfAge
     
    Condition FatherAttribute Command > 9
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_Proudlegacy_Piety
     WhenToTest CharacterComesOfAge
     
     Condition FatherAttribute Piety > 9
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_Proudlegacy_Authority
     WhenToTest CharacterComesOfAge
     
     Condition FatherAttribute Authority > 9
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_Proudlegacy_GreatVictor3
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait MajorCount > 2
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_Proudlegacy_GreatVictor10
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait MajorCount > 9
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_Proudlegacy_Crusade
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait CrusaderHistory >= 15
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_Proudlegacy_Jihad
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait JihadHistory >= 15
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Faction_Excommunicated
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Excommunication > 0
     
     Affects FathersLegacy -1 Chance 100 
     
    ;------- Proud Legacy - Crowns ------------
    ;------------------------------------------
    Trigger Dads_ProudLegacy_Crown_Poland
     WhenToTest CharacterComesOfAge
     
     Condition FatherAnc crown_poland
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_ProudLegacy_Crown_HRE
     WhenToTest CharacterComesOfAge
     
     Condition FatherAnc crown_hre
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_ProudLegacy_Crown_Russia
     WhenToTest CharacterComesOfAge
     
     Condition FatherAnc crown_russia
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_ProudLegacy_Crown_Scandinavia
     WhenToTest CharacterComesOfAge
     
     Condition FatherAnc crown_scandinavia
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_ProudLegacy_Crown_Byzantium
     WhenToTest CharacterComesOfAge
     
     Condition FatherAnc crown_byzantium
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_ProudLegacy_Crown_France
     WhenToTest CharacterComesOfAge
     
     Condition FatherAnc crown_france
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_ProudLegacy_Crown_Hungary
     WhenToTest CharacterComesOfAge
     
     Condition FatherAnc crown_hungary
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_ProudLegacy_Crown_Italy
     WhenToTest CharacterComesOfAge
     
     Condition FatherAnc crown_italy
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_ProudLegacy_Crown_England
     WhenToTest CharacterComesOfAge
     
     Condition FatherAnc crown_england
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_ProudLegacy_Crown_Spain
     WhenToTest CharacterComesOfAge
     
     Condition FatherAnc crown_spain
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_ProudLegacy_Crown_Lithuania
     WhenToTest CharacterComesOfAge
     
     Condition FatherAnc crown_lithuania
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_ProudLegacy_Crown_Turks
     WhenToTest CharacterComesOfAge
     
     Condition FatherAnc crown_turks
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_ProudLegacy_Crown_Egypt
     WhenToTest CharacterComesOfAge
     
     Condition FatherAnc crown_egypt
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------- Chivalry / Dread Legacy ----------
    ;------------------------------------------
    Trigger Dads_ChivalryLegacy6
     WhenToTest CharacterComesOfAge
     
     Condition FatherAttribute Chivalry > 5
     
     Affects ChivalryLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_ChivalryLegacy10
     WhenToTest CharacterComesOfAge
     
     Condition FatherAttribute Chivalry > 9
     
     Affects ChivalryLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_DreadLegacy6
     WhenToTest CharacterComesOfAge
     
     Condition FatherAttribute Chivalry < -5
     
     Affects DreadLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger Dads_DreadLegacy10
     WhenToTest CharacterComesOfAge
     
     Condition FatherAttribute Chivalry < -9
     
     Affects DreadLegacy 1 Chance 100 
     
    ;---- END of LEGACY TRIGGERS --------------

    Code in the SSHIP 0.9.2 EDCT file to be replaced - place 1:

    Code:
    ;------------------------------------------
    Trait FathersLegacy
     Characters family
     
     Level Proud_Legacy
       Description Proud_Legacy_desc
       EffectsDescription Proud_Legacy_effects_desc
       Threshold 1 
     
       Effect Authority 1 
     
     Level Strong_Legacy
       Description Strong_Legacy_desc
       EffectsDescription Strong_Legacy_effects_desc
       Threshold 2 
     
       Effect Authority 2 
     
     Level Mighty_Legacy
       Description Mighty_Legacy_desc
       EffectsDescription Mighty_Legacy_effects_desc
       Threshold 3 
     
       Effect Authority 3
     
    ;------------------------------------------
    Trait ChivalryLegacy
     Characters family
     
     Level Chivalrous_Father
       Description Chivalrous_Father_desc
       EffectsDescription Chivalrous_Father_effects_desc
       Threshold 1 
     
       Effect Chivalry 1 
     
     Level Legacy_of_Chivalry
       Description Legacy_of_Chivalry_desc
       EffectsDescription Legacy_of_Chivalry_effects_desc
       Threshold 2 
     
       Effect Chivalry 2 
     
    ;------------------------------------------
    Trait DreadLegacy
     Characters family
     
     Level Dreaded_Father
       Description Dreaded_Father_desc
       EffectsDescription Dreaded_Father_effects_desc
       Threshold 1 
     
       Effect Chivalry -1 
     
     Level Legacy_of_Dread
       Description Legacy_of_Dread_desc
       EffectsDescription Legacy_of_Dread_effects_desc
       Threshold 2 
     
       Effect Chivalry -2
    Code in the SSHIP 0.9.2 EDCT file to be replaced - place 2:

    Code:
    ;------------------------------------------
    Trigger dads_proudlegacy
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait FactionKiller >= 1
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger dads_proudlegacy2
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait FactionKiller >= 2
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger dads_proudlegacy3
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait FactionKiller >= 3
     
     Affects FathersLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger dads_chivalrylegacy
     WhenToTest CharacterComesOfAge
     
     Condition FatherAttribute Chivalry >= 4
     
     Affects ChivalryLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger dads_chivalrylegacy1
     WhenToTest CharacterComesOfAge
     
     Condition FatherAttribute Chivalry >= 7
     
     Affects ChivalryLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger dads_dreadlegacy2
     WhenToTest CharacterComesOfAge
     
     Condition FatherAttribute Chivalry <= -4
     
     Affects DreadLegacy 1 Chance 100 
     
    ;------------------------------------------
    Trigger dads_dreadlegacy3
     WhenToTest CharacterComesOfAge
     
     Condition FatherAttribute Chivalry <= -7
     
     Affects DreadLegacy 1 Chance 100

    Slightly modified descriptions in Export_vnvs.txt:

    Code:
    {Proud_Legacy_desc}He has gained some respect as a result of his father's influence.
    {Proud_Legacy_effects_desc}+1 Authority
    {Proud_Legacy}Proud Legacy
     
    {Strong_Legacy_desc}Like his father before him, this man is expected to achieve great things.  
    {Strong_Legacy_effects_desc}+2 Authority
    {Strong_Legacy}Strong Legacy
     
    {Mighty_Legacy_desc} As a son of a truly respected leader, this noble is somebody others listen to and take seriously. Greatness is in his blood, after all.
    {Mighty_Legacy_effects_desc}+3 Authority
    {Mighty_Legacy}Mighty Legacy
     
    {Chivalrous_Father_desc}His father passed some sense of honor and chivalry on him.
    {Chivalrous_Father_effects_desc}+1 Chivalry
    {Chivalrous_Father}Chivalrous Father
     
    {Legacy_of_Chivalry_desc}Thanks to his noble father's influence, this man shows a very strong sense of honour.
    {Legacy_of_Chivalry_effects_desc}+2 Chivalry
    {Legacy_of_Chivalry}Legacy of Chivalry
     
    {Dreaded_Father_desc}This man's father was feared enough that the people expect the same in his own behaviour.
    {Dreaded_Father_effects_desc}+1 Dread
    {Dreaded_Father}Dreaded Father
     
    {Legacy_of_Dread_desc}The tyrant that sired this man has clearly passed on his dreaded nature.
    {Legacy_of_Dread_effects_desc}+2 Dread
    {Legacy_of_Dread}Legacy of Dread
    SSHIP 0.9.2 descriptions:

    Code:
    {Proud_Legacy_desc}Has gained some respect as a result of his father's influence.
    {Proud_Legacy_effects_desc}+1 Authority
    {Proud_Legacy}Proud Legacy
     
    {Strong_Legacy_desc}As the son of a truly respected leader, this heir apparent is also a man others bow to.
    {Strong_Legacy_effects_desc}+2 Authority
    {Strong_Legacy}Strong Legacy
     
    {Mighty_Legacy_desc}Like his father before him, this man is expected to do great things. It is in his blood after all.
    {Mighty_Legacy_effects_desc}+3 Authority
    {Mighty_Legacy}Mighty Legacy
     
    {Chivalrous_Father_desc}He has managed to pick up some of his father's sense of honour and chivalry.
    {Chivalrous_Father_effects_desc}+1 Chivalry
    {Chivalrous_Father}Chivalrous Father
     
    {Dreaded_Father_desc}This man's father was feared enough that the people expect the same in his own behaviour.
    {Dreaded_Father_effects_desc}+1 Dread
    {Dreaded_Father}Dreaded Father
     
    {Legacy_of_Chivalry_desc}Thanks largely to his noble father's influence, this man shows a very strong sense of chivalry.
    {Legacy_of_Chivalry_effects_desc}+2 Chivalry
    {Legacy_of_Chivalry}Legacy of Chivalry
     
    {Legacy_of_Dread_desc}The tyrant that sired this man has clearly passed on his dreaded nature.
    {Legacy_of_Dread_effects_desc}+2 Dread
    {Legacy_of_Dread}Legacy of Dread


    Please note: in 2018 I've tweaked the code a bit, after discussion in this thread.
    Last edited by Jurand of Cracow; June 04, 2018 at 01:17 AM.
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
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  2. #2
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
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    Cracovia
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    Default GTCS - Old Age

    Old age traits: Senile and Beyond Battle

    There’re 2 traits related to the deterioration of generals’ health in the old age: TooOldToFight (aka Beyond Battle) and Senile. They are very important: they should reflect the fact that the generals personalities evolve due to their old age. So their direct effects should reflect the weakening of the mental and physical abilities. They should also reflect that the turbulent events from one’s life have echo in the old age. For instance, if a general was heavily wounded several times, he should rather have much problems it in the old age (well, he should also live short, but it’s hardcoded). On the contrary, if he was spared from plagues, wounds, diseases, he can be fit long years.

