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

  1. #21
    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.
    ..............................................................................................................................................................................
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    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
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  2. #22
    Jurand of Cracow's Avatar History and gameplay!
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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. #23
    Foederatus
    Join Date
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    Location
    Melbourne, Australia
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    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.

  4. #24
    Jurand of Cracow's Avatar History and gameplay!
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    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.

  5. #25
    Jurand of Cracow's Avatar History and gameplay!
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    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!

  6. #26
    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 ?

  7. #27
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,488

    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!

  8. #28
    Jurand of Cracow's Avatar History and gameplay!
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    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!

  9. #29
    Jurand of Cracow's Avatar History and gameplay!
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    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!

  10. #30
    Jurand of Cracow's Avatar History and gameplay!
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    Oct 2012
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    Default GTCS - Brave and Coward

    Brave and Coward

    These are standard M2TW traits gained in battles. They have many levels (5 and 4), but in SS/SSHIP practice only a few would ever appear in the game. There’re also double triggers and the broken AntiTrait-NoGoingBack mechanism. Due to the changes made by SSHIP, the triggers don’t translate well into the traits’ role in game either. Lastly, other reasons for a general get coward or brave have not been taken into account. Due to these 4 reasons modifications should have been done.

    The changes are through while keeping the character of the traits intact. The most important are:
    - Coward thresholds much lower and effects more pronounced,
    - triggers for both trait have higher probabilities (comparing to the current situation fighting battles will produce much more changes in Brave, while failing to fight much often change in Coward)
    - additional triggers for getting traits from the other sources than battles (I recon they’ll prompt like 5% of all swings in both traits, but they can be important for generals who don't fight, just stay in the settlements);
    - names have been changed much for the Brave to reflect gradual increase of the levels;
    - NoGoingBack has been removed due to a bug in the M2TW engine, but there's a NGB effect for Coward done through other means; the condition GeneralHPLostRatioinBattle is replaced by PercentageBodyguardKilled, since the formers seems to be broken.

    As a result, both traits should appear in-game more often and in more reasonable situations. They should be taken into account by players while deciding what to do with a general. The trigger for getting more and more Coward if constantly fighting weaker enemy should prevent this misbehaviour.

    Analysis and modifications
    Spoiler Alert, click show to read: 
    Current situation and assessment

    • Brave effects: ok, only small adjustments needed.
    • Coward effects: negative only on TroopMorale (1 to 4), while it should be felt on wider range of personality.
    • Brave triggers: related only to battles, in reasonable ways. However, achieving the highest level might be exceptional, given that in the SSHIP there’re less battles, so less opportunities to gain points. Also other sources of points should be added.
    • Coward triggers: related to battles in reasonable ways, but it’s practically not possible to get higher levels, even an un-attentive player would find it very difficult to get to the second level. What’s the point of having such traits? It’s potential is unused.
    • Names and descriptions: levels of Brave don’t increase logically, there are serious names of the lower levels, and less so of the higher. Coward is better in this respect.
    • They’re Antitraits and NoGoingBack is used here. This combination is broken in the M2TW engine (see this thread), so it should be changed. NGB is good for Coward, but it'd be better if Brave woulnd't be.


    Modifications done – effects

    • The NoGoingBack is removed because the anti-trait mechanism is broken in M2TW and if we do use anti-traits here (Brave versus Coward, Heamophobic). The last level of Coward has very high threshold, which role is explained later.
    • Some adjustment of the points for levels for Brave (the number of battles to get the highest level should be reasonable).
    • Much lower thresholds for Coward. Now it’s much easier to be got, especially if the player constantly fights weaker enemies.
    • Changed benefits of both traits, especially the Coward has received many additional benefits.
    • Modification of the names of Brave, slight change in Coward.

    Brave (with thresholds)
    (1) Signs of Bravery (1 TroopMorale),
    (3) Brave (2 TroopMorale, 1HP),
    (6) Inspirationally Brave (3 TroopMorale, 2 HP),
    (10) Dauntless (4 TroopMorale, 2 HP, 1 Authority, 1 LocalPopularity),
    (15) Valiant (2 TroopMorale, 1 HP, 3 Authority, 2 LocalPopularity, -1 PublicSecurity).

    Coward (with thresholds)
    (1) Faltering Courage (-1 TroopMorale),
    (2) Fainthearted (-2 TroopMorale, -1 Authority),
    (3) Coward (-3TroopMorale, -2 Authority, -1 LocalPopularity),
    (15) Slave to Fear (-4 TroopMorale, -3 Authority, -2 LocalPopularity, 1 PublicSecurity).


    Modifications done - triggers

    • Battle triggers: conditions reworked and percentages adjusted so that the realities of SSHIP are taken into account (less battles, careful players), but for the traits to appear reasonably often.
    • Added additional triggers not related to battles.
    • In the triggers are mainly +Brave and +Coward, since they’re anti-traits.
    • Instead of lower percentages for AI to get Coward, there’s a trigger only for AI to lose Coward when he get it (might be called “self-deperpetuation”)
    • There's a special trigger boosting points for Coward (+10 if there're 5 already amassed), so that if a general is Coward (level 3) and makes further cowardly deeds so that he's gets to 5, then he turns Slave to Fear (15). If he committs brave deeds, he can come back effectively only to Coward, not more. This is to simulate for that "Not Going Back mechanism", but allowing for a little redemption.


    Triggers for Brave

    • Battle – each situation with 15% chance (only if odds were lower than 3-1). (Explanation: these are situations likely to happen simultaneously, so in practice a crushing victory will bring a point in Brave with a chance like 45%).
      • his unit killed more than 10 enemies
      • his unit killed more than 100 enemies
      • enemy general was killed at the battlefield
      • lost more 40% of bodyguards

    • Conquers a settlement (50%) – included in Crusades/Jihad entry in this thread
    • Is in enemy land (1%)
    • Stays outside settlement (1%)
    • Takes part in a tournament (1%) – included in Scars and Wounds entry in this thread
    • Takes part in a Crusade / Jihad (30% for joining, reaching the target region, and for assault on the settlement, plus 100% if the target settlement is taken) – included in the Crusades/Jihad traits entry of this thread.
    • Self-perpetuation: In the old age the traits of character become more pronounced. Old generals (Senile >0) have tendency (10%) to get irrationally brave, if they were at least Inspirationally Brave before (Brave > 4)
    • Normalization for AI – he doesn’t know the triggers, so every turn there’s a chance (10%) to get +1 Brave, if he already has it.


    Triggers for Coward

    • Battle – each situation with 50% chance to get a point. (Explanation: these are mostly not simultaneous situations, so in practice a coward act will bring a point in Coward with a chance 50%).
      • he won but didn’t engaged in fighting (his unit didn’t kill more than 1 enemy, I guess taking prisoners doesn't count)
      • he lost without fight (three conditions simultaneously met: less than 40 enemies killed, bodyguard casualties less than 50%)
      • his bodyguard unit routed
      • he fights weaker forces (odds greater than 2:1)

    • Pre-battle withdrawals – 30% each situation:
      • from Battle initiated as attacker
      • with even odds

    • Staying in a city (1%).
    • Attempts of Spying and Assassination, accepting Bribe (each 20%)
    • Being under siege (20%) – included in the Crusades/Jihad traits entry of this thread.
    • Abandoning Crusade / Jihad (100%), Withdraws Before Battle meanwhile (50%) – included in the Crusades/Jihad traits entry of this thread.
    • As result of Wounds (1%, up to 3%) – included in the Scars and Wounds entry in this thread.
    • Self-perpetuation: 3% a turn if already cowardly (>0) and after schooling.
    • Normalization for AI – he doesn’t know the triggers, so every turn there’s a chance (10%) to lower Coward by 1, if he already has it.
    • Special trigger boosting the points for Coward (10 points with 100% if Coward is 5).


    To do in future:

    • All CoA, marriage and adoption triggers should be reviewed.
    • Benefits of the guilds providing Brave (and maybe Coward) during education will be reviewed while working on education and on guilds
    • Coward will prevent from getting Tourney Knight too fast (conditions?), while higher levels of Brave may enable it (additional trigger?).
    • additional conditions which will limit self-perpetuation of Coward (if needed)
    • a trigger for Brave when FL declares war (if possible, for the moment I don’t know how to do it)
    • Add to trigger Major_Count also Brave 15% (already indicated in the description in the guide, and included in the attached file as well)
    • Interaction with the other traits, for instance with Drink, Paranoia etc.


    Changes in the EDCT file
    Spoiler Alert, click show to read: 

    Modified Brave and Coward definitions
    Code:
    ;------------------------------------------
    Trait Brave
     Characters family
     AntiTraits Coward, Haemophobic
    
     Level Brave
       Description Brave_desc
       EffectsDescription Brave_effects_desc
       Threshold 1 
    
       Effect TroopMorale 1 
    
     Level Dauntless
       Description Dauntless_desc
       EffectsDescription Dauntless_effects_desc
       Threshold 3 
    
       Effect TroopMorale 2 
       Effect HitPoints 1 
    
     Level Courageous
       Description Courageous_desc
       EffectsDescription Courageous_effects_desc
       Threshold 6 
    
       Effect TroopMorale 3 
       Effect HitPoints 2 
    
     Level Inspirationally_Brave
       Description Inspirationally_Brave_desc
       EffectsDescription Inspirationally_Brave_effects_desc
       Epithet Inspirationally_Brave_epithet_desc
       Threshold 10 
    
       Effect Authority 1 
       Effect TroopMorale 4
       Effect HitPoints 2 
       Effect LocalPopularity 1 
    
     Level Has_no_Fear
       Description Has_no_Fear_desc
       EffectsDescription Has_no_Fear_effects_desc
       GainMessage Has_no_Fear_gain_desc
       Epithet Has_no_Fear_epithet_desc
       Threshold 15 
    
       Effect Authority 3 
       Effect TroopMorale 2 
       Effect HitPoints 1 
       Effect LocalPopularity 2 
       Effect PersonalSecurity -1 
    
    ;------------------------------------------
    Trait Coward
     Characters family
     AntiTraits Brave
    
     Level Faltering_Courage
       Description Faltering_Courage_desc
       EffectsDescription Faltering_Courage_effects_desc
       GainMessage Faltering_Courage_gain_desc
       LoseMessage Faltering_Courage_lose_desc
       Threshold 1 
    
       Effect TroopMorale -1 
    
     Level Fears_Conflict
       Description Fears_Conflict_desc
       EffectsDescription Fears_Conflict_effects_desc
       Threshold 2 
    
       Effect TroopMorale -2 
       Effect Authority -1 
    
     Level Cowardly
       Description Cowardly_desc
       EffectsDescription Cowardly_effects_desc
       Threshold 3 
    
       Effect TroopMorale -3 
       Effect Authority -2 
       Effect LocalPopularity -1 
    
     Level Slave_to_Fear
       Description Slave_to_Fear_desc
       EffectsDescription Slave_to_Fear_effects_desc
       Epithet Slave_to_Fear_epithet_desc
       Threshold 15 
    
       Effect TroopMorale -4 
       Effect Authority -3 
       Effect LocalPopularity -2 
       Effect PersonalSecurity 1
    
    ;==========================================
    Modified Brave and Coward triggers from battles and other sources
    Code:
    ;======= BRAVE AND COWARD TRIGGERS ========
    ;-- attention: some triggers also outside this section ----
    ;==========================================
    ;-------- Brave from Battles --------------
    ;------------------------------------------
    Trigger BattleBrave1_Killed_Enemies
     WhenToTest PostBattle
     
     Condition IsGeneral
           and BattleOdds <= 3
           and GeneralFoughtInCombat
           and GeneralNumKillsInBattle > 10
     
     Affects Brave 1 Chance 15 
     
    ;------------------------------------------
    Trigger BattleBrave2_Killed_Enemies_Many
     WhenToTest PostBattle
     
     Condition IsGeneral
           and BattleOdds <= 3
           and GeneralFoughtInCombat
           and GeneralNumKillsInBattle > 100
     
