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

  1. #41
    tmodelsk's Avatar Tiro
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    Default Re: GTCS - Generals' Traits' Common Sense fix

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

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

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

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

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

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

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

  2. #42
    tmodelsk's Avatar Tiro
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    Default Re: GTCS - Generals' Traits' Common Sense fix

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

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

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

  3. #43
    tmodelsk's Avatar Tiro
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    I know, next few errors solved

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


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

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

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

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

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


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

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

  4. #44
    tmodelsk's Avatar Tiro
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    Default Re: GTCS - Generals' Traits' Common Sense fix

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

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

    Fixing & going further ......

  5. #45
    tmodelsk's Avatar Tiro
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    Default Re: GTCS - Generals' Traits' Common Sense fix

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

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

    Line 8194 : Effect Loyalty -> Effect Loyalty 1


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

  6. #46
    tmodelsk's Avatar Tiro
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    Default Re: GTCS - Generals' Traits' Common Sense fix

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

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

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

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

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

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

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

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

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

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

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

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

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


    All these Errors are related to lines :
    Condition FatherAnc crown_turks

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

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

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

  7. #47
    tmodelsk's Avatar Tiro
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    I'm sorry . I've been in 'correcting errors rampage' . I'm software developer - so it's my professional illness.
    I've corrected a lot of them, only those in above post are still (don't know what's the cause).
    If those Trait Triggers using those ancciliaries crown_hre crown_.... works -> that's possibly not important .

    My fixes are here, two files updated. I've have installed both GTCS & PTF, those two are from those mods :
    JoC-GTCS-PTF-Fixes-16-11-28.zip

    Now I can play tha game





  8. #48
    tmodelsk's Avatar Tiro
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    Here is above fies, for GTCS & PTF : a download link to mega.nz : JoC-GTCS-PTF-Fixes-16-11-28.zip
    Last edited by tmodelsk; November 29, 2016 at 03:15 AM.

  9. #49
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: GTCS - Generals' Traits' Common Sense fix

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

  10. #50

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

    Jurand you also planned change or improve the crowns ancillaries? So for example get the crown of HRE improve much traits...
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  11. #51
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    Quote Originally Posted by j.a.luna View Post
    Jurand you also planned change or improve the crowns ancillaries? So for example get the crown of HRE improve much traits...
    I'd indeed want to make having "crown_of_X" improving traits where realistically justified. Until now, it's included in the triggers for FatherLegacy and TourneyKnight. It's also potentially important in education - see here. In the next round I'll update another trait done - Loves_Father. And the next modified trait is going to be NearLoyalty, where crown will play an important role. And then - as modifications of the other traits will be made - it will be used as well.
    However, it's also important to make it actually "acquireable" and we'll do it. As I mentioned - I'm thinking about it.

  12. #52

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

    mmm good ideas Jurand! also you would like improve or make news portraits for generals in sship? or do you like the currents and ancients vainilla models?
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  13. #53
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    Quote Originally Posted by j.a.luna View Post
    mmm good ideas Jurand! also you would like improve or make news portraits for generals in sship? or do you like the currents and ancients vainilla models?
    No, this is absolutely outside my interests.
    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.
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  14. #54
    tmodelsk's Avatar Tiro
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    Jurand -> my general governing the city already for a few turns & staying all the time in city - unexpectedly got trait :

    Faltering Courage "You care more for your personal security than, you ran away from battle ..... " (or similar) , -1 Morale.

    Is it ok ?

  15. #55
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    Yes, it's intended. In the guide there's information about that risk.
    "What makes a general coward is: living in a city (1%), being under siege (20%), getting wounded (1-3%), surviving spying and assassination attempts (20%), leaving a crusade/jihad (full 100%) or just avoiding fights in the target province of such enterprise (50%). If a general gets the first level of Coward, there’s a self-perpetuation for the generals (3%, learning generals are immune)."