    However, the direct result of the traits are not the most important. It’s rather knitting them as conditions in the triggers of the other traits. TooOldToFight should prevent from fighting so e.g. from getting Tourney Knight. Senile should result in losing mental abilities, eg. education. All in all, their consequences should take into account interaction with the other triggers. Both triggers should be born in memory while crafting the triggers for the other traits.

    Note: in SSHIP the probabilities of a death of a general kicks in at the age of 55. It means that a robust general can die suddenly. But this is life, sorry.

    Analysis and modifications

    Spoiler Alert, click show to read: 

    • Situation: Senile has as many as 3 levels and only one trigger with 2%. The consequences are serious, but one-sided: negative mainly for fighting. The trigger has very low probability and relates just to age. TooOldToFight has 1 level and 3 triggers. Effects are ok, triggers relate not only to the age, but also to Robust and Sickly. They have moderate probabilities for somebody Sickly, but low probability for Robust.
    • Assessment: potential of Senile is not exploited – there should be more differentiation of the repercussions of different levels, and also more triggers. The risks should start earlier in the life and relate to the health conditions of a general. TooOldToFight is ok. However, while crafting Robust and Sickly, I’ll have in mind that at the end of one’s life they should reflect the fact of a person being sickly at the end of life if exposed to harsh conditions of life.
    • Changes to effects of Senile:
      • The easy way would be to add many negative effects. I find it a wrong approach. It should be done through removal of bonuses included in the other traits. For instance, education, taxation, trade benefits of education are made by conditions in the educational triggers.
      • Nevertheless, some modifications are needed:
        • mali on Law and TaxCollection – as the governor gets senile, he is likely to make serious blunders in money and public order.
        • malus on MovementPoints - you’re less and less likely to travel, if you’re senile (I’d add more in TooOldToFight, but it has just one level).
        • Authority – slightly more impact on the two higher levels, everybody is playing with a senile superior.
        • Command – less harsh impact on the first two levels, it shouldn’t be so brutal.


    • Changes in the triggers
      • Triggers for TooOldToFight were left as they’re, only trigger for getting the trait due to getting Senile was added (with a standard 15% value) - once a general gets senile, he’s likely (but not certain) also to become unable to fight.
      • Senile trigger has been made into 2 (for age of 62 and 66), and self-perpetuation was added (3% rate).
      • There’re 5 new triggers for an early aging due to health conditions added. They relate to being drunk (from the level Alcoholic), sickly, diseased, heavily wounded and staying in a settlement with plague. They concern both traits, with more early impact on TooOldToFight for wounded (10% at the age of 51, and 20% 56, while for the other issues: 3% from the age of 56). This is to provide for the risks related to getting wounded or ill at the old age (if you’re young, you can recover, but if you’re old and the advanced medecine is not handy – it’s impinge on your mental and physical abilities).
      • They stack so at the end they’ll become pretty high and different for healthy and unhealthy generals (sickly senile drunk general at the age of 66 will have 17%, while a healthy general at the age of 65: 3%).
      • Descriptions have been improved only with the effects.
      • Technical note: I think the condition in the triggers “and Trait TooOldToFight = 0” is redundant, but I won’t change it.

    • The results of the changes:
      • Senile should occur more often, and the higher levels should appear.
      • First level of Senile is not so harsh (you can still fight and manage), but it’s likely to get worse, and then it’s brutal.
      • If triggers for the other traits will have conditions related to Senile, it’s impact should be more serious and more historical.
      • The cycle-of-life of the generals should be more important for the gameplay: player should care about the generals in their old age, and know that he will be happy with their personalities only for some time.

    • Consequences of the old age: code is included in this entry or in the other entries, but they're documented in the other entries (eg. corruption traits, education).


    Changes in the EDCT and EV

    Spoiler Alert, click show to read: 
    Code in the EDCT file to be replaced - place 1

    Code:
    ;------------------------------------------
    Trait Senile
     Characters family
     
     Level Somewhat_Senile
       Description Somewhat_Senile_desc
       EffectsDescription Somewhat_Senile_effects_desc
       Threshold 1 
     
       Effect Command -2 
       Effect Authority -1 
     
     Level Senile
       Description Senile_desc
       EffectsDescription Senile_effects_desc
       Threshold 2 
     
       Effect Command -4 
       Effect Authority -1
     
     Level Totally_Senile
       Description Totally_Senile_desc
       EffectsDescription Totally_Senile_effects_desc
       Threshold 3 
     
       Effect Command -6 
       Effect Authority -2
    Code in the EDCT file to be replaced - place 2

    Code:
    ;------------------------------------------
    Trigger TooOldSickly
    WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
    and CharacterAge > 61
    and Trait Sickly > 0
    and Trait TooOldToFight = 0
     
    Affects TooOldToFight 1 Chance 25
     
    ;------------------------------------------
    Trigger TooOldNormal
    WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
    and CharacterAge > 61
    and Trait Sickly < 1
    and Trait Robust < 1
    and Trait TooOldToFight = 0
     
    Affects TooOldToFight 1 Chance 15
     
    ;------------------------------------------
    Trigger TooOldRobust
    WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
    and CharacterAge > 61
    and Trait Robust > 0
    and Trait TooOldToFight = 0
     
    Affects TooOldToFight 1 Chance 7
     
    ;------------------------------------------
    Trigger Alzheimer
    WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
    and CharacterAge > 65
     
    Affects Senile 1 Chance 2
    New code in EDCT – effects of Senile

    Code:
    ;------------------------------------------
    Trait Senile
     Characters family
     
     Level Somewhat_Senile
       Description Somewhat_Senile_desc
       EffectsDescription Somewhat_Senile_effects_desc
       Threshold 1 
     
       Effect Command -1 
       Effect Authority -1 
       Effect MovementPoints -2
       Effect Law -1
       Effect TaxCollection -5
     
     Level Senile
       Description Senile_desc
       EffectsDescription Senile_effects_desc
       Threshold 2 
     
       Effect Command -3 
       Effect Authority -2
       Effect MovementPoints -4
       Effect Law -2
       Effect TaxCollection -10
     
     Level Totally_Senile
       Description Totally_Senile_desc
       EffectsDescription Totally_Senile_effects_desc
       Threshold 3 
     
       Effect Command -6 
       Effect Authority -3
       Effect MovementPoints -6
       Effect Law -4
       Effect TaxCollection -15
    New code in EDCT - triggers for both

    Code:
    ;===== OLD AGE TRAITS triggers ============
    ;------------------------------------------
    ;-------- Beyond Battle -------------------
    ;------------------------------------------
    Trigger TooOldSickly
    WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
    and CharacterAge > 61
    and Trait Sickly > 0
    and Trait TooOldToFight < 1
     
    Affects TooOldToFight 1 Chance 25
     
    ;------------------------------------------
    Trigger TooOldNormal
    WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
    and CharacterAge > 61
    and Trait Sickly < 1
    and Trait Robust < 1
    and Trait TooOldToFight < 1
     
    Affects TooOldToFight 1 Chance 15
     
    ;------------------------------------------
    Trigger TooOldRobust
    WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
    and CharacterAge > 61
    and Trait Robust > 0
    and Trait TooOldToFight < 1
     
    Affects TooOldToFight 1 Chance 7
     
    ;------------------------------------------
     Trigger TooOldAlzheimer
    WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
    and Trait Senile > 1
    and Trait TooOldToFight < 1
     
    Affects TooOldToFight 1 Chance 15
    
     
    ;------------------------------------------
    ;---- Senile ------------------------------
    ;------------------------------------------
    Trigger AlzheimerOld
    WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
           and CharacterAge > 61
     
    Affects Senile 1 Chance 3
     
    ;------------------------------------------
    Trigger AlzheimerVeryOld
    WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
           and CharacterAge > 65
     
    Affects Senile 1 Chance 5
     
    ;-------------------------------------------
    Trigger Alzheimer_SelfPerpetuation
    WhenToTest CharacterTurnEnd
     
    Condition Trait Senile > 0
     
     Affects Senile 1 Chance 3
     
    ;------------------------------------------
    ;--- Early aging due to health problems ---
    ;------------------------------------------
    Trigger SeverelyWounded_When_Older
    WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
           and CharacterAge > 50
           and SeverelyWounded > 0
     
    Affects TooOldToFight 1 Chance 10
     
    ;------------------------------------------
    Trigger SeverelyWounded_When_Old
    WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
           and CharacterAge > 54
           and SeverelyWounded > 0
     
    Affects Senile 1 Chance 5
    Affects TooOldToFight 1 Chance 10
     
    ;------------------------------------------
    Trigger Diseased_When_Old
     WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
           and CharacterAge > 54
           and Diseased > 0
     
    Affects Senile 1 Chance 3
    Affects TooOldToFight 1 Chance 3
     
    ;------------------------------------------
    Trigger Drunk_When_Old
    WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
           and CharacterAge > 54
           and Drink > 15
     
    Affects Senile 1 Chance 3
    Affects TooOldToFight 1 Chance 3
     
    ;------------------------------------------
    Trigger Plague_When_Old
     WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
           and CharacterAge > 54
           and EndedInSettlement
           and SettlementHasPlague
     