     Affects Brave 1 Chance 15 
     
    ;------------------------------------------
    Trigger BattleBrave3_BodyguardLoss
     WhenToTest PostBattle
     
    Condition IsGeneral
           and BattleOdds <= 3
           and GeneralFoughtInCombat
           and PercentageBodyguardKilled > 40
     
     Affects Brave 1 Chance 15 
     
    ;------------------------------------------
    Trigger BattleBrave4_Enemy_General_Killed
     WhenToTest PostBattle
     
     Condition IsGeneral
           and BattleOdds <= 3
           and GeneralFoughtInCombat
           and NumKilledGenerals > 0
     
     Affects Brave 1 Chance 15 
     
    ;-------- Coward from Battles -------------
    ;------------------------------------------
    Trigger BattleCoward1_No_Killed_Enemies
     WhenToTest PostBattle
     
     Condition IsGeneral
           and BattleOdds <= 5
           and GeneralFoughtInCombat
           and GeneralNumKillsInBattle < 2
     
     Affects Coward 1 Chance 50 
     
    ;------------------------------------------
    Trigger BattleCoward2_Loss_Without_Fight
     WhenToTest PostBattle
     
     Condition IsGeneral
           and BattleOdds <= 5
           and GeneralFoughtInCombat
           and not WonBattle
           and PercentageEnemyKilled < 40
           and PercentageBodyguardKilled < 50
     
     Affects Coward 1 Chance 50 
     
    ;------------------------------------------
    Trigger BattleCoward3_Routed
     WhenToTest BattleGeneralRouted
     
     Affects Coward 1 Chance 50
     
    ;------------------------------------------
    Trigger BattleCoward4_Only_Weak_Enemies
     WhenToTest PostBattle
     
     Condition IsGeneral
           and BattleOdds <= 5
           and BattleOdds >= 2
           and GeneralFoughtInCombat
           and PercentageBodyguardKilled < 50
     
     Affects Coward 1 Chance 50 
     
    ;--- to be integrated with BadCommander ----
    Trigger Coward_Withdraws
     WhenToTest PreBattleWithdrawal
     
     Condition WasAttacker
     
     Affects Coward 1 Chance 30 
     
    ;--- to be integrated with BadCommander ----
    Trigger Coward_Withdraw_Before_Battle_Even_Odds
     WhenToTest PreBattleWithdrawal
     
     Condition IsGeneral
           and I_WithdrawsBeforeBattle
           and BattleOdds > 0.5
           and BattleOdds < 1.75
     
     Affects Coward 1 Chance 30 
     
    ;--- Brave and Coward from other sources --
    ;
    ;-- may be integrated with another trigger ----
    Trigger Brave_InEnemyLands
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and InEnemyLands
     
     Affects Brave 1 Chance 1
     
    ;-- may be integrated with another trigger ----
    Trigger Brave_Military_Minded_InWild
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and not EndedInSettlement
     
     Affects Brave 1 Chance 1
     
    ;------------------------------------------
    Trigger Coward_In_Settlement
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and RemainingMPPercentage > 99
           and not SettlementBuildingExists >= wooden_castle
     
     Affects Coward 1 Chance 1
     
    ;------------------------------------------
    Trigger Brave_Selfperpetuating_OldAge
     WhenToTest CharacterTurnEnd
     
     Condition Trait Brave > 5
           and Senile > 0 
     
     Affects Brave 1 Chance 10 
     
    ;------------------------------------------
    Trigger Coward_Selfperpetuating
     WhenToTest CharacterTurnEnd
     
     Condition Trait Coward > 0
           and Wantschool < 1 
     
     Affects Coward 1 Chance 3 
     
    ;------------------------------------------
    Trigger Coward_Jump_To_Highest_Level
     WhenToTest PostBattle
    
     Condition IsGeneral
           and Trait Coward > 4
    
     Affects Coward 10 Chance 100 
    
    ;--- AI doesnt know how to deal with this trait -----
    Trigger AI_Coward_Normalization
     WhenToTest CharacterTurnEnd
     
    Condition not FactionIsLocal
           and Trait Coward > 0
     
     Affects Coward -1 Chance 10 
     
    ;------------------------------------------
    Trigger AI_Coward_Normalization
     WhenToTest CharacterTurnEnd
     
    Condition not FactionIsLocal
           and Trait Brave > 0
     
     Affects Brave 1 Chance 10 
     
    ;==========================================
    ;--- other Battle triggers to be adjusted in future
    ;--- Brave and Coward deleted from these triggers
    ;------------------------------------------
    Trigger BattleBloodthirsty
     WhenToTest PostBattle
     
     Condition GeneralNumKillsInBattle > 10
           and not Trait BattleChivalry >= 1
           and not Trait BattleDread >= 1
           and IsGeneral
           and BattleOdds <= 5
     
    Affects Bloodthirsty 1 Chance 10 
     
    ;------------------------------------------
    Trigger battle_Dread_fighting
     WhenToTest PostBattle
     
     Condition GeneralNumKillsInBattle > 10
           and not Trait BattleChivalry > 0
           and IsGeneral
           and BattleOdds <= 5
     
     Affects BattleDread 1 Chance 8 
     Affects Bloodthirsty 1 Chance 10 
     
    ;------------------------------------------
    Trigger battle_Chivalry_fighting
     WhenToTest PostBattle
     
     Condition GeneralNumKillsInBattle > 10
           and not Trait BattleDread > 0
           and IsGeneral
           and BattleOdds <= 5
     
     Affects BattleChivalry 1 Chance 8
    Modified Spy&Assassin Execution triggers
    Code:
    ;--- SPY BRIBE ASSASSINATION CONSEQUENCES --
    ;------------------------------------------
    Trigger Accepts_Bribe
     WhenToTest AcceptBribe
    
     Condition IsGeneral
    
     Affects Xenophilia 2 Chance 50 
     Affects Coward 1 Chance 20 
    
    ;-----------------------------------------------
    Trigger Catches_Spy
     WhenToTest ExecutesASpyOnAMission
    
     Affects CounterSpy 1 Chance 100 
     Affects Coward 1 Chance 20 
     Affects Xenophobia 1 Chance 50 
    
    ;------------------------------------------
    Trigger Assassination_Target_AssassinFled
     WhenToTest SufferAssassinationAttempt
    
     Affects Xenophobia 1 Chance 50 
     Affects Paranoia 1 Chance 33 
     Affects HighPersonalSecurity 1 Chance 17 
     Affects Gambling 1 Chance 15 
     Affects Girls 1 Chance 20 
     Affects Drink 1 Chance 20 
     Affects Coward 1 Chance 20 
    
    ;------------------------------------------
    Trigger Assassination_Target_AssassinCaught
     WhenToTest ExecutesAnAssassinOnAMission
    
     Affects AssassinCatcher 1 Chance 100 
     Affects Coward 1 Chance 20 
     Affects Xenophobia 1 Chance 50
    Current SSHIP 0.9.2 Brave and Coward effects
    Code:
    ;------------------------------------------
    Trait Brave
     Characters family
     NoGoingBackLevel 3 
     AntiTraits Coward, Haemophobic
     
     Level Brave
       Description Brave_desc
       EffectsDescription Brave_effects_desc
       Threshold 1 
     
       Effect TroopMorale 1 
     
     Level Dauntless
       Description Dauntless_desc
       EffectsDescription Dauntless_effects_desc
       Threshold 2 
     
       Effect TroopMorale 2 
       Effect HitPoints 1 
     
     Level Courageous
       Description Courageous_desc
       EffectsDescription Courageous_effects_desc
       Threshold 4 
     
       Effect TroopMorale 3 
       Effect HitPoints 2 
     
     Level Inspirationally_Brave
       Description Inspirationally_Brave_desc
       EffectsDescription Inspirationally_Brave_effects_desc
       Epithet Inspirationally_Brave_epithet_desc
       Threshold 6 
     
       Effect Authority 1 
       Effect TroopMorale 4
       Effect HitPoints 2 
     
     Level Has_no_Fear
       Description Has_no_Fear_desc
       EffectsDescription Has_no_Fear_effects_desc
       GainMessage Has_no_Fear_gain_desc
       Epithet Has_no_Fear_epithet_desc
       Threshold 12 
     
       Effect Authority 2 
       Effect TroopMorale 2
       Effect HitPoints 3 
     
    ;------------------------------------------
    Trait Coward
     Characters family
     NoGoingBackLevel 3 
     AntiTraits Brave
     
     Level Faltering_Courage
       Description Faltering_Courage_desc
       EffectsDescription Faltering_Courage_effects_desc
       GainMessage Faltering_Courage_gain_desc
       LoseMessage Faltering_Courage_lose_desc
       Threshold 2 
     
       Effect TroopMorale -1 
     
     Level Fears_Conflict
       Description Fears_Conflict_desc
       EffectsDescription Fears_Conflict_effects_desc
       Threshold 4 
     
       Effect TroopMorale -2 
     
     Level Cowardly
       Description Cowardly_desc
       EffectsDescription Cowardly_effects_desc
       Threshold 6 
     
       Effect TroopMorale -3 
     
     Level Slave_to_Fear
       Description Slave_to_Fear_desc
       EffectsDescription Slave_to_Fear_effects_desc
       Epithet Slave_to_Fear_epithet_desc
       Threshold 8 
     
       Effect TroopMorale -4
    Current SSHIP 0.9.2 Brave Triggers
    Code:
    ;------------------------------------------
    Trigger battle2
     WhenToTest PostBattle
     
     Condition GeneralNumKillsInBattle > 6
           and GeneralHPLostRatioinBattle > 0.5
           and IsGeneral
     
     Affects Brave 1 Chance 25 
     
    ;------------------------------------------
    Trigger battle2a
     WhenToTest PostBattle
     
     Condition GeneralNumKillsInBattle > 6
           and IsGeneral
     
     Affects Brave 1 Chance 15 
     
    ;------------------------------------------
    Trigger battle3
     WhenToTest PostBattle
     
     Condition GeneralNumKillsInBattle > 10
           and not Trait BattleChivalry >= 1
           and not Trait BattleDread >= 1
           and IsGeneral
     
     Affects Brave 1 Chance 15 
     Affects Bloodthirsty 1 Chance 10 
     
    ;------------------------------------------
    Trigger battle_Dread_fighting
     WhenToTest PostBattle
     
     Condition GeneralNumKillsInBattle > 10
           and not Trait BattleChivalry > 0
           and IsGeneral
     
     Affects BattleDread 1 Chance 8 
     Affects Brave 1 Chance 15 
     Affects Bloodthirsty 1 Chance 10 
     
    ;------------------------------------------
    Trigger battle_Chivalry_fighting
     WhenToTest PostBattle
     
     Condition GeneralNumKillsInBattle > 10
           and not Trait BattleDread > 0
           and IsGeneral
     
     Affects BattleChivalry 1 Chance 8 
     Affects Brave 1 Chance 15
    Current SSHIP 0.9.2 Coward Triggers – 1st place
    Code:
    ;------------------------------------------
    Trigger battle_coward1
     WhenToTest PostBattle
     
     Condition not WonBattle
    and not GeneralFoughtInCombat
    and PercentageEnemyKilled < 20
           and FactionIsLocal
           and IsGeneral
     
     Affects Coward 1 Chance 70 
     
    ;------------------------------------------
    Trigger battle_coward11
     WhenToTest PostBattle
     
     Condition not WonBattle
    and not GeneralFoughtInCombat
    and PercentageEnemyKilled < 20
           and not FactionIsLocal
           and IsGeneral
     
     Affects Coward 1 Chance 40 
     
    ;------------------------------------------
    Trigger battle_coward2
     WhenToTest PostBattle
     
     Condition not GeneralFoughtInCombat
    and PercentageEnemyKilled = 0
           and IsGeneral
     
     Affects Coward 1 Chance 10 
     
    ;------------------------------------------
    Trigger battle_coward3
     WhenToTest BattleGeneralRouted
     