    I think that as a general stays longer in a city, he forgets about fighting, enjoys life and - as the time passes by - he is more afraid of risking his life in a true fight.

    ----

    As I've described philosophy here:

    From the gameplay persepective (forget for a while the „historicity” issue) the bias I was afraid of is that only good traits would appear in the game.

    One of the problems is: a player is unlikely to behave in bad way very often. It’s usually just an occassional decision to do a coward thing and a player would ask himself "what is a risk if I do it once or twice". For instance, how many times would the same general withdraw from battle without a fight? The overall outcome would be that the trait occurs very, very rarely. And the higher levels would never appear. I felt compelled to avoid it somehow. The solutions: lowering thresholds and/or making higher probabilities and/or creating addtional situations. It’s why you can observed that there're few conditions for bad traits. It’s exactly intended to make those traits appearing in the game, not being just theoretical (cases of BadTaxman or Coward). Or the possibility of sitting in a town, doing nothing, and getting Coward.

    The outcome of the changes should be:
    - if the player strives hard he can get plenty good traits, also the highest levels.
    - but generals will also acquire bad features of character.

    -----

    However, I think I need to change the generic description as it happens not only after battles.

    Besides, I'm a bit anxious that it happens so often . It's only 1% but it seems you get it quite frequently. Thanks for feedback, we need to pay attention.
    Last edited by Jurand of Cracow; December 01, 2016 at 02:03 AM.
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
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    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!
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  16. #56
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    It might be due to the crusade/jihad or assassination factors. The 1st one is part of the game (basically, any settlement can be "crusaded" or "jihaded", even if the one listed as hidden resource have the priority) and the 2nd one might happen quite often (depending on which faction you're playing).
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  17. #57
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    Quote Originally Posted by Lifthrasir View Post
    It might be due to the crusade/jihad or assassination factors. The 1st one is part of the game (basically, any settlement can be "crusaded" or "jihaded", even if the one listed as hidden resource have the priority) and the 2nd one might happen quite often (depending on which faction you're playing).
    Well, it shouldn't be - why would such a trigger fire?
    Code:
    ;------------------------------------------
    Trigger Crusades5_Abandoning
     WhenToTest GeneralAbandonCrusade
    
     Affects CrusaderHistory -3 Chance 100 
     Affects Coward 1 Chance 100
    Assassinations - very rare in the north, never seen it 250 turns.

    Spying - yes, this may be the reason, but it was not the case in my game.

    I have the feeling that sometimes triggers fire out of nothing at the beginning of the games. During testing I had a case when a 53 year-old general got Senile trait. Yes, there's one possiblity of getting it, but that general wouldn't fulfill all the conditions...

  18. #58
    Zooasaurus's Avatar Libertus
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    Is this save compatible? and is the version of EOG attached to this thread is the same as in the EOG thread?

  19. #59
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    Quote Originally Posted by Zooasaurus View Post
    Is this save compatible? and is the version of EOG attached to this thread is the same as in the EOG thread?
    Save compatible - yes: you can play without crash and the new traits will fire according to the new probabilities.
    However: if your character has already acquired a trait with certain characteristics, he will have this characteristics until the trait is upgraded/lost. Assume theoretically that the older version of Basic Education grants 10% tax and the new version grants 5% Tax, 1 Law. When you put the new version of the minimod, the 10% will stay until the character moves to Standard Education, or loses it (eg. for the reason of old age). On that occassion 10% will be removed, and new bonus added.
    However, the descriptions will be new from the moment of the swap in the files, so it may be deceptive.

    EOG - no, the files in the EOG thread are the old ones (minimal changes: only Section VIII of the EDCT). This version is newer, encompassing changes - as described here.

  20. #60
    Civis
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    Hey Jurand Are you planning to rework traits ?