    Affects Senile 1 Chance 3
    Affects TooOldToFight 1 Chance 3
     
    ;------------------------------------------
    Trigger Sickly_When_Old
     WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
           and CharacterAge > 54
           and Trait Sickly > 0
     
    Affects Senile 1 Chance 3
    Affects TooOldToFight 1 Chance 3
    
    ;------------------------------------------
    ;------ Old age consequences ------
    ;------------------------------------------
    Trigger OldAge_In_Settlement_Loss
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
           and EndedInSettlement
           and Trait Senile > 1
    
     Affects Corrupt -1 Chance 10
     Affects Embezzler -1 Chance 10
      
    ;----- END OF OLD AGE TRAITS TRIGGERS ------

    Current descriptions in Export_vnvs.txt:

    Code:
    {Somewhat_Senile_desc}This man's mind is showing signs of aging. He is not as sharp as he once was.
    {Somewhat_Senile_effects_desc}-2 Command, -1 Authority
    {Somewhat_Senile}Somewhat Senile
     
    {Senile_desc}This man has clearly become senile. He is often incapable of keeping his mind on matters at hand.
    {Senile_effects_desc}-4 Command, -1 Authority
    {Senile}Senile
     
    {Totally_Senile_desc}This man's mental degeneration is complete. His moments of coherency are fleeting.
    {Totally_Senile_effects_desc}-6 Command, -2 Authority
    {Totally_Senile}Totally Senile

    Slightly modified descriptions in Export_vnvs.txt:

    Code:
    {Somewhat_Senile_desc}This man's mind is showing signs of aging. He is not as sharp as he once was.
    {Somewhat_Senile_effects_desc}-1 Command, -1 Authority, 5% penalty on tax income, -1 from law (reduces public order), -2 to movement points (decreases movement range)
    {Somewhat_Senile}Somewhat Senile
     
    {Senile_desc}This man has clearly become senile. He is often incapable of keeping his mind on matters at hand.
    {Senile_effects_desc}-3 Command, -2 Authority, 10% penalty on tax income, -2 from law (reduces public order), -4 to movement points (decreases movement range)
    {Senile}Senile
     
    {Totally_Senile_desc}This man's mental degeneration is complete. His moments of coherency are fleeting.
    {Totally_Senile_effects_desc}-6 Command, -3 Authority, 15% penalty on tax income, -4 from law (reduces public order), -6 to movement points (decreases movement range)
    {Totally_Senile}Totally Senile
    Last edited by Jurand of Cracow; November 29, 2016 at 05:44 AM.
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

  3. #3
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
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    Cracovia
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    7,483

    Default GTCS - Severely Wounded and Battle Scarred

    Wounds: Severely Wounded and Battle Scarred

    Severely Wounded makes a general that fought hard in a battle unfit for the next battle or leading an army for a brief period of time. The modifications makes this issue more pronounced by bolstering up the adverse effects, and also by slightly increasing the risks. It also relates risk to personality of a general: if he is unfit for a battle (old, ill or just administratively inclined), he faces much greater risks. This trait also links his overall health state to the wounds he suffer in battles. Specifically, wounds are a serious reason to lose "Robust" and get "Sickly", which play important roles in the triggers for the other traits. A wounded general is also more succeptible to get Beyond Battle and Senile traits earlier than usuall.

    Battle Scarred gives a general some significant but unjustified benefits. This modification tweaks these benefits to be more logical, and adjust the triggers so that it's possible to get the higher levels of the trait.

    Apart from all that, both traits in the current SS/SSHIP are broken since they use malfunctioning condition "GeneralHPLostRatioinBattle".

    Experience from playing with modifications: aims achieved. SW happens rather frequently (I usually fight a lot with my generals), and they do get the scars. I'm still to see if also higher levels of the scars are possible.


    Analysis and modifications: Severely Wounded

    Spoiler Alert, click show to read: 
    Current situation
    - effects:
    -2HP, -5 Movement, but temporary as it’s easy to get rid of.
    - triggers:

    • Getting it: if more than 40% of HP is lost in battle, probability increasing with the number of HP lost.
    • the triggers fire only in autocalculation battles because they use the broken condition "GeneralHPLostRatioinBattle"
    • Side effects: -1 HaleAndHearty with 75%.
    • Healing: 90% in town, 50% in wild; no strings attached.

    Assessment: it’s more-or-less ok if one disregards the issue of the GeneralHPLostRatioinBattle. However, given the many benefits of the traits and ancillaries for the generals (the fighting ones have usually plus 3-6 HP, and plus 5-10 move), it’s advisable to make the effects harsher. The triggers can also be fine-tuned, especially to make coherent personalities in the old age. They should pose a significant risk for generals on an expansive expedition, emphasising the benefits of the settlement on own turf.

    Modifications done


    • Effects: -6HP, -10 movement.
    • Added major trigger for fighting while Beyond Battle (50% even with very small numbers of enemies killed).
    • Added small trigger for not-MilitarilyMinded fighting in battles (3% with small loses of bodyguards), this is negated if they get Standard Military Education before.
    • Added a trigger for fighting drunk (10% with small numbers of enemies killed).
    • Added minor trigger to get wounded at a tournament (1% if conditions for taking part in a tournament - i.e. getting a TourneyKnight trait - are met)
    • Added chance of losing Robust/ getting Sickly due to wounds. It grows with age: 0% for young militarily-inclined, 10% for other youngs, 20% for older than 30 years, and 30% for older than 50.
    • Slight adjustments in probabilities of healing: lowered for everybody (90 to 80% in towns, 50 to 40% in wild, but added for Robust: +10% in town, +20% in wild). Beyond Battle can heal only in towns. The AI has a special, additional chance.
    • Description in the EV file modified.
    • Technical changes: triggers made “open up” so that they stack, but stay of similar value; following Gigantus way of doing triggers: using < and >, instead of =.

    In-game effects

    • Using the general's unit for fighting will not be un-punished. There’ll be more cases of wounded generals if the player fights with the generals unfit for fight. So one type behaviour of the players ("I've got high HP general, so I sent him to battles to save on my normal sodiers, as the re-filling of the bodyguards is for free") is made a trade-off ("I can save on costs, but I risk my general wounded").
    • Wounds will have serious consequences. First, by slowing down foreign expeditions – a wounded general is really unlikely to be a good leader and he also heals slower (if not Militarily inclined), but also through developments of generals’ personalities: fighters taking risks in the battles will get sickly what will be felt in the old age.
    • The player is encouraged to: 1) use the “right” generals for fighting (young, military minded and trained), 2) send more than one general with an expedition into the foreign lands, 3) not risk life of a general if not need.


    In future: it’d be good to make more levels of this trait (injured, wounded, severely wounded) and make the effects just a nuisance for injured, but brutal for severely wounded.


    Analysis and modifications: Battle Scarred

    Spoiler Alert, click show to read: 
    Scars testify that a general fought personally in battle or took part in a tournament. A scare gained means experience has been gained, adding to the hit points a general has (1 for each level, up to 4). Scares give the general some authority among troops (+1 TroopMorale for two highest levels), and also in the society (+1 Authority from the second level, +1 Law for the highest level). However, people fear the terribly or brutally scarred generals (+1 or +2 Dread). Too many scars a person has signifies very difficult times in life and are conducive for bad habits like drinking, and they’re usually related to somewhat weaker health.
    The generals get their scars from the battles and tourneying. Especially severe wounds leave visible scars as well.

    There’re three problems with the trait BattleScarred:

    • There’re too high, unjustified benefits for HitPoints (up to 8 ?!), and the 1 point in Authority is probably too easy to be gained.
    • The thresholds are very high - with a probability of 30% a general needs to fight 33 battles in which he loses 1/3 of his companions to get to the highest levels. In SSHIP it's probably not possible.
    • The same trigger appears two times, but in general there too few triggers.

    My modifications consist of:

    • Much changes to the effects, lowering HP and Authority, but adding Law, Dread and TroopMorale. Overall, the importance of the traits is roughly the same as intended before, but more logical, I hope.
    • The thresholds for higher levels have been lowered: 1,3,5,7 from 1,3,6,10. Now less than 20 battles plus a serious wound should be enough to get the highest level.
    • Creating rational triggers: one for battles was left but the broken condition "GeneralHPLostRatioinBattle" replaced with another one (the numbers of bodyguards killed), the other was changed into scars from wounds, and a third was added: scars from tourneying. The probabilities increased so that higher levels of the trait will appear in the game: for a battle 30%, for a wound 80%, for a tourney 1%. Given that the number of battles in SSHIP is lower than usual, only an exceptional general can get the highest level, but more generals should get to the last-but-highest.
    • Technically the triggers were moved in the EDCT to the part of Severely Wounded, as they logically tackle the same issue.
    • In-game names and descriptions have been modified.

    In future:

    • probabilities to get Battle Scarred at at adoption and marriage should be reviewed
    • a trigger for a Great Tournament should be added.
    • negative consequences might be added in triggers for Drink and Robust/Sickly, or Coward, Ugly
    • the thresholds may be reviewed again: maybe they're still too high?