     Affects Coward 1 Chance 25
    Current SSHIP 0.9.2 Coward Triggers – 2nd place
    Code:
    ;------------------------------------------
    Trigger battle7
     WhenToTest BattleGeneralRouted
     
     Affects Coward 1 Chance 33
    Current SSHIP 0.9.2 Spy & Assassin Execution triggers -1st place
    Code:
    ;--------- Governing - Spy Traits --------------
    ;------------------------------------------
    Trigger spying_target
     WhenToTest ExecutesASpyOnAMission
     
     Affects CounterSpy 1 Chance 100 
     
    ;------------------------------------------
    Trigger assassination_target
     WhenToTest ExecutesAnAssassinOnAMission
     
     Affects AssassinCatcher 1 Chance 100
    Current SSHIP 0.9.2 Spy & Assassin Execution triggers -2nd place
    Code:
    ;------------------------------------------
    Trigger agents9
     WhenToTest SufferAssassinationAttempt
     
     Affects Paranoia 1 Chance 33 
     Affects HighPersonalSecurity 1 Chance 17 
     Affects Gambling 1 Chance 15 
     Affects Girls 1 Chance 20 
     Affects Drink 1 Chance 20


    Changes in the EV file

    Spoiler Alert, click show to read: 
    Modified Brave and Coward descriptions
    Code:
    {Brave_desc}This man does not balk at the sight of danger - he has shown he can overcome fear when need be.
    {Brave_effects_desc}+1 Morale for all troops on the battlefield
    {Brave}Signs of Bravery
     
    {Dauntless_desc}Fear is not something that troubles this man. He and his men will bravely accept grim odds without complaint.
    {Dauntless_effects_desc}+2 Morale for all troops on the battlefield, +1 to general's hit points
    {Dauntless}Brave
     
    {Courageous_desc}Known to embrace the act of taking on dangers as both an example to others, and as a personal test of character. Soldiers follow him enthusiastically.
    {Courageous_effects_desc}+3 Morale for all troops on the battlefield, +2 to general's hit points
    {Courageous}Inspirationally Brave
     
    {Inspirationally_Brave_desc}A truly fearless warrior that has been through too much to fear any one man or moment. He can brave any battle difficulty out with his high-spirited soldiers.
    {Inspirationally_Brave_effects_desc}+1 Authority, +4 Morale for all troops on the battlefield, +2 to general's hit points, +1 to LocalPopularity (improves public order)
    {Inspirationally_Brave_epithet_desc}the Dauntless
    {Inspirationally_Brave}Dauntless
     
    {Has_no_Fear_desc}Somewhere there is a line between bravery and foolishness... This man has crossed that line plenty of times. This makes civilians enthusiastic, soldiers slightly less so, and can also be a bit dangerous in battle.
    {Has_no_Fear_effects_desc}+3 Authority, +2 Morale for all troops on the battlefield, +1 to general's hit points, +2 to LocalPopularity (improves public order)
    {Has_no_Fear_epithet_desc}the Valiant
    {Has_no_Fear_gain_desc}This man is now lauded as a hero by all - an inspiration to those he leads into battle and also he leads in politics!
    {Has_no_Fear}Valiant
     
     
    {Faltering_Courage_desc}In danger he has shown more concern for his personal safety than a noble person should. (Be aware that cowardice may self-perpetuate! Let this general fight to wash away this stain!)
    {Faltering_Courage_effects_desc}-1 Morale for all troops on the battlefield
    {Faltering_Courage_gain_desc}In a dangerous situation he didn't draw his sword but run away.
    {Faltering_Courage_lose_desc}Although this man has run from danger in the past, his stain of cowardice is now washed away.
    {Faltering_Courage}Faltering Courage
     
    {Fears_Conflict_desc}A man who fears getting hurt should not be leading men into battle. (Be aware that cowardice may self-perpetuate! He's likely getting slave to fear unless he fights frequently)
    {Fears_Conflict_effects_desc}-1 Authority, -2 Morale for all troops on the battlefield
    {Fears_Conflict}Fainthearted
     
    {Cowardly_desc}Known to run as soon as there is a threat to his person, this man is now openly referred to as a coward.
    {Cowardly_effects_desc}-2 Authority, -3 Morale for all troops on the battlefield, -1 from popularity (reduces public order)
    {Cowardly}Coward
     
    {Slave_to_Fear_desc}Even the meekest of men jeer at this man's lack of spine. He belongs in a nursery, not a battlefield.
    {Slave_to_Fear_effects_desc}-3 Authority, -4 Morale for all troops on the battlefield, -2 from popularity (reduces public order), +1 to public security (improves the chances of detecting and capturing enemy agents)
    {Slave_to_Fear_epithet_desc}the Coward
    {Slave_to_Fear}Slave to Fear
    Current SSHIP 0.9.2 Brave and Coward descriptions
    Code:
    {Brave_desc}This man does not balk at the sight of danger - he has shown he can overcome fear when need be.
    {Brave_effects_desc}+1 Morale for all troops on the battlefield
    {Brave}Brave
     
    {Dauntless_desc}Fear is not something that troubles this man. He will valiantly accept grim odds without complaint.
    {Dauntless_effects_desc}+2 Morale for all troops on the battlefield, +1 to general's hit points
    {Dauntless}Dauntless
     
    {Courageous_desc}Known to embrace the act of taking on dangers as both an example to others, and as a personal test of character.
    {Courageous_effects_desc}+3 Morale for all troops on the battlefield, +2 to general's hit points
    {Courageous}Courageous
     
    {Inspirationally_Brave_desc}A truly fearless warrior that has been through too much to fear any one man or moment. He is an inspiration.
    {Inspirationally_Brave_effects_desc}+1 Authority, +4 Morale for all troops on the battlefield, +2 to general's hit points
    {Inspirationally_Brave_epithet_desc}the Brave
    {Inspirationally_Brave}Inspirationally Brave
     
    {Has_no_Fear_desc}Somewhere there is a line between bravery and foolishness... This man has crossed that line plenty of times.
    {Has_no_Fear_effects_desc}+2 Authority, +2 Morale for all troops on the battlefield, +3 to general's hit points
    {Has_no_Fear_epithet_desc}the Fearless
    {Has_no_Fear_gain_desc}This man is now lauded as a hero by all - an inspiration to those he leads into battle!
    {Has_no_Fear}Has No Fear
     
     
    {Faltering_Courage_desc}Has shown more concern for his personal safety on the battlefield that a commander should.
    {Faltering_Courage_effects_desc}-1 Morale for all troops on the battlefield
    {Faltering_Courage_gain_desc}This man has finally - and accurately - been accused of running away from the enemy!
    {Faltering_Courage_lose_desc}Although this man has run from battle in the past, his stain of cowardice is now washed away.
    {Faltering_Courage}Faltering Courage
     
    {Fears_Conflict_desc}A man who fears getting hurt should not be leading men into battle.
    {Fears_Conflict_effects_desc}-2 Morale for all troops on the battlefield
    {Fears_Conflict}Fears Conflict
     
    {Cowardly_desc}Known to run as soon as there is a threat to his person, this man is now openly referred to as a coward.
    {Cowardly_effects_desc}-3 Morale for all troops on the battlefield
    {Cowardly}Cowardly
     
    {Slave_to_Fear_desc}Even the meekest of men jeer at this man's lack of spine. He belongs in a nursery, not a battlefield.
    {Slave_to_Fear_effects_desc}-4 Morale for all troops on the battlefield
    {Slave_to_Fear_epithet_desc}the Coward
    {Slave_to_Fear}Slave to Fear
    Last edited by Jurand of Cracow; February 27, 2017 at 08:26 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!

  11. #31
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,488

    Default GTCS - VictorVirtue

    VictorVirtue

    This is a trait I didn’t want to fix. And I don’t – effects and probabilities are unchanged. However, I’m putting it on this page because I want to add to the triggers here some additional “Affects”, so the triggers have been modified.
    Pro memoria: the VictorVirtue is used as conditions in the triggers in Education of Generals, and also in the Tourney Knight.

    For the moment I’ve added “Affects” for the traits:
    * Xenophilia
    * Brave

    Modifications – new triggers replacing the old

    Spoiler Alert, click show to read: 
    Code:
    ;=====================================
    ;======  VICTOR VIRTUE   =============
    ;--- and triggers for different traits –
    ;--- gained in big battles ------------
    ;------------------------------------------
    Trigger triumphs_in_battle_standard
     WhenToTest PostBattle
     
     Condition IsGeneral
    and WonBattle
    and BattleSuccess < clear
    and BattleOdds < 2.5
    and NumFriendsInBattle > 750 
     
     Affects VictorVirtue 1 Chance 100
     
    ;------------------------------------------
    Trigger triumphs_in_battle_clear
     WhenToTest PostBattle
     
     Condition IsGeneral
    and WonBattle
    and BattleSuccess = clear
    and BattleOdds < 2.5
    and NumFriendsInBattle > 750 
     
     Affects VictorVirtue 2 Chance 100
     
    ;------------------------------------------
    Trigger triumphs_in_battle_crushing
     WhenToTest PostBattle
     
     Condition IsGeneral
    and WonBattle
    and BattleSuccess > clear
    and BattleOdds < 2.5
    and NumFriendsInBattle > 750 
     
     Affects VictorVirtue 3 Chance 100
     
    ;------------------------------------------
    Trigger triumphs_in_siege
     WhenToTest PostBattle
     
     Condition IsGeneral
    and WonBattle
    and BattleSuccess >= clear
    and I_ConflictType Siege
    and GeneralNumKillsInBattle > 6
    and BattleOdds <= 0.9
    and NumFriendsInBattle > 500 
     
     Affects VictorVirtue 1 Chance 100
     Affects VictorVirtue 1 Chance 40
     
    ;------------------------------------------
    Trigger triumphs_in_capture
     WhenToTest GeneralCaptureSettlement
     
     Affects VictorVirtue 1 Chance 100
     Affects Brave 1 Chance 50
     
    ;------------------------------------------
    Trigger triumphs_in_capture_of_Rome
     WhenToTest GeneralCaptureSettlement
     
     Condition SettlementName Rome
     
     Affects VictorVirtue 8 Chance 100
     Affects Xenophilia 2 Chance 50 
     
    ;------------------------------------------
    Trigger triumphs_in_capture_of_Constantinople
     WhenToTest GeneralCaptureSettlement
     
     Condition SettlementName Constantinople
    and not CultureType greek
     
     Affects VictorVirtue 8 Chance 100
     Affects Xenophilia 2 Chance 50 
     
    ;------------------------------------------
    Trigger triumphs_in_capture_of_Jerusalem
     WhenToTest GeneralCaptureSettlement
     
     Condition SettlementName Jerusalem
     
     Affects VictorVirtue 8 Chance 100
     Affects Xenophilia 2 Chance 50 
     
    ;==== END of VICTOR VIRTUE triggers =======

    Triggers in Current SSHIP 0.9.2 version of EDCT file – to be replaced

    Spoiler Alert, click show to read: 
    Code:
    ;------------------------------------------
    ;VictorVirtue   Thresholds 10, 20, 30
    ;if this is to fast edit   Thresholds
    Trigger triumphs_in_battle_standard
     WhenToTest PostBattle
     
     Condition IsGeneral
    and WonBattle
    and BattleSuccess < clear
    and BattleOdds < 2.5
    and NumFriendsInBattle > 750 
     
     Affects VictorVirtue 1 Chance 100
     
    ;------------------------------------------
    Trigger triumphs_in_battle_clear
     WhenToTest PostBattle
     
     Condition IsGeneral
    and WonBattle
    and BattleSuccess = clear
    and BattleOdds < 2.5
    and NumFriendsInBattle > 750 
     
     Affects VictorVirtue 2 Chance 100
     
    ;------------------------------------------
    Trigger triumphs_in_battle_crushing
     WhenToTest PostBattle
     
     Condition IsGeneral
    and WonBattle
    and BattleSuccess > clear
    and BattleOdds < 2.5
    and NumFriendsInBattle > 750 
     
     Affects VictorVirtue 3 Chance 100
     
    ;------------------------------------------
    Trigger triumphs_in_siege
     WhenToTest PostBattle
     
     Condition IsGeneral
    and WonBattle
    and BattleSuccess >= clear
    and I_ConflictType Siege
    and GeneralNumKillsInBattle > 6
    and BattleOdds <= 0.9
    and NumFriendsInBattle > 500 
     
     Affects VictorVirtue 1 Chance 100
     Affects VictorVirtue 1 Chance 40
     
    ;------------------------------------------
    Trigger triumphs_in_capture
     WhenToTest GeneralCaptureSettlement
     
     Affects VictorVirtue 1 Chance 100
     
    ;------------------------------------------
    Trigger triumphs_in_capture_of_Rome
     WhenToTest GeneralCaptureSettlement
     
     Condition SettlementName Rome
     
     Affects VictorVirtue 8 Chance 100
     
    ;------------------------------------------
    Trigger triumphs_in_capture_of_Constantinople
     WhenToTest GeneralCaptureSettlement
     
     Condition SettlementName Constantinople
    and not CultureType greek
     
     Affects VictorVirtue 8 Chance 100
     
    ;------------------------------------------
    Trigger triumphs_in_capture_of_Jerusalem
     WhenToTest GeneralCaptureSettlement
     
     Condition SettlementName Jerusalem
     
     Affects VictorVirtue 8 Chance 100
    Last edited by Jurand of Cracow; November 17, 2016 at 03:10 PM.
    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!