    Changes in the EDCT and EV

    Spoiler Alert, click show to read: 

    Current SSHIP 0.9.2 version in the EDCT file - effects
    Code:
    ;------------------------------------------
    Trait SeverelyWounded
     Characters family
     
     Level SeverelyWounded
       Description SeverelyWounded_desc
       EffectsDescription SeverelyWounded_effects_desc
       GainMessage SeverelyWounded_gain_desc
       Threshold 1
     
       Effect MovementPoints -5
       Effect HitPoints -2
    Code:
    ;------------------------------------------
    Trait BattleScarred
     Characters family
     
     Level Marks_of_War
       Description Marks_of_War_desc
       EffectsDescription Marks_of_War_effects_desc
       Threshold 1 
     
       Effect Authority 1 
       Effect HitPoints 2 
     
     Level Scarred
       Description Scarred_desc
       EffectsDescription Scarred_effects_desc
       Threshold 3 
     
       Effect Authority 1 
       Effect HitPoints 4 
     
     Level Terribly_Scarred
       Description Terribly_Scarred_desc
       EffectsDescription Terribly_Scarred_effects_desc
       Threshold 6
     
       Effect Authority 2 
       Effect HitPoints 6 
     
     Level Brutally_Scarred
       Description Brutally_Scarred_desc
       EffectsDescription Brutally_Scarred_effects_desc
       GainMessage Brutally_Scarred_gain_desc
       Epithet Brutally_Scarred_epithet_desc
       Threshold 10
     
       Effect Authority 2 
       Effect HitPoints 8

    Current SSHIP 0.9.2 version in the EDCT file - triggers

    Code:
    ; SEVERELY WOUNDED TRIGGERS
    Trigger Battle_General_Took_Heavy_Hits 
     WhenToTest PostBattle
     
     Condition GeneralHPLostRatioinBattle > 0.4
           and GeneralHPLostRatioinBattle <= 0.6
           and BattleOdds <= 5
     
     Affects SeverelyWounded 1 Chance 4
     
    ;------------------------------------------
    Trigger Battle_General_Took_Severe_Hits
     WhenToTest PostBattle
     
     Condition GeneralHPLostRatioinBattle > 0.6
           and GeneralHPLostRatioinBattle <= 0.8
           and BattleOdds <= 5
     
     Affects SeverelyWounded 1 Chance 10
     
    ;------------------------------------------
    Trigger Battle_General_Took_Deadly_Hits
     WhenToTest PostBattle
     
     Condition GeneralHPLostRatioinBattle > 0.8
           and BattleOdds <= 5
     
     Affects SeverelyWounded 1 Chance 20
     
    ;------------------------------------------
    Trigger SeverelyWoundedDeterminedRemoveHealth
     WhenToTest PostBattle
     
     Condition Trait SeverelyWounded = 1
           and Trait HaleAndHearty > 3
           and BattleOdds <= 5
     
     Affects HaleAndHearty -1 Chance 75
     
    ;------------------------------------------
    Trigger SevereWoundsHealedInWild
     WhenToTest CharacterTurnEnd
     
     Condition Trait SeverelyWounded = 1
           and not EndedInSettlement 
     
     Affects SeverelyWounded -1 Chance 50
     
    ;------------------------------------------
    Trigger SevereWoundsHealedInTown
     WhenToTest CharacterTurnEnd
     
     Condition Trait SeverelyWounded = 1
           and EndedInSettlement 
     
     Affects SeverelyWounded -1 Chance 90
    Code:
    ;------------------------------------------
    Trigger Battle_General_Took_Hits
     WhenToTest PostBattle
     
     Condition GeneralHPLostRatioinBattle > 0.3
           and IsGeneral
     
     Affects BattleScarred 1 Chance 15 
     Affects Brave 1 Chance 10
     
    ;------------------------------------------
    Trigger battle1
     WhenToTest PostBattle
     
     Condition GeneralHPLostRatioinBattle > 0.3
           and IsGeneral
     
     Affects BattleScarred 1 Chance 15 
     Affects Brave 1 Chance 10
    Modifications in the EDCT file: effects
    Code:
    ;------------------------------------------
    Trait SeverelyWounded
     Characters family
     
     Level SeverelyWounded
       Description SeverelyWounded_desc
       EffectsDescription SeverelyWounded_effects_desc
       GainMessage SeverelyWounded_gain_desc
       Threshold 1
     
       Effect MovementPoints -10
       Effect HitPoints -6
    Code:
    ;------------------------------------------
    Trait BattleScarred
     Characters family
     
     Level Marks_of_War
       Description Marks_of_War_desc
       EffectsDescription Marks_of_War_effects_desc
       Threshold 1 
     
       Effect HitPoints 1 
     
     Level Scarred
       Description Scarred_desc
       EffectsDescription Scarred_effects_desc
       Threshold 3 
     
       Effect HitPoints 2 
       Effect Authority 1 
     
     Level Terribly_Scarred
       Description Terribly_Scarred_desc
       EffectsDescription Terribly_Scarred_effects_desc
       Threshold 5
     
       Effect HitPoints 3 
       Effect Authority 1 
       Effect Chivalry -1 
       Effect TroopMorale 1
     
     Level Brutally_Scarred
       Description Brutally_Scarred_desc
       EffectsDescription Brutally_Scarred_effects_desc
       GainMessage Brutally_Scarred_gain_desc
       Epithet Brutally_Scarred_epithet_desc
       Threshold 7
     
       Effect HitPoints 4
       Effect Authority 1 
       Effect Chivalry -2 
       Effect TroopMorale 1
       Effect Law 1
    Modifications in the EDCT file: triggers

    Code:
    ;===================================
    ;========== WOUNDS and SCARRS ===========
    ;===================================
    ;--------- WOUNDS TRIGGERS --------------------------
    ;----------------------------------------------------
    Trigger SW_Battle_General_Without_Military_Specialization
     WhenToTest PostBattle
     
     Condition PercentageBodyguardKilled > 20
           and BattleOdds <= 5
           and Trait MilitaryInclination < 1
           and Trait Military_Edu < 2
           and Trait SeverelyWounded < 1
    and FactionIsLocal
    
      Affects SeverelyWounded 1 Chance 3
     
    ;---------------------------------------------------
    Trigger SW_Battle_General_Took_Heavy_Hits 
     WhenToTest PostBattle
     
     Condition PercentageBodyguardKilled > 40
           and BattleOdds <= 5
           and Trait SeverelyWounded < 1
     
     Affects SeverelyWounded 1 Chance 4
     
    ;------------------------------------------
    Trigger SW_Battle_General_Took_Severe_Hits
     WhenToTest PostBattle
     
     Condition PercentageBodyguardKilled > 60
           and BattleOdds <= 5
           and Trait SeverelyWounded < 1
     
     Affects SeverelyWounded 1 Chance 8
     
    ;------------------------------------------
    Trigger SW_Battle_General_Took_Deadly_Hits
     WhenToTest PostBattle
     
     Condition PercentageBodyguardKilled > 80
           and BattleOdds <= 5
           and Trait SeverelyWounded < 1
     
     Affects SeverelyWounded 1 Chance 13
     
    ;------------------------------------------
    Trigger SW_Battle_General_TooOld
     WhenToTest PostBattle
     
     Condition GeneralNumKillsInBattle > 1
           and BattleOdds <= 5
           and Trait TooOldToFight > 0
           and Trait SeverelyWounded < 1
     and FactionIsLocal
     
     Affects SeverelyWounded 1 Chance 50
     
    ;------------------------------------------
    Trigger SW_Battle_General_Drunk
     WhenToTest PostBattle
     
     Condition GeneralNumKillsInBattle > 10
           and BattleOdds <= 5
           and Trait Drink > 15
           and Trait SeverelyWounded < 1
     and FactionIsLocal
    
     Affects SeverelyWounded 1 Chance 10
     
    ;------------------------------------------
    Trigger SW_Wounds_from_Tourneying
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and RemainingMPPercentage > 99
           and SettlementBuildingExists >= jousting_lists
           and Trait TooOldToFight < 1
           and Trait Diseased < 1
           and Trait SeverelyWounded < 1
           and Trait TourneyKnight > 0
    
      Affects SeverelyWounded 1 Chance 1
      Affects BattleScarred 1 Chance 1
      Affects Brave 1 Chance 1 
    
    ;------ SCARS triggers -------------------
    ;------------------------------------------
    Trigger Scars_from_Battle
     WhenToTest PostBattle
    
     Condition PercentageBodyguardKilled > 30
           and IsGeneral
    
     Affects BattleScarred 1 Chance 30 
    
    ;------------------------------------------
    Trigger Scars_from_Wounds
     WhenToTest PostBattle
    
     Condition IsGeneral
           and Trait SeverelyWounded > 0
    
     Affects BattleScarred 1 Chance 50 
    
    ;----- SEVERELY WOUNDED  HEALTH CONSEQUENCES ---
    ;--------------------------------------------
    Trigger SW_RemoveHealth_Young
     WhenToTest PostBattle
     
     Condition Trait SeverelyWounded > 0
           and Trait HaleAndHearty > 3
           and BattleOdds <= 5
           and not MilitaryInclination > 0
     
     Affects HaleAndHearty -1 Chance 75
     Affects Sickly 1 Chance 10
     Affects Coward 1 Chance 1 
    
    ;------------------------------------------
    Trigger SW_RemoveHealth_MiddleAged
     WhenToTest PostBattle
     
    Condition Trait SeverelyWounded > 0
           and Trait HaleAndHearty > 3
           and BattleOdds <= 5
           and CharacterAge > 30
     
     Affects HaleAndHearty -1 Chance 75
     Affects Sickly 1 Chance 10
     Affects Coward 1 Chance 1 
    
    ;------------------------------------------
    Trigger SW_RemoveHealth_Old
     WhenToTest PostBattle
     
    Condition Trait SeverelyWounded > 0
           and Trait HaleAndHearty > 3
           and BattleOdds <= 5
           and CharacterAge > 50
     
     Affects HaleAndHearty -1 Chance 75
     Affects Sickly 1 Chance 10
     Affects Coward 1 Chance 1 
    
    ;--------- SEVERELY WOUNDED HEALING -----------
    ;-------------------------------------
     Trigger SW_HealedInWild_Normal
     WhenToTest CharacterTurnEnd
     
     Condition Trait SeverelyWounded > 0
           and not EndedInSettlement 
           and Trait TooOldToFight < 1
     
     Affects SeverelyWounded -1 Chance 40
     
    ;------------------------------------------
    Trigger SW_HealedInWild_Robust
     WhenToTest CharacterTurnEnd
     
    Condition Trait SeverelyWounded > 0
           and not EndedInSettlement 
           and Robust > 0
     
     Affects SeverelyWounded -1 Chance 20
     
    ;------------------------------------------
    Trigger SW_HealedInTown_Normal
     WhenToTest CharacterTurnEnd
     
    Condition Trait SeverelyWounded > 0
           and EndedInSettlement 
     
     Affects SeverelyWounded -1 Chance 80
     
    ;------------------------------------------
    Trigger SW_HealedInTown_Robust
     WhenToTest CharacterTurnEnd
     
    Condition Trait SeverelyWounded > 0
           and EndedInSettlement 
           and Robust > 0
     
     Affects SeverelyWounded -1 Chance 10
     
    ;------------------------------------------
    Trigger SW_Healed_AI
     WhenToTest CharacterTurnEnd
    
    Condition Trait SeverelyWounded > 0
    and not FactionIsLocal
    
     Affects SeverelyWounded -1 Chance 50
    
    ;---END OF SEVERELY WOUNDED TRIGGERS  ---

    Current text in the EV file
    Code:
    {SeverelyWounded_desc}These battle wounds cannot be shrugged off. It will take some time for your general to fully heal... be grateful that he still lives!
    {SeverelyWounded_effects_desc}-5 from movement points (decreases movement range), -2 from general's hit points
    {SeverelyWounded_gain_desc}As valiant as his actions may have been, this general walks away from battle severely wounded.
    {SeverelyWounded}Severely Wounded
    
    
    {Marks_of_War_desc}Has a few scars to prove he's been in proper battle, where his life was clearly at risk.
    {Marks_of_War_effects_desc}+1 Authority, +2 to general's hit points
    {Marks_of_War}Marks of War
    
    {Scarred_desc}Bears many scars of war, a sign of both courage and endurance in battle.
    {Scarred_effects_desc}+1 Authority, +4 to general's hit points
    {Scarred}Scarred
    
    {Terribly_Scarred_desc}Some of this man's war wounds are difficult to look at, his ability to continue battling through such injuries is astounding.
    {Terribly_Scarred_effects_desc}+2 Authority, +6 to general's hit points
    {Terribly_Scarred}Terribly Scarred
    
    {Brutally_Scarred_desc}Brutally scarred so as people do not know which  way to look when addressing him. Can any mortal blow fell him?
    {Brutally_Scarred_effects_desc}+2 Authority, +8 to general's hit points
    {Brutally_Scarred_epithet_desc}the Scarred
    {Brutally_Scarred_gain_desc}This general's many scars now prove that he is very difficult to kill!
    {Brutally_Scarred}Brutally Scarred
    Changes in the EV file
    Code:
    {SeverelyWounded_desc}These fighting wounds cannot be shrugged off. It will take some time for your general to fully heal... be grateful that he still lives!
    {SeverelyWounded_effects_desc}-10 from movement points (decreases movement range), -6 from general's hit points
    {SeverelyWounded_gain_desc}As valiant as his actions may have been, this general walks away from field of fighting severely wounded. He barely can move and can easily die in battle. He should take rest and heal his injuries in a city or at a castle.
    {SeverelyWounded}Severely Wounded
    
    
    {Marks_of_War_desc}He’s got a scar to prove he's been in a proper fight, where his life was at risk.
    {Marks_of_War_effects_desc}+1 to general's hit points
    {Marks_of_War}Marks of War
    
    {Scarred_desc}Bears a few scars, a sign of both courage and endurance in battle.
    {Scarred_effects_desc}+2 to general's hit points, +1 Authority
    {Scarred}Noble Scars
    
    {Terribly_Scarred_desc}Some of this man's war wounds are difficult to look what rouses both respect and dread in people’s souls. His soldiers know that his ability to continue battling through such injuries is astounding and they trust his cry of war.
    {Terribly_Scarred_effects_desc}+3 to general's hit points, +1 Authority, +1 Morale for all troops on the battlefield,+1 Dread
    {Terribly_Scarred}Terrible Scars
    
    {Brutally_Scarred_desc}So brutally scarred that people do not know which way to look when addressing him. Can any mortal blow fell him?
    {Brutally_Scarred_effects_desc}+3 to general's hit points, +1 Authority, +1 Morale for all troops on the battlefield, +2 Dread, +1 to law (improves public order
    {Brutally_Scarred_epithet_desc}the Scarred
    {Brutally_Scarred_gain_desc}This general's many scars now prove that he is very difficult to kill!
    {Brutally_Scarred}Hideous Battlescars
    Last edited by Jurand of Cracow; November 29, 2016 at 05:26 AM.
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

  4. #4
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    7,483

    Default GTCS - Crusades/Jihads

    Crusades/Jihads

    These traits are still to be reviewed and modified. I bring it on-page because I’ve updated it with Brave/Coward, Corrupt/Embezzled and Xenophobia, so actually it’s a part of the work on those two traits. The modified code is included in the files attached to the first post of this thread.

    Analysis and modifications
    Spoiler Alert, click show to read: 
    In future:

    • I’ll review the traits on modify triggers/effects if needed.
    • Some triggers from here will be moved to the other parts of the EDCT file – they’re described here in the code
    • Many triggers will be updated in the parts “Affects” with other traits
    • The main change I envisage for now will consist of excluding traits’ benefits for crusaders and jihadist attacking own religion. For instance, for the catholics there’ll probably be such set of conditions:

    Code:
    and not GeneralFoughtFaction venice
           and not GeneralFoughtFaction sicily
           and not GeneralFoughtFaction milan
           and not GeneralFoughtFaction papal_states
           and not GeneralFoughtFaction denmark
           and not GeneralFoughtFaction scotland
           and not GeneralFoughtFaction cumans
           and not GeneralFoughtFaction mongols
           and not GeneralFoughtFaction france
           and not GeneralFoughtFaction hre
           and not GeneralFoughtFaction england
           and not GeneralFoughtFaction portugal
           and not GeneralFoughtFaction poland
           and not GeneralFoughtFaction byzantium
           and not GeneralFoughtFaction russia
           and not GeneralFoughtFaction spain
           and not GeneralFoughtFaction hungary
           and not GeneralFoughtFaction aragon
           and not GeneralFoughtFaction lithuania
           and not GeneralFoughtFaction kievan_rus
           and not GeneralFoughtFaction teutonic_order
           and not GeneralFoughtFaction norway
           and not GeneralFoughtFaction jerusalem
           and not GeneralFoughtFaction slave

    Changes in the EDCT and EV

    Spoiler Alert, click show to read: 

    Modified Crusade/Jihad & related triggers
    Code:
    ;********* CRUSADE/JIHAD TRIGGERS *********
    ;------------------------------------------
    Trigger Crusade1_Joining
     WhenToTest GeneralJoinCrusade
     
     Condition IsCrusade
           and Trait CrusaderHistory < 1
     
     Affects CrusaderHistory 1 Chance 100 
     Affects Brave 1 Chance 30 
     Affects Xenophobia 2 Chance 20 
    
    ;------------------------------------------
    Trigger Crusade2_Arriving_To_Target_Region
     WhenToTest GeneralArrivesCrusadeTargetRegion
     
     Condition IsCrusade
     
     Affects CrusaderHistory 1 Chance 100
     Affects StrategyChivalry 1 Chance 100  
     Affects Brave 1 Chance 30 
     
    ;------------------------------------------
    Trigger Crusade3_Assaulting_Target_Settlement
     WhenToTest GeneralAssaultsResidence
     
     Condition IsOnCrusade
           and IsRegionCrusadeTarget
     
     Affects CrusaderHistory 1 Chance 100 
     Affects Brave 1 Chance 30 
     
    ;------------------------------------------
    Trigger Crusade4_Target_ Settlement_Conquered
     WhenToTest GeneralTakesCrusadeTarget
     
     Condition IsCrusade
     
     Affects CrusaderHistory 3 Chance 100 
     Affects StrategyChivalry 2 Chance 100 
     Affects Brave 1 Chance 100 
     
    ;------------------------------------------
    Trigger Crusade5_Abandoning
     WhenToTest GeneralAbandonCrusade
     
     Affects CrusaderHistory -3 Chance 100 
     Affects Coward 1 Chance 100 
     
    ;------------------------------------------
    Trigger Crusade6_Avoiding_Battle
     WhenToTest PreBattleWithdrawal
     
     Condition IsOnCrusade
           and IsRegionCrusadeTarget
     
     Affects CrusaderHistory -2 Chance 100 
     Affects Coward 1 Chance 50 
     
    ;------------------------------------------
    Trigger Jihad1_Joining
     WhenToTest GeneralJoinCrusade
     
     Condition IsJihad 
           and Trait JihadHistory < 1
     
     Affects JihadHistory 1 Chance 100 
     Affects Brave 1 Chance 30 
     Affects Xenophobia 2 Chance 20 
    
    ;------------------------------------------
    Trigger Jihad2_Arriving_To_Target_Region
     WhenToTest GeneralArrivesCrusadeTargetRegion
     
     Condition IsJihad
     
     Affects JihadHistory 1 Chance 100 
     Affects Brave 1 Chance 30 
     
    ;------------------------------------------
    Trigger Jihad3_Assaulting_Target_Settlment
     WhenToTest GeneralAssaultsResidence
     
     Condition IsOnJihad
           and IsRegionJihadTarget
     
     Affects JihadHistory 1 Chance 100 
     Affects Brave 1 Chance 30 
     
    ;------------------------------------------
    Trigger Jihad4_Target_Settlment_Conquered
     WhenToTest GeneralTakesCrusadeTarget
     