  12. #32
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,488

    Default GTCS - Xenophobia and Xenophilia

    Xenophilia / xenophobia

    These two traits have some potential to play a role in the game. However, they’re broken for the three reasons:
    1) the triggers are from vanilla and determine only initial values (CoA) and self-perpetuation. It’s not realistic – there’re many events and situations in life which impact on both traits, and in the M2TW engine we can take them into account.
    2) the thresholds are so high compared to the triggers that it’s barely possible to get to the second levels, forget the thirds.
    3) they’re not meaningful – why would a player bother with such negligible consequences as 1 public security. More effects would make it useful.
    Additionally, there’s the broken NoGoingBack mechanism.

    In this entry the reasons for including new effects of the traits are presented. The thresholds have been lowered to the expected values of the triggers. Similarly, the reasons for having triggers are presented.

    The outcome of the changes should be such that the traits:
    1) have some impact on the game and a player will pay attention the them. Admittedely, this impact if far lower than the other traits.
    2) will appear more often and they will move up and down during the game
    3) the main force for the swings will still be self-perpetuation, but for xenophobia battles, military education and unhappy foreign population, and for xenophilia administrative education and governing the cities will play some role (I recon around 30 %).

    Analysis and modifications
    Spoiler Alert, click show to read: 
    Current levels, thresholds, effects :
    Xenophobia NGB3
    (2) Nervous of Outsiders: PublicSecurity 1
    (6) Distrusts Foreigners: PublicSecurity 2
    (12) Total Bigot: PublicSecurity 3
    Xenophilia NGB3
    (2) Tolerant to Foreigners: PublicSecurity -1
    (6) Welcomes Outlanders: PublicSecurity -2
    (12) Fascinated by Foreigners: PublicSecurity -3


    New effects:
    Xenophobia
    (2) Nervous of Outsiders: PublicSecurity 1, Trade -5%
    (4) Distrusts Foreigners: PublicSecurity 2, Trade -10%, Sight range -1
    (8) Total Bigot: PublicSecurity 3, Trade -15%, Sight range -2
    Xenophilia
    (2) Tolerant to Foreigners: PublicSecurity -1, Trade 5%
    (4) Welcomes Outlanders: PublicSecurity -2, Trade 10%, Sight range 1
    (8) Fascinated by Foreigners: PublicSecurity -3, Trade 15%, Mining 5%, Sight range 2


    Effects
    Xenophobia:

    • Public security – left as in vanilla.
    • Trade – malus since dealing with foreigners in trade is mutually beneficial, and a xenophobic governors perform worse.
    • Sight range – malus because good relation with foreigners is very useful for gaining guides and scouts, and these are deterred by xenophobic generals.

    Xenophilia:

    • Public security – left as in vanilla.
    • Trade income – bonus since dealing with foreigners in trade is mutually beneficial.
    • Mining income – bonus since you can learn new technologies from foreigners, and contacts make a general more innovative, also attracting foreign specialist is possible.
    • Sight range – bonus for foreigners are very useful a guides in the land, and they should be approach positively to guide well.

    Triggers

    When you’re getting xenophobe?

    • Battles seriously, especially if loses those battles (10% and +40%) – you hate those guys you fight against.
    • Extermination and sacking settlement – with more than 60% not-own religion – you learn to hate when killing defenseless (50% and 20%)
    • Being under siege 5% - included in Crusades/Jihad entry in this thread
    • Military education gained without experiencing citizens of other religions (5%) – you’re taught to hate those strange people you don’t know
    • Governing a settlement which is less than happy, where there’re more other religion citizens than own (5%) – those pesky “others” are really a problem.
    • Governing a settlement where there’re more other religion citizens than own when a city riots (2 pts with 20%) or rebels (2 pts. with 50%) – those pesky foreigners are the sources of the a problem!
    • Joining a Crusade/Jihad – religious fervor makes you hate the others. (20% for 2 points) - included in Crusades/Jihad entry in this thread
    • Faction is Excommunicated – the pope is one of those others (20%).
    • A general suffers an assassination attempt (two times 50% for 1 points) – included in Brave/Coward entry in this thread
    • A general survives an spying attempt (50% for 1 points) – included in Brave/Coward entry in this thread
    • Self-perpetuation (5%)
    • Self-perpetuation when you’re young (+5%) – young people radicalize faster.
    • Governed city has guilds of Assassins, Thieves
    • The character has some traits conducive for developing xenophobia.

    What prevents you from getting xenophobe?

    • high Chivalry – during battles (excluding those lost ones)
    • you’ve got educated people (= ancillaries) around to explain you things, let you ventilate and soothe your humors:
      • Academic Great Academic – during education
      • Money Great Academic - during governing
      • Religious – excommunication
      • Great Academic – young self-perpetuation


    When you’re getting xenophile?

    • Education in universities, especially if there’s more other culture citizens than own (5% and 5%).
    • Governing a city which is happy while there’s more other culture citizens than own (5%).
    • Governing a city which is happy and has university (+5%).
    • Famous cities visited (taken) – after that a general is exposed to population which takes every action to make him happy and not despoil them. Impressed by the great cities of this world (Rome, Jerusalem, Constantinople) he may get even more (additional 50% for 2 points) – included in VictorVirtue entry in this thread
    • Having Crusade/Jihad History – you’re back home and you long for time when you’re young, brave, healthy, and all those interesting people were around. (5% if at least 2 points of Crusader History) - included in Crusades/Jihad entry in this thread
    • Self-perpetuation (5%).
    • Self-perpetuation when you’re young (+5%) – young people radicalize faster.
    • Your wife, mother or somebody from your ancestor was from abroad.
    • Governed city has guilds of Explorers, Merchants
    • The character has some traits conducive for developing xenophilia.

    What prevents you from getting xenophile?

    • you’ve got educated people (= ancillaries) around to explain you things and warn you against dangers:
      • Military – during education
      • Security - during governing with more other cultures
      • Military - during governing with university
      • Security – young self-perpetuation



    • Triggers for getting a trait from the father during Coming of Age have been modified so that they fire if a father has/had the trait at second level (4 points) with 20% chance, and futher 50% chance if he had it at the highest. There’s also a random birth 2% for getting any of the two.
    • There’s a number of “Royal_Relation_X” triggers (in the “Bloodlines” part of the SS). For each of them a line “Affects Xenophilia 1 Chance 50” has been added, but the code is included in the attached file, not on the webpage (it’d be too much).

    The odds of getting xenophobe are a bit higher, but there’s higher probability of CoA with xenophile if there’re royals marriages with the other factions are taken into account, and also educational period is slightly more conducive for xenophiles (higher chances, more administratively inclined generals mean they’re likely to follow this).

    Potential changes in future

    • there is a set of triggers for marriages “family_generalmarries_X”. They should be taken into consideration if they do have an impact on both traits, or not.
    • Triggers from building buildings (eg port – xenophilia).
    • Triggers from the buildings, eg. Italian traders can make Greek governors really xenophobic. This concerns especially guilds.
    • The interaction with the other traits should be considered, eg.
      • xenophobia: Coward, Feck, Auster, Ignorance, Paranoia
      • xenophilia: Girls, Epicurean, Aesthetic, Trusting, Perverted, Gregarious

    • There’s a set of traits „Hates X” / “Fears X”. Triggers spawning these traits should not be complemented with xenophobia probabilities since there separate triggers for xenophobia.
    • If these triggers are added, the thresholds should be adjusted.
    • The traits may be use in triggers for other traits. Eg. xenophilobia may deepen a general's Discontent if he is in a province with other religions, while xenophilia may slower gaining Far Loyalty.

    Modified code
    Spoiler Alert, click show to read: 
    Modifications – effects, thresholds
    Code:
    ;------------------------------------------
    Trait Xenophobia
     Characters family
     AntiTraits Xenophilia
    
     Level Nervous_of_Outsiders
       Description Nervous_of_Outsiders_desc
       EffectsDescription Nervous_of_Outsiders_effects_desc
       Threshold 2 
    
       Effect PublicSecurity 1 
       Effect Trading -5 
    
     Level Distrusts_Foreigners
       Description Distrusts_Foreigners_desc
       EffectsDescription Distrusts_Foreigners_effects_desc
       Threshold 6 
    
       Effect PublicSecurity 2 
       Effect LineOfSight -1
       Effect Trading -10 
    
     Level Total_Bigot
       Description Total_Bigot_desc
       EffectsDescription Total_Bigot_effects_desc
       Threshold 12 
    
       Effect PublicSecurity 3 
       Effect LineOfSight -2
       Effect Trading -15 
    
    ;------------------------------------------
    Trait Xenophilia
     Characters family
     AntiTraits Xenophobia
    
     Level Tolerant_to_Foreigners
       Description Tolerant_to_Foreigners_desc
       EffectsDescription Tolerant_to_Foreigners_effects_desc
       Threshold 2 
    
       Effect PublicSecurity -1 
       Effect Trading 5 
    
     Level Welcomes_Outlanders
       Description Welcomes_Outlanders_desc
       EffectsDescription Welcomes_Outlanders_effects_desc
       Threshold 6 
    
       Effect PublicSecurity -2 
       Effect Trading 10 
       Effect LineOfSight 1
    
     Level Fascinated_by_Foreigners
       Description Fascinated_by_Foreigners_desc
       EffectsDescription Fascinated_by_Foreigners_effects_desc
       Threshold 12 
    
       Effect PublicSecurity -3 
       Effect Trading 15 
       Effect Mining 5 
       Effect LineOfSight 2
    Modifications – triggers

    First place

    Code:
    ;------------------------------------------
    Trigger agents11
     WhenToTest SufferAssassinationAttempt
     
     Condition not IsGeneral
     
     Affects Xenophobia 1 Chance 8 
     Affects Introvert 1 Chance 25
     Affects Deranged 1 Chance 3 
     
    ;------------------------------------------
    Trigger agents21
     WhenToTest AcceptBribe
     
     Condition not IsGeneral
     
     Affects Disloyal 1 Chance 33 
     Affects ExRebel 1 Chance 100 
     Affects Xenophilia 1 Chance 10
    Second place (actually, you can put anywhere)
    Code:
    ;===========================================
    ;-- XENOPHOBIA AND XENOPHILIA TRIGGERS -----
    ;===========================================
    ;----- DURING FIGHTING --------------------
    ;------------------------------------------
    Trigger Xenophobia_Battle
     WhenToTest PostBattle
     