     Condition IsJihad
     
     Affects JihadHistory 3 Chance 100 
     Affects Brave 1 Chance 100 
     
    ;------------------------------------------
    Trigger Jihad5__Abandoning
     WhenToTest GeneralAbandonCrusade
     
     Condition IsJihad
     
     Affects JihadHistory -3 Chance 100 
     Affects Coward 1 Chance 100 
     
    ;------------------------------------------
    Trigger Jihad6_Avoiding_Battle
     WhenToTest PreBattleWithdrawal
     
     Condition IsOnJihad
           and IsRegionJihadTarget
     
     Affects JihadHistory -2 Chance 100 
     Affects Coward 1 Chance 50 
     
    ;------------------------------------------
    Trigger CrusaderViews
     WhenToTest CharacterTurnEnd
     
     Condition IsOnCrusade 
     
     Affects HatesOrthodox 1 Chance 4
     Affects HatesIslam 1 Chance 4
     Affects HatesPagan 1 Chance 4
     Affects Corrupt -1 Chance 1
     Affects Embezzler -1 Chance 1
    
    ;------------------------------------------
    Trigger JihadiViews
     WhenToTest CharacterTurnEnd
     
     Condition IsOnJihad 
     
     Affects HatesCatholic 1 Chance 4
     Affects HatesOrthodox 1 Chance 4
     Affects HatesPagan 1 Chance 4
     Affects Corrupt -1 Chance 1
     Affects Embezzler -1 Chance 1
    
    ;------------------------------------------
    ;----- WILL BE MOVED AWAY FROM HERE -------
    Trigger DamnCatholicChurch
     WhenToTest CharacterTurnEnd
     
     Condition FactionExcommunicated 
     
     Affects HatesPapal_States 1 Chance 6
     
    ;------------------------------------------
    ;----- WILL BE MOVED AWAY FROM HERE -------
    Trigger ReConsiderCatholicChurch
     WhenToTest CharacterTurnEnd
     
     Condition not FactionExcommunicated
           and Trait HatesPapal_States > 0 
     
     Affects HatesPapal_States -1 Chance 10
     
    ;------------------------------------------
    Trigger DamnCrusaders
     WhenToTest CharacterTurnEnd
     
     Condition EndedInSettlement
           and IsCrusadeTarget
           and not Religion catholic 
     
     Affects HatesCatholic 1 Chance 25
     
    ;------------------------------------------
    Trigger DamnJihadis 
     WhenToTest CharacterTurnEnd
     
     Condition EndedInSettlement 
           and IsJihadTarget
           and not Religion islam
     
     Affects HatesIslam 1 Chance 25
     ;------------------------------------------
    Trigger Crusader_Experience_Effects
     WhenToTest CharacterTurnEnd
    
     Condition Trait CrusaderHistory > 1
    
     Affects Xenophilia 1 Chance 5
     
    ;------------------------------------------
    Trigger Jihad_Experience_Effects
     WhenToTest CharacterTurnEnd
    
     Condition Trait JihadHistory > 1
    
     Affects Xenophilia 1 Chance 5
    
    
    ;------------------------------------------
    ;----- WILL BE MOVED AWAY FROM HERE -------
    ;---- but keep Coward Xenoph in-game ----------
    Trigger GeneralUnderSiege
     WhenToTest CharacterTurnEnd
     
     Condition IsUnderSiege
           and IsGeneral
     
     Affects Miserly 1 Chance 20 
     Affects Xenophobia 1 Chance 5
     Affects Coward 1 Chance 20

    Current SSHIP 0.9.2 Crusade/Jihad & related triggers

    Code:
    ;********* CRUSADE/JIHAD TRIGGERS *********
    ;------------------------------------------
    Trigger crusades_1
     WhenToTest GeneralJoinCrusade
     
     Condition IsCrusade
           and Trait CrusaderHistory < 1
     
     Affects CrusaderHistory 1 Chance 100 
     
    ;------------------------------------------
    Trigger crusades_2
     WhenToTest GeneralArrivesCrusadeTargetRegion
     
     Condition IsCrusade
     
     Affects CrusaderHistory 1 Chance 100
     Affects StrategyChivalry 1 Chance 100  
     
    ;------------------------------------------
    Trigger crusades_3
     WhenToTest GeneralAssaultsResidence
     
     Condition IsOnCrusade
           and IsRegionCrusadeTarget
     
     Affects CrusaderHistory 1 Chance 100 
     
    ;------------------------------------------
    Trigger crusades_5
     WhenToTest GeneralTakesCrusadeTarget
     
     Condition IsCrusade
     
     Affects CrusaderHistory 3 Chance 100 
     Affects StrategyChivalry 2 Chance 100 
     
    ;------------------------------------------
    Trigger crusades_6
     WhenToTest GeneralAbandonCrusade
     
     
     Affects CrusaderHistory -3 Chance 100 
     
    ;------------------------------------------
    Trigger crusades_7
     WhenToTest PreBattleWithdrawal
     
     Condition IsOnCrusade
           and IsRegionCrusadeTarget
     
     Affects CrusaderHistory -2 Chance 100 
     
    ;------------------------------------------
    Trigger jihads_1
     WhenToTest GeneralJoinCrusade
     
     Condition IsJihad 
           and Trait JihadHistory < 1
     
     Affects JihadHistory 1 Chance 100 
     
    ;------------------------------------------
    Trigger jihads_2
     WhenToTest GeneralArrivesCrusadeTargetRegion
     
     Condition IsJihad
     
     Affects JihadHistory 1 Chance 100 
     
    ;------------------------------------------
    Trigger jihads_3
     WhenToTest GeneralAssaultsResidence
     
     Condition IsOnJihad
           and IsRegionJihadTarget
     
     Affects JihadHistory 1 Chance 100 
     
    ;------------------------------------------
    Trigger jihads_5
     WhenToTest GeneralTakesCrusadeTarget
     
     Condition IsJihad
     
     Affects JihadHistory 3 Chance 100 
     
    ;------------------------------------------
    Trigger jihads_7
     WhenToTest GeneralAbandonCrusade
     
     Condition IsJihad
     
     Affects JihadHistory -3 Chance 100 
     
    ;------------------------------------------
    Trigger jihads_8
     WhenToTest PreBattleWithdrawal
     
     Condition IsOnJihad
           and IsRegionJihadTarget
     
     Affects JihadHistory -2 Chance 100 
     
    ;------------------------------------------
    Trigger CrusaderViews
     WhenToTest CharacterTurnEnd
     
     Condition IsOnCrusade 
     
     Affects HatesOrthodox 1 Chance 4
     Affects HatesIslam 1 Chance 4
     Affects HatesPagan 1 Chance 4
     
    ;------------------------------------------
    Trigger JihadiViews
     WhenToTest CharacterTurnEnd
     
     Condition IsOnJihad 
     
     Affects HatesCatholic 1 Chance 4
     Affects HatesOrthodox 1 Chance 4
     Affects HatesPagan 1 Chance 4
     
    ;------------------------------------------
    Trigger DamnCatholicChurch
     WhenToTest CharacterTurnEnd
     
     Condition FactionExcommunicated 
     
     Affects HatesPapal_States 1 Chance 6
     
    ;------------------------------------------
    Trigger ReConsiderCatholicChurch
     WhenToTest CharacterTurnEnd
     
     Condition not FactionExcommunicated
           and Trait HatesPapal_States > 0 
     
     Affects HatesPapal_States -1 Chance 10
     
    ;------------------------------------------
    Trigger DamnCrusaders
     WhenToTest CharacterTurnEnd
     
     Condition EndedInSettlement
           and IsCrusadeTarget
           and not Religion catholic 
     
     Affects HatesCatholic 1 Chance 25
     
    ;------------------------------------------
    Trigger DamnJihadis 
     WhenToTest CharacterTurnEnd
     
     Condition EndedInSettlement 
           and IsJihadTarget
           and not Religion islam
     
     Affects HatesIslam 1 Chance 25
     
    ;------------------------------------------
    Trigger undersiege
     WhenToTest CharacterTurnEnd
     
     Condition IsUnderSiege
           and IsGeneral
     
     Affects Miserly 1 Chance 20
    Last edited by Jurand of Cracow; November 17, 2016 at 03:25 AM.
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

  5. #5
    Foederatus
    Join Date
    Oct 2016
    Location
    Melbourne, Australia
    Posts
    30

    Default Re: GTCS - Generals' Traits' Common Sense fix

    Hi Jurand,

    I've added this to my SSHIP build, they are a significant improvement to the existing code and I dope they are seriously considered for addition to the next main release. One comment if I may, when you are making the zip archive can you retain the relative directories, this should simplify upgrades and hopefully prevent a few mess ups where people say drop both files into the same directory. I know you explain where the files go but well, reading many of the installation issues on the forum its obvious many fail or skip steps... Now to give these changes a bit of a Road test.

  6. #6
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    7,483

    Default Re: GTCS - Generals' Traits' Common Sense fix

    Ok, FragBait, I've put the files into the folders - find it in the first entry of this thread, now the Severely Wounded modification is included (as usual, it's save-compatible).

    Give me know what is your experience with the changes.

    I hope the traits will indeed be an addition to the main SSHIP release, after I'll have modified many of them and achieve my goal of making SSHIP really interesting for role-playing for an avid historical games fan.

    JoC
    Last edited by Jurand of Cracow; November 06, 2016 at 04:18 AM.

  7. #7
    tmodelsk's Avatar Tiro
    Join Date
    Jan 2016
    Location
    Warsaw, Poland
    Posts
    269

    Default Re: GTCS - Generals' Traits' Common Sense fix

    Hi Jurand.

    You may find it interesting to check the Deus Lo Vult mod , they've done something like you started,
    traits aka 'roleplaying' characted development.
    Download their game manual (handbook), they've got nice pictures of traits 'trees', development, etc.
    http://www.moddb.com/mods/deus-lo-vult/downloads .

    Question : Are your minimods EOG & GTCS & PTF compatible with each other & SSHIP ?
    Just downloading & dropping to \data will be ok ?

  8. #8
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    7,483

    Default Re: GTCS - Generals' Traits' Common Sense fix

    Dzięki for advice
    Yes, all mods are compatible. It's enough to download GTCS and PTF files, then everything is inside.
    JoC
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

  9. #9
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    7,483

    Default Re: GTCS - Generals' Traits' Common Sense fix

    Most recent version of GTCS and EoG is attached to the first post - inter alia updated with the Greek education names (I'll update the descriptions after a while). I think it's save compatible.
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

  10. #10
    tmodelsk's Avatar Tiro
    Join Date
    Jan 2016
    Location
    Warsaw, Poland
    Posts
    269

    Default Re: GTCS - Generals' Traits' Common Sense fix

    Jurand -> you've gor series of errors in export_descr_character_traits.txt

    See system.log.txt :
    Spoiler Alert, click show to read: 

    03:13:09.624 [system.rpt] [always] CPU: SSE2
    03:13:09.624 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
    03:13:09.624 [system.io] [always] mounted pack packs/data_0.pack
    03:13:09.624 [system.io] [always] mounted pack packs/data_1.pack
    03:13:09.624 [system.io] [always] mounted pack packs/data_2.pack
    03:13:09.624 [system.io] [always] mounted pack packs/data_3.pack
    03:13:09.639 [system.io] [always] mounted pack packs/data_4.pack
    03:13:09.639 [system.io] [always] mounted pack packs/localized.pack
    03:13:13.270 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 25503, column 12
    Condition parser doesn't recognise this token: MilitaryInclination
    03:13:13.270 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 25504, column 12
    Condition parser doesn't recognise this token: Military_Edu
    03:13:13.270 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 25605, column 16
    Condition parser doesn't recognise this token: MilitaryInclination
    03:13:13.270 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 25654, column 12
    Condition parser doesn't recognise this token: Robust
    03:13:13.270 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 25673, column 12
    Condition parser doesn't recognise this token: Robust
    03:13:13.290 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 30890, column 12
    Condition parser doesn't recognise this token: Senile
    03:13:13.290 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 34469, column 12
    Condition parser doesn't recognise this token: MilitaryInclination
    03:13:13.290 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 34483, column 12
    Condition parser doesn't recognise this token: MilitaryInclination
    03:13:13.290 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 34525, column 12
    Condition parser doesn't recognise this token: MilitaryInclination
    03:13:13.290 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 34550, column 12
    Condition parser doesn't recognise this token: MilitaryInclination
    03:13:13.290 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 34561, column 12
    Condition parser doesn't recognise this token: MilitaryInclination
    03:13:13.290 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 34953, column 12
    Condition parser doesn't recognise this token: Wantschool
    03:13:13.290 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 34965, column 12
    Condition parser doesn't recognise this token: Wantschool
    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 35028, column 12
    Condition parser doesn't recognise this token: Wantschool
    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 35040, column 12
    Condition parser doesn't recognise this token: Wantschool
    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 35254, column 12
    Condition parser doesn't recognise this token: Wantschool
    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 35272, column 12
    Condition parser doesn't recognise this token: Wantschool
    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 35714, column 12
    Condition parser doesn't recognise this token: BiologicalSon
    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 35723, column 12
    Condition parser doesn't recognise this token: BastardSon
    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 35780, column 24
    Trait not recognised
    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 35818, column 24
    Trait not recognised
    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 35944, column 24
    Trait not recognised
    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36678, column 22
    Ancillary is not declared or invalid

    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36686, column 22
    Ancillary is not declared or invalid

    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36694, column 22
    Ancillary is not declared or invalid

    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36702, column 22
    Ancillary is not declared or invalid

    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36710, column 22
    Ancillary is not declared or invalid

    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36718, column 22
    Ancillary is not declared or invalid

    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36726, column 22
    Ancillary is not declared or invalid

    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36734, column 22
    Ancillary is not declared or invalid

    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36742, column 22
    Ancillary is not declared or invalid

    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36750, column 22
    Ancillary is not declared or invalid

    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36758, column 22
    Ancillary is not declared or invalid

    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36766, column 22
    Ancillary is not declared or invalid

    03:13:13.300 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36774, column 22
    Ancillary is not declared or invalid

    03:13:13.310 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 41437, column 12
    Condition parser doesn't recognise this token: SeverelyWounded
    03:13:13.310 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 41447, column 12
    Condition parser doesn't recognise this token: SeverelyWounded
    03:13:13.320 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 41458, column 12
    Condition parser doesn't recognise this token: Diseased
    03:13:13.320 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 41469, column 12
    Condition parser doesn't recognise this token: Drink
    03:13:29.271 [script.err] [error] Script Error in mods/SSHIP-T/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1156, column 1
    The character record Consigliere Domenico is set as faction heir but is not in the family tree.
    03:13:29.394 [script.err] [error] Script Error in mods/SSHIP-T/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 10490, column 1
    The character record Prince Guillaume is set as faction heir but is not in the family tree.
    03:13:41.238 [game.script] [always] Germanicu5 ReallyBadAI v5.7 Running. Please upload log and savegames when reporting battle CTDs for SS.


    I've managed to correct first serie of similar errors :
    Trigger SW_Battle_General_Without_Military_Skills
    WhenToTest PostBattle

    Condition PercentageBodyguardKilled > 20
    and BattleOdds <= 5
    and MilitaryInclination < 1
    and Military_Edu < 2
    and Trait SeverelyWounded < 1

    Affects SeverelyWounded 1 Chance 3
    There's missing Trait keyword, so should be :
    Trigger SW_Battle_General_Without_Military_Skills
    WhenToTest PostBattle

    Condition PercentageBodyguardKilled > 20
    and BattleOdds <= 5
    and Trait MilitaryInclination < 1
    and Trait Military_Edu < 2
    and Trait SeverelyWounded < 1

    Affects SeverelyWounded 1 Chance 3
    I will sent you my corrected file by email.
    Check it with some diff tool if I done it correclty (If you don't know how -> email me).

    But I don't know what to do with rest of errors.
    Log after my initial corrections is as follows :
    Spoiler Alert, click show to read: 

    03:31:25.784 [system.rpt] [always] CPU: SSE2
    03:31:25.784 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
    03:31:25.784 [system.io] [always] mounted pack packs/data_0.pack
    03:31:25.784 [system.io] [always] mounted pack packs/data_1.pack
    03:31:25.784 [system.io] [always] mounted pack packs/data_2.pack
    03:31:25.784 [system.io] [always] mounted pack packs/data_3.pack
    03:31:25.784 [system.io] [always] mounted pack packs/data_4.pack
    03:31:25.784 [system.io] [always] mounted pack packs/localized.pack
    03:31:28.839 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 35780, column 24
    Trait not recognised
    03:31:28.839 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 35818, column 24
    Trait not recognised
    03:31:28.839 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 35944, column 24
    Trait not recognised
    03:31:28.849 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36678, column 22
    Ancillary is not declared or invalid

    03:31:28.849 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36686, column 22
    Ancillary is not declared or invalid

    03:31:28.849 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36694, column 22
    Ancillary is not declared or invalid

    03:31:28.849 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36702, column 22
    Ancillary is not declared or invalid

    03:31:28.849 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36710, column 22
    Ancillary is not declared or invalid

    03:31:28.849 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36718, column 22
    Ancillary is not declared or invalid

    03:31:28.849 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36726, column 22
    Ancillary is not declared or invalid

    03:31:28.849 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36734, column 22
    Ancillary is not declared or invalid

    03:31:28.849 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36742, column 22
    Ancillary is not declared or invalid

    03:31:28.849 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36750, column 22
    Ancillary is not declared or invalid

    03:31:28.849 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36758, column 22
    Ancillary is not declared or invalid

    03:31:28.849 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36766, column 22
    Ancillary is not declared or invalid

    03:31:28.849 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36774, column 22
    Ancillary is not declared or invalid

    03:31:28.859 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 41437, column 12
    Condition parser doesn't recognise this token: SeverelyWounded
    03:31:28.859 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 41447, column 12
    Condition parser doesn't recognise this token: SeverelyWounded
    03:31:28.859 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 41458, column 12
    Condition parser doesn't recognise this token: Diseased
    03:31:28.859 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 41469, column 12
    Condition parser doesn't recognise this token: Drink
    03:31:40.879 [script.err] [error] Script Error in mods/SSHIP-T/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1156, column 1
    The character record Consigliere Domenico is set as faction heir but is not in the family tree.
    03:31:40.981 [script.err] [error] Script Error in mods/SSHIP-T/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 10490, column 1
    The character record Prince Guillaume is set as faction heir but is not in the family tree.


    When developing & changing Traits, Traits Triggers : always look into system.log.txt for any possible errors .

  11. #11
    tmodelsk's Avatar Tiro
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    Are you able to fix those above on Monday - Please ? I'm starting new game & would like to play with your mini-mods.

  12. #12
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    Tomek - thanks for bringing it. I haven't experienced problems with my mod yet, so it's going to be interresting to find out what's happening.
    I admit not being the expert in the script part - and from your log I infere the problem is caused by the script. I'm also not entirely sure it's related to GTSC since "MilitaryInclination" was defined in the SS beforehand, so it should be fine. But maybe something with the name of the triggers? I'll have to dig into intricacies of scripting ...
    Can you tell me the context when this error occured? It seems it happens as soon as you load the game?
    And the lack of the word "Trait" - fair play, thanks for spotting it, I'll look and fix.