     Condition IsGeneral
    and Attribute Chivalry < 6
     
     Affects Xenophobia 1 Chance 10 
     
    ;------------------------------------------
    Trigger Xenophobia_Battle_Lost
     WhenToTest PostBattle
     
     Condition IsGeneral
    and not WonBattle
     
     Affects Xenophobia 1 Chance 40 
     
    ;------------------------------------------
    Trigger Xenophobia_Sacking
     WhenToTest SackSettlement
     
     Condition IsGeneral
    and PopulationOwnReligion < 40
     
     Affects Xenophobia 1 Chance 20 
     
    ;------------------------------------------
    Trigger Xenophobia_Exterminating
     WhenToTest ExterminatePopulation
     
     Condition IsGeneral
    and PopulationOwnReligion < 40
     
     Affects Xenophobia 1 Chance 50 
     
    ;----- DURING EDUCATION -------------------
    ;------------------------------------------
    Trigger Xenophobia_Military_Education
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
    and EndedInSettlement
    and SettlementBuildingExists >= wooden_castle
    and Trait Wantschool >= 1
    and PopulationOwnReligion < 50
    and not HasAncType GreatAcademic 
    and not HasAncType Academic
     
     Affects Xenophobia 1 Chance 5 
     
    ;------------------------------------------
    Trigger Xenophilia_Learning_University
     WhenToTest CharacterTurnEndInSettlement
     
     Condition IsGeneral
    and RemainingMPPercentage = 100
    and Trait Wantschool >= 1
    and SettlementBuildingExists >= university
    and not HasAncType Military 
     
     Affects Xenophilia 1 Chance 5
     
    ;------------------------------------------
    Trigger Xenophilia_Learning_WithForeigners
     WhenToTest CharacterTurnEndInSettlement
     
     Condition IsGeneral
    and RemainingMPPercentage = 100
    and Trait Wantschool >= 1
    and SettlementBuildingExists >= university
    and PopulationOwnReligion < 50
    and not HasAncType Military 
     
     Affects Xenophilia 1 Chance 5
     
    ;----- DURING GOVERNING --------------------
    ;-------------------------------------------
    Trigger Xenophobia_Governing_Riots
     WhenToTest GovernorCityRiots
     
     Condition PopulationOwnReligion < 50
     
     Affects Xenophobia 2 Chance 20 
     
    ;-------------------------------------------
    Trigger Xenophobia_Governing_Rebels
     WhenToTest GovernorCityRebels
     
     Condition PopulationOwnReligion < 50
     
     Affects Xenophobia 2 Chance 50 
     
    ;-------------------------------------------
    Trigger Xenophobia_Governing_NotHappyForeigners
     WhenToTest CharacterTurnEndInSettlement
     
     Condition GovernorLoyaltyLevel < loyalty_happy
    and RemainingMPPercentage > 99
    and PopulationOwnReligion < 50
    and not HasAncType GreatAcademic 
    and not HasAncType Money 
     
     Affects Xenophobia 1 Chance 5 
     
    ;------------------------------------------
    Trigger Xenophilia_Governing_University
     WhenToTest CharacterTurnEndInSettlement
     
     Condition IsGeneral
    and RemainingMPPercentage > 99
    and SettlementBuildingExists >= university
    and not HasAncType Military 
     
     Affects Xenophilia 1 Chance 5
     
    ;------------------------------------------
    Trigger Xenophilia_Governing_WithForeigners
     WhenToTest CharacterTurnEndInSettlement
     
     Condition IsGeneral
    and RemainingMPPercentage > 99
    and PopulationOwnReligion < 50
    and not HasAncType Security 
     
     Affects Xenophilia 1 Chance 5
     
    ;----- SELF-PERPETUATION ------------------
    ;------------------------------------------
    Trigger Xenophobia_Selfperpetuating
     WhenToTest CharacterTurnEnd
     
     Condition Trait Xenophobia > 0
     
     Affects Xenophobia 1 Chance 5 
     
    ;------------------------------------------
    Trigger Xenophobia_Selfperpetuating_Young
     WhenToTest CharacterTurnEnd
     
     Condition Trait Xenophobia > 0
    and Wantschool > 0 
    and not HasAncType GreatAcademic 
     
     Affects Xenophobia 1 Chance 5 
     
    ;------------------------------------------
    Trigger Xenophilia_Selfperpetuating
     WhenToTest CharacterTurnEnd
     
     Condition Trait Xenophilia > 0
     
     Affects Xenophilia 1 Chance 5 
     
    ;------------------------------------------
    Trigger Xenophilia_Selfperpetuating_Young
     WhenToTest CharacterTurnEnd
     
     Condition Trait Xenophilia > 0
    and Wantschool > 0 
    and not HasAncType Security 
     
     Affects Xenophilia 1 Chance 5 
     
    ;----- to be integrated with trigger -------------
    ;----- being_excommunicated_player ----------------
    Trigger Xenophobia_Excommunicated
     WhenToTest CharacterTurnEnd
     
     Condition FactionExcommunicated
    and IsGeneral
    and CharacterReligion catholic
    and FactionIsLocal
    and not HasAncType Religion 
     
     Affects Xenophobia 1 Chance 20 
     
    ;--- END OF XENOPHOBIA AND XENOPHILIA TRIGGERS --
    ;================================================
    Father traits
    Code:
    ;------------------------------------------
    Trigger dads_Xenophilia_Extreeme
     WhenToTest CharacterComesOfAge
    
     Condition FatherTrait Xenophilia > 3
    
     Affects Xenophilia 1 Chance 50 
    
    ;------------------------------------------
    Trigger dads_Xenophobia_Extreeme
     WhenToTest CharacterComesOfAge
    
     Condition FatherTrait Xenophobia > 3
    
     Affects Xenophobia 1 Chance 50
    Modifications – EV text
    Code:
    {Nervous_of_Outsiders_desc}This man is suspicious of those from  distant lands. After all, why do they look, sound and act differently?
    {Nervous_of_Outsiders_effects_desc}+1 to public security, 5% penalty on trade income
    {Nervous_of_Outsiders}Nervous of Outsiders
     
    {Distrusts_Foreigners_desc}He not only makes snide remarks about peoples of other lands without any reason, but he truly believes in his words. This attitude might good for security, but it's bad for income and scouting for the enemy armies.
    {Distrusts_Foreigners_effects_desc}+2 to public security, 10% penalty on trade income, -1 sight range
    {Distrusts_Foreigners}Distrusts Foreigners
      
    {Total_Bigot_desc}This man is utterly intolerant of anything from  outside his own homeland. It’s good for security but detrimental to trade and finding good scouts.
    {Total_Bigot_effects_desc}+3 to public security, 15% penalty on trade income, -2 sight  range
    {Total_Bigot}Total Bigot
     
    
    {Tolerant_to_Foreigners_desc}Shows those from abroad all of the courtesy and respect he would show his own. This puts him at risk, but is profitable the local trade.
    {Tolerant_to_Foreigners_effects_desc}-1 from public security, 5% bonus on trade income
    {Tolerant_to_Foreigners}Tolerant to Foreigners
     
    {Welcomes_Outlanders_desc}Known for the warm welcome he extends to those from other places, and the respect he offers while travelling himself. Dangerous, but profitable attitude.
    {Welcomes_Outlanders_effects_desc}-2 from public security, 10% bonus on trade income, +1 to sight range
    {Welcomes_Outlanders}Welcomes Outlanders
     
    {Fascinated_by_Foreigners_desc}This man is in love with foreign customs, lore and ways. It offers him broad perspective and connections beneficial for trade and mining. It brings personal security concerns, but the enemy armies can be spottes from far away.
    {Fascinated_by_Foreigners_effects_desc}-3 from public security, 15% bonus on trade income, 5% bonus on mining income, +2 to sight range
    {Fascinated_by_Foreigners}Fascinated by Foreigners

    Code in Current SSHIP 0.9.2
    Spoiler Alert, click show to read: 
    Triggers in Current SSHIP 0.9.2 version of EDCT file – to be replaced

    First place
    Code:
    ;------------------------------------------
    Trigger agents11
     WhenToTest SufferAssassinationAttempt
     
     Affects Xenophobia 1 Chance 8 
     Affects Introvert 1 Chance 25
     Affects Deranged 1 Chance 3 
     
    ;------------------------------------------
    Trigger agents21
     WhenToTest AcceptBribe
     
     Affects Disloyal 1 Chance 33 
     Affects ExRebel 1 Chance 100 
     Affects Xenophilia 1 Chance 10
    Second place
    Code:
    ;------------------------------------------
    Trigger selfperpetuating39
     WhenToTest CharacterTurnEnd
     
     Condition Trait Xenophilia >= 1
     
     Affects Xenophilia 1 Chance 4 
     
    ;------------------------------------------
    Trigger selfperpetuating40
     WhenToTest CharacterTurnEnd
     
     Condition Trait Xenophobia >= 1
     
     Affects Xenophobia 1 Chance 4
    Third place
    Code:
    ;------------------------------------------
    Trigger dads_Xenophilia
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Xenophilia >= 1
     
     Affects Xenophilia 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_Xenophobia
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Xenophobia >= 1
     
     Affects Xenophobia 1 Chance 20
    Effects in Current SSHIP 0.9.2 version in the EDCT file – effects, thresholds – to be replaced
    Code:
    ;------------------------------------------
    Trait Xenophobia
     Characters family
     NoGoingBackLevel 3 
     AntiTraits Xenophilia
     
     Level Nervous_of_Outsiders
       Description Nervous_of_Outsiders_desc
       EffectsDescription Nervous_of_Outsiders_effects_desc
       Threshold 2 
     
       Effect PublicSecurity 1 
     
     Level Distrusts_Foreigners
       Description Distrusts_Foreigners_desc
       EffectsDescription Distrusts_Foreigners_effects_desc
       Threshold 6 
     
       Effect PublicSecurity 2 
     
     Level Total_Bigot
       Description Total_Bigot_desc
       EffectsDescription Total_Bigot_effects_desc
       Threshold 12 
     
       Effect PublicSecurity 3 
     
    ;------------------------------------------
    Trait Xenophilia
     Characters family
     NoGoingBackLevel 3 
     AntiTraits Xenophobia
     
     Level Tolerant_to_Foreigners
       Description Tolerant_to_Foreigners_desc
       EffectsDescription Tolerant_to_Foreigners_effects_desc
       Threshold 2 
     
       Effect PublicSecurity -1 
     
     Level Welcomes_Outlanders
       Description Welcomes_Outlanders_desc
       EffectsDescription Welcomes_Outlanders_effects_desc
       Threshold 6 
     
       Effect PublicSecurity -2 
     
     Level Fascinated_by_Foreigners
       Description Fascinated_by_Foreigners_desc
       EffectsDescription Fascinated_by_Foreigners_effects_desc
       Threshold 12 
     
       Effect PublicSecurity -3
    EV file code in Current SSHIP 0.9.2

    Code:
    {Nervous_of_Outsiders_desc}This man is suspicious of those from distant lands. After all, why do they look, sound and act differently?
    {Nervous_of_Outsiders_effects_desc}+1 to public security (improves the chances of detecting and capturing enemy agents)
    {Nervous_of_Outsiders}Nervous of Outsiders
     
    {Distrusts_Foreigners_desc}One to make snide remarks about peoples of other lands, without any grounds or reason.
    {Distrusts_Foreigners_effects_desc}+2 to public security (improves the chances of detecting and capturing enemy agents)
    {Distrusts_Foreigners}Distrusts Foreigners
     
    {Total_Bigot_desc}This man is utterly intolerant of anything from outside his own homeland.
    {Total_Bigot_effects_desc}+3 to public security (improves the chances of detecting and capturing enemy agents)
    {Total_Bigot}Total Bigot
     
     
    {Tolerant_to_Foreigners_desc}Shows those from abroad all of the courtesy and respect he would show his own.
    {Tolerant_to_Foreigners_effects_desc}-1 from public security (decreases the chances of detecting and capturing enemy agents)
    {Tolerant_to_Foreigners}Tolerant to Foreigners
     
    {Welcomes_Outlanders_desc}Known for the warm welcome he extends to those from other places, and the respect he offers while travelling himself.
    {Welcomes_Outlanders_effects_desc}-2 from public security (decreases the chances of detecting and capturing enemy agents)
    {Welcomes_Outlanders}Welcomes Outlanders
     
    {Fascinated_by_Foreigners_desc}This man is in love with foreign customs, lore and ways. Though it does offer him broad perspective, it brings into question his loyalties at times.
    {Fascinated_by_Foreigners_effects_desc}-3 from public security (decreases the chances of detecting and capturing enemy agents)
    {Fascinated_by_Foreigners}Fascinated by Foreigners


    Please note: in 2018 I've tweaked the code a bit, especially the triggers to get rid of the NoGoingBack and Antitrait bugs.
    Last edited by Jurand of Cracow; June 04, 2018 at 01:14 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!

  13. #33
    Jurand of Cracow's Avatar History and gameplay!
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    Default GTCS - Loves and Hates Father

    Loves Father / Hates Father

    This is a nice trait which could be improved so that it add to creation of a logicall, cohesive personalities of the generals. So these are the results.

    The trait is determined at CoA, but then it may progress during the young age (until the general is 22, coded Wantschool > 0).

    I still have some ideas about this trait (to make it available for all generals), so it' likely to change in future.

    Analysis and modifications

    Spoiler Alert, click show to read: 
    Current situation:

    • Available for all generals, but description in the EV is valid only for heir.
    • Just one trigger with 10% chances for both to get at CoA, what means it’s not possible to attain higher level, even if it’s defined in EDCT and also in EV. No relations to traits and attributes of father and mother.
    • Assessment: potential definitely un-utilized.


    Modifications:

    • Thresholds and benefits remain unchanged.
    • Will be available for all sons of Faction Leader only.
    • Triggers at CoA are related to traits of both mother (1/3) and father (2/3). There’re many of them but with reasonable probabilities.
    • Triggers at young age (Wantschool >0) are related to:
      • Father sponsoring education – for Mil_Mind in Fortresses+ and Adm_Mind at universities – with quite high probabilities.
      • High values (6+) of father in Piety and Authority, and also in Chivalry and Dread (6+) if son shares these views (Chivalry 1+ and Dread 1+, respectively)
      • Differences/similarities between son and father to the strangers (traits Xenophobia and Xenophilia).

    • As a result, the traits will appear more often in game, will evolve in the young age, then at the age of 22 they will stabilize.
    • Probabilities are set in such a manner that it’s possible to attain the higher level, but it will more likely happen in the schoolage than at CoA.
    • Description in EV have been slightly changed.

    Attention:

    • There’ll be a part of code called „Clean up” put on the page in another entry – it’ll relevant only for FH becoming FL.
    • The code should be put rather late in the file – it uses the traits acquired just before at CoA: BastardSon and BiologicalSon.


    Future modifications:

    • perhaps some young-age Hates_Father triggers should be added - for now there're mainly for loving. I don't have ideas though, what can influence the attitude in such a way.
    • also possible to give this trait also for sons of FH (through SonofKingPrince trait). The descriptions should be adjusted then, and in all triggers conditions would be changed.


    Comments:
    This trait is for the sons of the FL, not only for FH. It will make their characters somewhat distinct from other generals. The CoA triggers fire if a son CoA when father is an FL – so they can be born when father is still a FH or even a normal general. On the other hand, I think the game engine will work in such a way that if the FL father dies before a son CoA, the son will still get this trait: the engine remembers who the father was and which features he had – so perhapss it will remembers Factionleader > 2 trait.
    If a son CoA before his father gets FL, then the CoA triggers will not fire. However, the young-age triggers will will fire (for schooling, having similar attributes and attitude to foreigners etc.).

    If you count triggers, there’s more for Hating Father. However, it’s rather unlikely for an FL to be packed with bad features so I expect most of the sons to be Loving Father. In this sense the traits adds to close-family loyalty, which I think is very realistic.

    This trait is easy to be modified in such a way that it concerns all generals. However, the descriptions should be changed in such situation as well.
    Modified code
    Spoiler Alert, click show to read: 
    Code:
    ;===============================
    ;------ LOVES AND HATES FATHER ---------
    ;------- only for FL sons - FLS --------------------
    ;---- may be later expandeed with ----
    ;---  triggers for other traits CoA for FL sons ----
    ;------------------------------------------
    ;----- FLSon Coming of Age - Starter ------
    ;------------------------------------------
    Trigger FLS_CoA_BiologicalSon
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and BiologicalSon > 0
     
     Affects Loves_Father 1 Chance 20 
     
    ;------------------------------------------
    Trigger FLS_CoA_BiologicalSon_Bastard
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and BastardSon > 0
     
    Affects Hates_Father 1 Chance 20
    Affects Loves_Father 1 Chance 5
     
    ;------------------------------------------
    ;----- FLSon Coming of Age - Mother ------
    ;------------------------------------------
    Trigger FLS_CoA_MotherHorrid
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait WifeIsHorrid > 0
     
    Affects Hates_Father 1 Chance 5
     
    ;------------------------------------------
    Trigger FLS_CoA_MotherBitch
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait WifeIsBitch > 0
     
    Affects Hates_Father 1 Chance 5
     
    ;------------------------------------------
    Trigger FLS_CoA_MotherWise
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait WifeIsWise > 0
     
     Affects Loves_Father 1 Chance 5 
     
    ;------------------------------------------
    Trigger FLS_CoA_MotherNoble
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait WifeIsNoble > 0
     
     Affects Loves_Father 1 Chance 5 
     
    ;------------------------------------------
    Trigger FLS_CoA_MotherDomineering
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait WifeIsDomineering > 0
     
    Affects Hates_Father 1 Chance 10
     
    ;------------------------------------------
    Trigger FLS_CoA_MotherManipulative
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait WifeIsDomineering > 1
     
    Affects Hates_Father 1 Chance 20
     
    ;------------------------------------------
    ;------- FLSons Coming of Age - Father ------
    ;------------------------------------------
    Trigger FLS_CoA_Father_Crusader
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait CrusaderHistory > 2
     
     Affects Loves_Father 1 Chance 50 
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Jihadist
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait JihadHistory > 2
     
     Affects Loves_Father 1 Chance 50 
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Girls
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Girls > 0
     
    Affects Hates_Father 1 Chance 5
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Sober
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Sobriety > 0
     
    Affects Hates_Father 1 Chance 5
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Drinker
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Drink > 3
     
    Affects Hates_Father 1 Chance 5
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Alcoholic
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Drink > 15
     
    Affects Hates_Father 1 Chance 50
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Coward
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Coward > 0
     
    Affects Hates_Father 1 Chance 20
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Brave
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Brave > 0
     
     Affects Loves_Father 1 Chance 5 
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_VeryBrave
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Brave > 3
     
     Affects Loves_Father 1 Chance 15 
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Slothful
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Slothful > 0
     
    Affects Hates_Father 1 Chance 5
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Perverted
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Perverted > 0
     
    Affects Hates_Father 1 Chance 5
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Paranoid
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Paranoia > 0
     
    Affects Hates_Father 1 Chance 5
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Cuckold
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Cuckold > 0
     
    Affects Hates_Father 1 Chance 5
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Corrupt
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Corrupt > 0
     
    Affects Hates_Father 1 Chance 5
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Embezzler
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Embezzler > 0
     
    Affects Hates_Father 1 Chance 5
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Authoritarian
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Authoritarian > 0
     
    Affects Hates_Father 1 Chance 5
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Prim
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Prim > 0
     
    Affects Hates_Father 1 Chance 5
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Austere
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Austere > 0
     
    Affects Hates_Father 1 Chance 5
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Upright
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Upright > 0
     
     Affects Loves_Father 1 Chance 5 
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Cultured
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Authoritarian > 0
     
     Affects Loves_Father 1 Chance 5 
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Aesthetic
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Aesthetic > 0
     
     Affects Loves_Father 1 Chance 5 
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_InspiringSpeaker
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait InspiringSpeaker > 0
     
     Affects Loves_Father 1 Chance 5 
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Miserly
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Miserly > 0
     
    Affects Hates_Father 1 Chance 10
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Generous
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Generous > 0
     
     Affects Loves_Father 1 Chance 10 
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Epicurean
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Epicurean > 0
     
     Affects Loves_Father 1 Chance 10 
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_ExpensiveTastes
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait ExpensiveTastes > 0
     
     Affects Loves_Father 1 Chance 10 
     
    ;------------------------------------------
    Trigger FLS_CoA_Father_Intelligent
     WhenToTest CharacterComesOfAge
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Intelligent > 0
     
     Affects Loves_Father 1 Chance 10 
     
    ;------------------------------------------
    ;-------- FLSon Young Age Education ------
    ;--------------------------------------------
    Trigger FLS_Wantschool_Mil_Edu_Sponsoring
     WhenToTest CharacterTurnEnd
     
    Condition FatherTrait Factionleader > 2
    and Trait Wantschool > 0
    and Trait MilitaryInclination = 1
    and EndedInSettlement
    and SettlementBuildingExists > castle
     
     Affects Loves_Father 1 Chance 5
     
    ;--------------------------------------------
    Trigger FLS_Wantschool_Adm_Edu_Sponsoring
     WhenToTest CharacterTurnEnd
     
    Condition FatherTrait Factionleader > 2
    and Trait Wantschool > 0
    and not Trait MilitaryInclination = 1
    and EndedInSettlement
    and RemainingMPPercentage > 99
    and SettlementBuildingExists > school
     
     Affects Loves_Father 1 Chance 5
     
    ;------------------------------------------
    ;-------- FLS Young Age Xenodifferences ------
    ;--------------------------------------------
    Trigger FLS_Wantschool_FatherXenophobe_SonXenophile
     WhenToTest CharacterTurnEnd
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Xenophobia > 3
    and Trait Xenophilia > 0
    and Trait Wantschool > 0
     
    Affects Hates_Father 1 Chance 5
     
    ;--------------------------------------------
    Trigger FLS_Wantschool_FatherXenophil_SonXenophobe
     WhenToTest CharacterTurnEnd
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Xenophilia > 3
    and Trait Xenophobia > 0
    and Trait Wantschool > 0
     
    Affects Hates_Father 1 Chance 5
     
    ;--------------------------------------------
    Trigger FLS_Wantschool_BothXenophile
     WhenToTest CharacterTurnEnd
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Xenophilia > 3
    and Trait Xenophilia > 0
    and Trait Wantschool > 0
     
     Affects Loves_Father 1 Chance 5
     
    ;--------------------------------------------
    Trigger FLS_Wantschool_BothXenophobe
     WhenToTest CharacterTurnEnd
     
    Condition FatherTrait Factionleader > 2
    and FatherTrait Xenophobia > 3
    and Trait Xenophobia > 0
    and Trait Wantschool > 0
     
     Affects Loves_Father 1 Chance 5 
     
    ;------------------------------------------
    ;----- FLS Young Age Father Attributes ----
    ;--------------------------------------------
    Trigger FLS_Wantschool_Dad_High_Authority
     WhenToTest CharacterTurnEnd
     
    Condition FatherTrait Factionleader > 2
    and Trait Wantschool > 0
    and FatherAttribute Authority > 5
     
     Affects Loves_Father 1 Chance 3 
     
    ;--------------------------------------------
    Trigger FLS_Wantschool_Dad_High_Piety
     WhenToTest CharacterTurnEnd
     
    Condition FatherTrait Factionleader > 2
    and Trait Wantschool > 0
    and FatherAttribute Piety > 5
     
     Affects Loves_Father 1 Chance 3 
     
    ;--------------------------------------------
    Trigger FLS_Wantschool_Dad_High_Chivalry
     WhenToTest CharacterTurnEnd
     
    Condition FatherTrait Factionleader > 2
    and Trait Wantschool > 0
    and Attribute Chivalry > 0
    and FatherAttribute Chivalry > 5
     