  13. #13
    tmodelsk's Avatar Tiro
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    There's no such errors in plain vanilla SSHIP, so that's your changes.

    The last serie of errors is the same : missing Train keyword, so it's easy to fix :
    03:31:28.859 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 41437, column 12
    Condition parser doesn't recognise this token: SeverelyWounded

    But I don't know what's wrong here :
    03:31:28.839 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 35780, column 24
    Trait not recognised

    and here :
    03:31:28.849 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36774, column 22
    Ancillary is not declared or invalid

  14. #14
    tmodelsk's Avatar Tiro
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    For the first part of errors - missing keyword "Trait" - the problem is not with MilitaryInclination Trait itself.
    The problem is in newly created Triggers, for example : SW_Battle_General_Without_Military_Skills .

    There's no such trigger in SSHIP 0.9.2 .
    I think it's created by you (great , thanks for starting to fix all this stuff), just some of new triggers are missing Trait keyword in conditions as I shown above.
    It looks like just typos mistakes, happen to everyone.

    The second serie of errors is a mysterious one.
    They're in Triggers with Condition FatherTrait [Trait] > 0
    But the name of Traits exists & syntax looks valid (I've checked the first one).
    I can try to dig into it in the evening.

    > I haven't experienced problems with my mod yet, so it's going to be interresting to find out what's happening.

    As I read about Triggers syntax & other errors -> errors in Trigger section does not affect the rest of the game & the rest of triggers.
    It's done intentionally by CA, so one error in some Trait won't crash the whole game & won't crash other triggers.
    So it could be little tricky -> only some individual triggers can malfunction but the whole trigger system could be functioning right.

    > Can you tell me the context when this error occured? It seems it happens as soon as you load the game?

    Yes, the errors are written to log as soon as you start new game, they're already in log before first end turn click.

  15. #15
    tmodelsk's Avatar Tiro
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    There are a few types of error messages in system.log.txt that are in reality no-errors.

    The 'scripting community' ( Withwnar , Gigantus , .... ) has developed tool that cleans up system.log.txt from those unnecessary errors.
    I'll check log with this tool, possibly some errors are not errors.

    Anyway -> Jurand if you need any further help , contact me.
    And thanks for your work in this Traits area, I even don't realized that vanilla Stainless Steel / SSHIP traits are so much bugged.

  16. #16
    tmodelsk's Avatar Tiro
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    I know, next few errors solved

    20:35:43.928 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 35780, column 24
    Trait not recognised


    Code:
    Trigger FLS_CoA_MotherManipulative
     WhenToTest CharacterComesOfAge
    
    Condition FatherTrait Factionleader > 2
           and FatherTrait Wife_is_Manipulative > 0    <--- Error is here
    
    Affects Hates_Father 1 Chance 20
    And Trait Definition :
    Code:
    Trait WifeIsDomineering
     Characters family
    
     Level Wife_is_Domineering
       Description Wife_is_Domineering_desc
       EffectsDescription Wife_is_Domineering_effects_desc
       Threshold 1 
    
       Effect LocalPopularity 1
     
    ;------------------------------------------
     Level Wife_is_Manipulative
       Description Wife_is_Manipulative_desc
       EffectsDescription Wife_is_Manipulative_effects_desc
       Threshold 2 
    
       Effect TroopMorale -1
       Effect MovementPoints -2
    The problem is that Wife_is_Manipulative is a LEVEL not a Trait, trait is WifeIsDomineering

    20:35:43.928 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 35818, column 24
    Trait not recognised

    Line 35818: and FatherTrait Soberity > 0
    Problem : there's not Soberity Trait defined in file, but there's Trait Sobriety (typos mistake)

    20:35:43.928 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 35944, column 24
    Trait not recognised

    Line 35944 and FatherTrait Auster > 0
    Problem : Typo, Trait name is Austere


    Rest of Errors are anciliaries related errors, I don't know the root cause for a moment, but looking into it.

    20:51:25.457 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36678, column 22
    Ancillary is not declared or invalid
    Last edited by tmodelsk; November 28, 2016 at 01:57 PM.

  17. #17
    tmodelsk's Avatar Tiro
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    Export_Descr_Anciliaries : spaces found on line 553 & 554 (fixing)

    Line 8018 is : Effect LocalPopularity
    Should be : Effect LocalPopularity 1 (or any other number)

    Line 8194 : Effect Loyalty -> Effect Loyalty 1


    ....... After those fixes the Verifing Tool says :
    Code:
    Traits, Ancillaries, Advice and Triggers were successfully parsed.
    
    Click the 'Next Problem' button to find the next error or warning.
    
    Checking trait Military_Career_In_Byzantium . . .
    
    Checking level Comes . . .
    
    No errors or warning found.

  18. #18
    tmodelsk's Avatar Tiro
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    Ok, after my fixes there're still errors in system.log.txt related to ancilliaries :
    Spoiler Alert, click show to read: 

    21:31:48.730 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36678, column 22
    Ancillary is not declared or invalid

    21:31:48.730 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36686, column 22
    Ancillary is not declared or invalid

    21:31:48.731 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36694, column 22
    Ancillary is not declared or invalid

    21:31:48.731 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36702, column 22
    Ancillary is not declared or invalid

    21:31:48.731 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36710, column 22
    Ancillary is not declared or invalid

    21:31:48.731 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36718, column 22
    Ancillary is not declared or invalid

    21:31:48.731 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36726, column 22
    Ancillary is not declared or invalid

    21:31:48.731 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36734, column 22
    Ancillary is not declared or invalid

    21:31:48.731 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36742, column 22
    Ancillary is not declared or invalid

    21:31:48.731 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36750, column 22
    Ancillary is not declared or invalid

    21:31:48.731 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36758, column 22
    Ancillary is not declared or invalid

    21:31:48.731 [game.script] [error] Condition parsing error in mods/SSHIP-T/data/export_descr_character_traits.txt, at line 36766, column 22
    Ancillary is not declared or invalid


    All these Errors are related to lines :
    Condition FatherAnc crown_turks

    JoC : are those Ancilliaries crown_[Faction] are added by you ??
    Here I've found sentence by Gigantus (so reliable one) :
    Ancillary is not declared or invalid = not critical

    I don't know what's the cause or that errors. I saw that crown_[Faction] anciliaries are added in export_descr_anciliaries and export_anciliaries , so ??? it should be ok.

    Jurand -> are those crown anciliaries working ?
    Maybe those log errors for anciliaries are misleading.

  19. #19
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    Hi Tomek,
    thanks for all debugging - I'd be very difficult and time consuming to find out those errors!
    They will be fixed in the future files of GTCS/PTF as you'd described.
    crown_turks is not my creation, actually I haven't changed anything in crowns until now. I've included HasAncType crown as conditions though. I think it's needed to look into the crowns not only to fix the names of settlements required. Well, I've already have thoughts and some 8-page material, but I need time for second thoughts and consultations.
    For now, as the crown_turks does not break the game, let's leave it and find out the problems after.
    JoC

  20. #20
    tmodelsk's Avatar Tiro
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    There's tool for validating Traits & Ancilliaries. : http://www.twcenter.net/forums/downl...o=file&id=2657

    The tool found those errors :
    Code:
    Error: Parsing EDCT failed, the followng errors were found: 
    
    Line 34545 - Error: Invalid Trigger line, expected 'Trigger <trigger>', found: Trigger BadTaxman3_ LowTax _MilitaryNotPious
    
    Line 36059 - Error: Invalid Trigger line, expected 'Trigger <trigger>', found: Trigger FLS_ Wantschool_FatherXenophobe_SonXenophile
    
    Line 36070 - Error: Invalid Trigger line, expected 'Trigger <trigger>', found: Trigger FLS_ Wantschool_FatherXenophil_SonXenophobe
    
    Line 36081 - Error: Invalid Trigger line, expected 'Trigger <trigger>', found: Trigger FLS_ Wantschool_BothXenophile
    
    Line 36092 - Error: Invalid Trigger line, expected 'Trigger <trigger>', found: Trigger FLS_ Wantschool_BothXenophobe
    
    Line 36105 - Error: Invalid Trigger line, expected 'Trigger <trigger>', found: Trigger FLS_ Wantschool_Dad_High_Authority
    
    Line 36115 - Error: Invalid Trigger line, expected 'Trigger <trigger>', found: Trigger FLS_ Wantschool_Dad_High_Piety
    
    Line 36125 - Error: Invalid Trigger line, expected 'Trigger <trigger>', found: Trigger FLS_ Wantschool_Dad_High_Chivalry
    
    Line 36136 - Error: Invalid Trigger line, expected 'Trigger <trigger>', found: Trigger FLS_ Wantschool_Dad_High_Dread
    
    Line 41464 - Error: Invalid Trigger line, expected 'Trigger <trigger>', found: Trigger Drunk_ When_Old
    
    Error: Parsing EDA failed, the followng errors were found: 
    
    Line 553 - Error: Invalid Description line, expected 'Description <export_ancillary.txt entry>', found: Description steward_middle_eastern _desc
    
    Line 8018 - Error: Invalid Effect line, expected '<Effects/Religious_Belief/Religious_Order> <Attribute/Religion> <int>', found: Effect LocalPopularity
    
    Line 8194 - Error: Invalid Effect line, expected '<Effects/Religious_Belief/Religious_Order> <Attribute/Religion> <int>', found: Effect Loyalty
    Most of the errors are : there's space in Trigger name ex : FLS_ [SPACE] Wantschool_Dad_High_Piety

    Fixing & going further ......

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