     Affects Loves_Father 1 Chance 3 
     
    ;--------------------------------------------
    Trigger FLS_Wantschool_Dad_High_Dread
     WhenToTest CharacterTurnEnd
     
    Condition FatherTrait Factionleader > 2
    and Trait Wantschool > 0
    and Attribute Chivalry < 0
    and FatherAttribute Chivalry < -5
     
     Affects Loves_Father 1 Chance 3 
     
    ;------ END OF LOVES AND HATES FATHER triggers ---------
    New description in EV
    Code:
    {Lovedad1_desc}The acorn falls not far from the tree. This noble man thinks much like his father and respects his ideas of how to rule the land. Loyalty is an important virtue to him. 
    {Lovedad1_effects_desc}+1 Loyalty
    {Lovedad1}Honours His Father
    {Lovedad2_desc}This prince idolizes his father and will preserve family honour even unto his own death. Loyalty is essential to him throughout whole life.
    {Lovedad2_effects_desc}+2 Loyalty
    {Lovedad2}Loves His Father
     
    {Hatedad1_desc}This ruler’s son has mocked his father often. He feels no attachment to his family and perhaps little to his fatherland.
    {Hatedad1_effects_desc}-1 Loyalty
    {Hatedad1}Scorns His Father
    {Hatedad2_desc}Oedipus had it basically right... kill the father, but kill mom, too. And other lords can go to hell too!
    {Hatedad2_effects_desc}-2 Loyalty
    {Hatedad2}Hates His Father


    Code in Current SSHIP 0.9.2
    Spoiler Alert, click show to read: 
    Code in Current SSHIP 0.9.2 – triggers to be deleted
    Code:
    ;------------------------------------------
    Trigger Love_or_Hate_dad
     WhenToTest CharacterComesOfAge
     
     Affects Loves_Father 1 Chance 10 
     Affects Hates_Father 1 Chance 10
    Code in Current SSHIP 0.9.2 – description in EV
    Code:
    {Lovedad1_desc}The acorn falls not far from the tree. This noble man thinks much like his father and respects his ideas of how to rule the land. Loyalty is an important virtue to him. 
    {Lovedad1_effects_desc}+1 Loyalty
    {Lovedad1}Honours His Father
    {Lovedad2_desc}This prince idolizes his father and is in turn adored by his him. He would defend his father's honour even unto his own death. Loyalty is essential to him throughout whole life.
    {Lovedad2_effects_desc}+2 Loyalty
    {Lovedad2}Loves His Father
     
    {Hatedad1_desc}This crown prince has never seen eye to eye with his father. He thinks a change in sovereign would for the better.
    {Hatedad1_effects_desc}-1 Loyalty
    {Hatedad1}Scorns His Father
    {Hatedad2_desc}Oedipus had it basically right... kill the father, but kill mom, too. Anything to be rid of his idiot sovereign lord!
    {Hatedad2_effects_desc}-2 Loyalty
    {Hatedad2}Hates His Father
    Last edited by Jurand of Cracow; November 29, 2016 at 05:46 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!

  14. #34
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,488

    Default GTCS - CoA triggers changes

    Family events I: Coming of Age triggers

    explanations in the following entr

    Modified code

    still being modified


    Code in Current SSHIP 0.9.2
    Spoiler Alert, click show to read: 


    Current SSHIP 0.9.2 version of EDCT file – to be replaced – FIRST place


    Code:
    ;********* PERSONALITY - COMESOFAGE TRIGGERS *********
    ;------------------------------------------
    ; up bloodlinemale fertility just a tad.
    Trigger Male_royal_fertile_bonus
     WhenToTest CharacterComesOfAge
     
     Condition Trait SonofKingPrince = 1
     
     Affects Fertile 1 Chance 75
     Affects Fertile 1 Chance 20
     
    ;------------------------------------------
    Trigger dads_a_bit_drunk_vnv_trigger
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Drink >= 1
           and FatherTrait Drink <= 3
     
     Affects Sobriety 3 Chance 33 
     Affects Drink 1 Chance 17 
     
    ;------------------------------------------
    Trigger dads_more_drunk_vnv_trigger
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Drink >= 4
           and FatherTrait Drink <= 15
     
     Affects Sobriety 8 Chance 33 
     Affects Drink 1 Chance 17 
     
    ;------------------------------------------
    Trigger dads_totally_drunk_vnv_trigger
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Drink >= 16
     
     Affects Sobriety 16 Chance 33 
     Affects Drink 1 Chance 17 
     
    ;------------------------------------------
    Trigger dads_austere
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Austere >= 1
     
     Affects Aesthetic 1 Chance 20 
     Affects Austere 1 Chance 5 
     
    ;------------------------------------------
    Trigger dads_aesthetic
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Aesthetic >= 1
     
     Affects Austere 1 Chance 15 
     Affects Aesthetic 1 Chance 15 
     
    ;------------------------------------------
    Trigger dads_corrupt
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Corrupt >= 1
     
     Affects Upright 1 Chance 15 
     Affects Corrupt 1 Chance 15 
     
    ;------------------------------------------
    Trigger dads_upright
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Upright >= 1
     
     Affects Upright 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_coward
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Coward >= 1
     
     Affects Brave 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_cuckold
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Cuckold >= 1
     
     Affects Prim 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_prim
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Prim >= 1
     
     Affects Lewd 1 Chance 10 
     Affects Feck 1 Chance 10 
     
    ;------------------------------------------
    Trigger dads_epicurean
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Epicurean >= 1
     
     Affects Epicurean 1 Chance 25 
     Affects Stoic 1 Chance 10 
     
    ;------------------------------------------
    Trigger dads_expensive_tastes
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait ExpensiveTastes >= 1
     
     Affects ExpensiveTastes 1 Chance 25 
     Affects Cheapskate 1 Chance 10
     
    ;------------------------------------------
    Trigger dads_smart
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Intelligent = 1
     
     Affects Intelligent 1 Chance 10
     
    ;------------------------------------------
    Trigger dads_intelligent
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Intelligent = 2
     
     Affects Intelligent 1 Chance 15
     Affects Intelligent 1 Chance 5
     
    ;------------------------------------------
    Trigger dads_genius
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Intelligent = 3
     
     Affects Intelligent 1 Chance 25
     Affects Intelligent 1 Chance 10 
     
     
     
    ;------------------------------------------
    Trigger dad_generous
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Generous >= 1
     
     Affects Miserly 1 Chance 33 
     Affects Generous 1 Chance 10 
     
    ;------------------------------------------
    Trigger dad_mean
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Miserly >= 1
     
     Affects Generous 1 Chance 15 
     Affects Miserly 1 Chance 25 
     
    ;------------------------------------------
    Trigger dad_likes_girls
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Girls >= 1
     
     Affects Girls 1 Chance 10 
     
    ;------------------------------------------
    Trigger dads_haemophobic
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Haemophobic >= 1
     
     Affects Bloodthirsty 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_handsome
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Handsome >= 1
     
     Affects Handsome 1 Chance 33 
     Affects Handsome 1 Chance 25 
     
    ;------------------------------------------
    Trigger dads_handsome2
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Handsome >= 2
     
     Affects Handsome 1 Chance 33 
     Affects Handsome 1 Chance 25 
     
    ;------------------------------------------
    Trigger dads_handsome3
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Handsome >= 3
     
     Affects Handsome 1 Chance 33 
     Affects Handsome 1 Chance 25 
     
    ;------------------------------------------
    Trigger dads_Ugly
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Ugly >= 1
     
     Affects Ugly 1 Chance 33 
     Affects Ugly 1 Chance 25 
     
    ;------------------------------------------
    Trigger dads_Ugly2
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Ugly >= 2
     
     Affects Ugly 1 Chance 33 
     Affects Ugly 1 Chance 25 
     
    ;------------------------------------------
    Trigger dads_Ugly3
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Ugly >= 3
     
     Affects Ugly 1 Chance 33 
     Affects Ugly 1 Chance 25 
     
    ;------------------------------------------
    Trigger dads_Inbred
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Inbred >= 1
     
     Affects Inbred 1 Chance 33 
     Affects Inbred 1 Chance 25 
     
    ;------------------------------------------
    Trigger dads_Inbred2
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Inbred >= 2
     
     Affects Inbred 1 Chance 33 
     Affects Inbred 1 Chance 25 
     
    ;------------------------------------------
    Trigger dads_Inbred3
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Inbred >= 3
     
     Affects Inbred 1 Chance 33 
     Affects Inbred 1 Chance 25 
     
    ;------------------------------------------
    Trigger dads_Inbred4
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Inbred >= 4
     
     Affects Inbred 1 Chance 33 
     Affects Inbred 1 Chance 25 
     
    ;------------------------------------------
    Trigger dads_Inbred5
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Inbred >= 5
     
     Affects Inbred 1 Chance 33 
     Affects Inbred 1 Chance 25 
     
    ;------------------------------------------
    Trigger dads_infertile
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Infertile >= 1
     
     Affects Infertile 1 Chance 17 
     
    ;------------------------------------------
    Trigger dads_infertile2
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Infertile >= 2
     
     Affects Infertile 1 Chance 33 
     
    ;------------------------------------------
    Trigger dads_paranoid
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Paranoia >= 2
     
     Affects Paranoia 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_perverted
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Perverted >= 2
     
     Affects Perverted 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_Prim
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Prim >= 1
     
     Affects Prim 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_PublicAtheism
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait PublicAtheism >= 1
     
     Affects PublicAtheism 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_PublicFaith
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait PublicFaith >= 1
     
     Affects PublicFaith 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_Slothful
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Slothful >= 1
     
     Affects Slothful 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_SmoothTalker
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait InspiringSpeaker >= 1
     
     Affects InspiringSpeaker 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_Stoic
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Stoic >= 1
     
     Affects Stoic 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_Military_Edu
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Military_Edu >= 3
     
     Affects Military_Edu 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_Superstitious
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Superstitious >= 1
     
     Affects Superstitious 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_Pragmatic
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Pragmatic >= 1
     
     Affects Pragmatic 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_Xenophilia_Average
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Xenophilia > 3
     
     Affects Xenophilia 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_Xenophobia_Average
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Xenophobia > 3
     
     Affects Xenophobia 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_Xenophilia_Extreeme
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Xenophilia > 7
     
     Affects Xenophilia 1 Chance 50 
     
    ;------------------------------------------
    Trigger dads_Xenophobia_Extreeme
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Xenophobia > 7
     
     Affects Xenophobia 1 Chance 50 
     
    ;------------------------------------------
    Trigger dads_Cultured
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Cultured >= 1
     
     Affects Cultured 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_NaturalMilitaryTalent
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait NaturalMilitarySkill >= 1
     
     Affects NaturalMilitarySkill 1 Chance 17 
     
    ;------------------------------------------
    Trigger dads_authoritarian
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Authoritarian >= 1
     
     Affects NonAuthoritarian 1 Chance 33 
     Affects KindRuler 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_kindruler
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait KindRuler >= 1
     
     Affects KindRuler 1 Chance 33 
     Affects HarshRuler 1 Chance 33
    Current SSHIP 0.9.2 version of EDCT file – to be replaced – SECOND place

    Code:
    ;------------------------------------------
    Trigger dads_gregarious
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Gregarious >= 1
     
     Affects Gregarious 1 Chance 20 
     
    ;------------------------------------------
    Trigger dads_introverted
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Introvert >= 1
     
     Affects Introvert 1 Chance 20
    Last edited by Jurand of Cracow; November 20, 2016 at 05:49 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!

  15. #35
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,488

    Default GTCS - Marriage and BrotherAdopted triggers changes

    Family events II: Marriage and Brother Adopted

    This is a set of triggers I didn’t intend to fix separately, but it’s unavoidable as work on the traits progresses. This and the previous entries serve to clean part of the EDCT file. I’ll add different „Affects” here.
    The changes consist of:

    • Thresholds and points have been fixed where the in the previous codding process thresholds and point were mixed up (more on this in this entry): for Marriage: Girls, Drink/Sobriety
    • Additional trigger for Loyalty has been added – it’ll be the place where related issues will be put as well.
    • The names of the triggers have been changed for easy orientation.
    • In future:
      • A large set of “random birth” triggers will be reviewed.



    Modified code

    Spoiler Alert, click show to read: 
    Code:
    ;------------------------------------------
    ;------- MARRIAGE --------
    ;------------------------------------------
    Trigger Marriage_Girls_Lecherous_Fiend
     WhenToTest CharacterMarries
     
     Condition Trait Girls >= 15
     
     Affects Prim 16 Chance 20 
     
    ;------------------------------------------
    Trigger Marriage_Girls_Adulterer
     WhenToTest CharacterMarries
     
     Condition Trait Girls >= 7
     
     Affects Prim 8 Chance 40 
     
    ;------------------------------------------
    Trigger Marriage_Girls_Womaniser
     WhenToTest CharacterMarries
     
     Condition Trait Girls > 3
     
     Affects Prim 4 Chance 30 
     
    ;------------------------------------------
    Trigger Marriage_Girls_ Red_Blooded
     WhenToTest CharacterMarries
     
     Condition Trait Girls > 1
     
     Affects Prim 2 Chance 40 
     
    ;------------------------------------------
    Trigger Marriage_Drink_ Alcoholic
     WhenToTest CharacterMarries
     
     Condition Trait Drink > 15
     
     Affects Sobriety 16 Chance 20 
     
    ;------------------------------------------
    Trigger Marriage_Drink_ Drunken_Heathen
     WhenToTest CharacterMarries
     
     Condition Trait Drink > 7
     
     Affects Sobriety 8 Chance 40 
     
    ;------------------------------------------
    Trigger Marriage_Drink_ Steady_Drinker
     WhenToTest CharacterMarries
     
     Condition Trait Drink > 3
     
     Affects Sobriety 4 Chance 30 
     
    ;------------------------------------------
    Trigger Marriage_Drink_ Gets_Merry
    WhenToTest CharacterMarries
     
     Condition Trait Drink > 1
     
     Affects Sobriety 2 Chance 40 
     
    ;------------------------------------------
    Trigger Marriage_Addictions
     WhenToTest CharacterMarries
     
     Affects Drink 1 Chance 5 
     Affects Sobriety 1 Chance 5 
     Affects Prim 1 Chance 5 
     Affects Girls 1 Chance 2 
     
    ;------------------------------------------
    Trigger Marriage_Mental_Health
     WhenToTest CharacterMarries
     
    Affects Sane 1 Chance 10
     
    ;------------------------------------------
    Trigger Marriage_Loyalty
     WhenToTest CharacterMarries
     
     Affects Loyal 1 Chance 100
     Affects ContentGeneral 1 Chance 100
     
    ;------------------------------------------
    ;------ BECOMING FATHER --------
    ;------------------------------------------
    Trigger BecomesFather_Girls_Lecherous_Fiend
    WhenToTest CharacterBecomesAFather
     
     Condition Trait Girls >= 15
     
     Affects Prim 16 Chance 20 
     
    ;------------------------------------------
    Trigger BecomesFather_Girls_Adulterer
    WhenToTest CharacterBecomesAFather
     
     Condition Trait Girls >= 7
     
     Affects Prim 8 Chance 40 
     
    ;------------------------------------------
    Trigger BecomesFather_Girls_Womaniser
    WhenToTest CharacterBecomesAFather
     
     Condition Trait Girls > 3
     
     Affects Prim 4 Chance 30 
     
    ;------------------------------------------
    Trigger BecomesFather_Girls_ Red_Blooded
    WhenToTest CharacterBecomesAFather
     
     Condition Trait Girls > 1
     
     Affects Prim 2 Chance 40 
     
    ;------------------------------------------
    Trigger BecomesFather_Drink_ Alcoholic
    WhenToTest CharacterBecomesAFather
     
     Condition Trait Drink > 15
     
     Affects Sobriety 16 Chance 20 
     
    ;------------------------------------------
    Trigger BecomesFather_Drink_ Drunken_Heathen
    WhenToTest CharacterBecomesAFather
     
     Condition Trait Drink > 7
     
     Affects Sobriety 8 Chance 40 
     
    ;------------------------------------------
    Trigger BecomesFather_Drink_ Steady_Drinker
    WhenToTest CharacterBecomesAFather
     
     Condition Trait Drink > 3
     
     Affects Sobriety 4 Chance 30 
     
    ;------------------------------------------
    Trigger BecomesFather_Drink_ Gets_Merry
    WhenToTest CharacterBecomesAFather
     
     Condition Trait Drink > 1
     
     Affects Sobriety 2 Chance 40 
     
    ;------------------------------------------
    Trigger BecomesFather_Addictions
    WhenToTest CharacterBecomesAFather
     
     Affects Drink 1 Chance 5 
     Affects Sobriety 1 Chance 5 
     Affects Prim 1 Chance 5 
     Affects Girls 1 Chance 2 
     
    ;------------------------------------------
    Trigger BecomesFather_Mental_Health
    WhenToTest CharacterBecomesAFather
     
    Affects Sane 1 Chance 10
     
    ;------------------------------------------
    Trigger BecomesFather_Loyalty
    WhenToTest CharacterBecomesAFather
     
     Affects Loyal 1 Chance 100
     Affects ContentGeneral 1 Chance 100
     
    ;------------------------------------------
    ;-- ADOPTION OF BROTHER --
    ;------------------------------------------
    Trigger BrotherAdopted_Addictions
     WhenToTest BrotherAdopted
     
    Affects Girls 1 Chance 5 
    Affects Gambling 1 Chance 5 
    Affects Slothful 1 Chance 4 
    Affects Arse 1 Chance 1 
     
    ;------------------------------------------
    Trigger BrotherAdopted_Money
     WhenToTest BrotherAdopted
     
    Affects Corrupt 1 Chance 5 
    Affects Embezzler 1 Chance 5 
    Affects ExpensiveTastes 1 Chance 5 
     
    ;------------------------------------------
    Trigger BrotherAdopted_Mental_Disorder
     WhenToTest BrotherAdopted
     
    Affects Anger 1 Chance 5 
     Affects Paranoia 1 Chance 5 
     Affects HarshRuler 1 Chance 10 
     
    ;------------------------------------------
    Trigger BrotherAdopted_Loyalty
     WhenToTest BrotherAdopted
     
    Affects Disloyal 1 Chance 8  
    Affects DiscontentGeneral 1 Chance 8

    Code in Current SSHIP 0.9.2

    Spoiler Alert, click show to read: 

    Current SSHIP 0.9.2 version of EDCT file – to be replaced – THIRD place


    Code:
    ;------------------------------------------
    Trigger family1
     WhenToTest BrotherAdopted
     
     Affects Anger 1 Chance 5 
     Affects Arse 1 Chance 1 
     Affects Corrupt 1 Chance 5 
     Affects Slothful 1 Chance 4 
     
    ;------------------------------------------
    Trigger family2
     WhenToTest BrotherAdopted
     
     Affects Girls 1 Chance 5 
     Affects Gambling 1 Chance 5 
     Affects ExpensiveTastes 1 Chance 5 
     Affects Disloyal 1 Chance 8  
     
    ;------------------------------------------
    Trigger family3
     WhenToTest BrotherAdopted
     
     Affects Paranoia 1 Chance 5 
     Affects HarshRuler 1 Chance 10 
     
    ;------------------------------------------
    Trigger family4
     WhenToTest CharacterMarries
     
     Condition Trait Girls >= 1
     
     Affects Prim 1 Chance 40 
     
    ;------------------------------------------
    Trigger family5
     WhenToTest CharacterMarries
     
     Condition Trait Girls >= 2
     
     Affects Prim 2 Chance 30 
     
    ;------------------------------------------
    Trigger family6
     WhenToTest CharacterMarries
     
     Condition Trait Girls >= 3
     
     Affects Prim 2 Chance 40 
     
    ;------------------------------------------
    Trigger family7
     WhenToTest CharacterMarries
     
     Condition Trait Girls >= 4
     
     Affects Prim 5 Chance 20 
     
    ;------------------------------------------
    Trigger family11
     WhenToTest CharacterMarries
     
     Condition Trait Drink >= 2
     
     Affects Sobriety 1 Chance 40 
     
    ;------------------------------------------
    Trigger family12
     WhenToTest CharacterMarries
     
     Condition Trait Drink >= 3
     
     Affects Sobriety 2 Chance 30 
     
    ;------------------------------------------
    Trigger family13
     WhenToTest CharacterMarries
     
     Condition Trait Drink >= 4
     
     Affects Sobriety 4 Chance 40 
     
    ;------------------------------------------
    Trigger family14
     WhenToTest CharacterMarries
     
     Condition Trait Drink >= 5
     
     Affects Sobriety 8 Chance 20 
     
    ;------------------------------------------
    Trigger family15
     WhenToTest CharacterMarries
     
     
     Affects Sobriety 1 Chance 5 
     Affects Prim 1 Chance 5 
     Affects Drink 1 Chance 5 
     Affects Girls 1 Chance 2 
     Affects Sane 1 Chance 10
    Current SSHIP 0.9.2 version of EDCT file – to be replaced – FOURTH place

    Code:
    ;********* CHARACTERBECOMESAFATHER TRIGGERS *********
    ;------------------------------------------
    Trigger family16
     WhenToTest CharacterBecomesAFather
     
     Condition Trait Girls >= 1
     
     Affects Prim 1 Chance 40 
     
    ;------------------------------------------
    Trigger family17
     WhenToTest CharacterBecomesAFather
     
     Condition Trait Girls >= 2
     
     Affects Prim 2 Chance 30 
     
    ;------------------------------------------
    Trigger family18
     WhenToTest CharacterBecomesAFather
     
     Condition Trait Girls >= 3
     
     Affects Prim 3 Chance 40 
     
    ;------------------------------------------
    Trigger family19
     WhenToTest CharacterBecomesAFather
     
     Condition Trait Girls >= 4
     
     Affects Prim 4 Chance 20 
     
    ;------------------------------------------
    Trigger family20
     WhenToTest CharacterBecomesAFather
     
     Condition Trait Drink >= 2
     
     Affects Sobriety 1 Chance 40 
     
    ;------------------------------------------
    Trigger family21
     WhenToTest CharacterBecomesAFather
     
     Condition Trait Drink >= 4
     
     Affects Sobriety 2 Chance 30 
     
    ;------------------------------------------
    Trigger family22
     WhenToTest CharacterBecomesAFather
     
     Condition Trait Drink >= 8
     
     Affects Sobriety 4 Chance 40 
     
    ;------------------------------------------
    Trigger family23
     WhenToTest CharacterBecomesAFather
     
     Condition Trait Drink >= 16
     
     Affects Sobriety 8 Chance 20 
     
    ;------------------------------------------
    Trigger family24
     WhenToTest CharacterBecomesAFather
     
     Affects Sobriety 1 Chance 5 
     Affects Prim 1 Chance 5 
     Affects Drink 1 Chance 5 
     Affects Girls 1 Chance 5 
     Affects Sane 1 Chance 10
    Last edited by Jurand of Cracow; November 23, 2016 at 09:20 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!

  16. #36
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,488

    Default Re: GTCS - Marriage and BrotherAdopted triggers changes

    Family events III: Adoption, Lesser Adoption and Offered for Marriage

    No modifications yet, just reserved for future use, so that I have all initial triggers in one place.

  17. #37
    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 .

  18. #38
    tmodelsk's Avatar Tiro
    Join Date
    Jan 2016
    Location
    Warsaw, Poland
    Posts
    269

    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

  19. #39
    tmodelsk's Avatar Tiro
    Join Date
    Jan 2016
    Location
    Warsaw, Poland
    Posts
    269

    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.

  20. #40
    Jurand of Cracow's Avatar History and gameplay!
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    Oct 2012
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    Cracovia
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    8,488

    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.

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