    I ve been scrolling in and found some vanilla unchanged traits or atleast this trait that never popped up in my 100 turn campaign I hope it will help you on further work.
    GoodBuilder
    Spoiler Alert, click show to read: 

    ;------------------------------------------
    Trait GoodBuilder
    Characters family
    NoGoingBackLevel 2
    AntiTraits BadBuilder


    Level Active_Builder
    Description Active_Builder_desc
    EffectsDescription Active_Builder_effects_desc
    Threshold 6


    Effect Construction 5
    Effect Squalor -1


    Level Urban_Planner
    Description Urban_Planner_desc
    EffectsDescription Urban_Planner_effects_desc
    Threshold 12


    Effect Construction 10
    Effect Squalor -2


    Level Great_Builder
    Description Great_Builder_desc
    EffectsDescription Great_Builder_effects_desc
    Epithet Great_Builder_epithet_desc
    Threshold 18


    Effect Construction 15
    Effect Squalor -3


    Triggers. Only building Walls/Castles does influence noticeable otherwise NOT
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger governor_building
    WhenToTest GovernorBuildingCompleted


    ; Condition GovernorInResidence


    Affects GoodBuilder 1 Chance 25


    ;------------------------------------------
    Trigger governor_building_walls
    WhenToTest GovernorBuildingCompleted


    Condition SettlementBuildingFinished >= stone_wall


    Affects GoodBuilder 4 Chance 100
    Affects GoodAdministrator 1 Chance 20


    ;------------------------------------------
    Trigger governor_building_castle_builder
    WhenToTest GovernorBuildingCompleted


    Condition SettlementBuildingFinished >= castle


    Affects GoodBuilder 4 Chance 100

    ;------------------------------------------
    Trigger governor_building_castle_defenses
    WhenToTest GovernorBuildingCompleted


    Condition SettlementBuildingFinished >= c_ballista_towers


    Affects GoodBuilder 2 Chance 75
    Affects GoodAdministrator 1 Chance 5

    ;------------------------------------------
    Trigger governor_building_defenses
    WhenToTest GovernorBuildingCompleted


    Condition SettlementBuildingFinished >= ballista_towers


    Affects GoodBuilder 2 Chance 75
    Affects GoodAdministrator 1 Chance 5


    ;------------------------------------------
    Trigger building_water_supply
    WhenToTest GovernorBuildingCompleted


    Condition SettlementBuildingFinished >= well


    Affects GoodBuilder 2 Chance 75


    ;------------------------------------------
    Trigger building_farms
    WhenToTest GovernorBuildingCompleted


    Condition SettlementBuildingFinished >= farms+1


    Affects GoodBuilder 2 Chance 75


    ;------------------------------------------
    Trigger building_schools
    WhenToTest GovernorBuildingCompleted


    Condition SettlementBuildingFinished >= school


    Affects GoodBuilder 2 Chance 75

    ;------------------------------------------
    Trigger building_roads
    WhenToTest GovernorBuildingCompleted


    Condition SettlementBuildingFinished >= paved_roads


    Affects GoodBuilder 2 Chance 75


    ;------------------------------------------
    Trigger building_castleroads
    WhenToTest GovernorBuildingCompleted


    Condition SettlementBuildingFinished >= c_paved_roads


    Affects GoodBuilder 2 Chance 75

    ;------------------------------------------
    Trigger building_cathedral
    WhenToTest GovernorBuildingCompleted


    Condition SettlementBuildingFinished >= cathedral


    Affects GoodBuilder 3 Chance 100
    ;------------------------------------------
    Trigger building_cathedral_o
    WhenToTest GovernorBuildingCompleted


    Condition SettlementBuildingFinished >= cathedral_o


    Affects GoodBuilder 3 Chance 100
    ;------------------------------------------
    Trigger building_jama
    WhenToTest GovernorBuildingCompleted


    Condition SettlementBuildingFinished >= jama


    Affects GoodBuilder 3 Chance 100


    Same goes with GoodAdministrator trait

    EDIT: Senile trait makes older people bad at anything it feels like you need to suicide him. I think Authority and law shouldn't or minimal be affected by it. If not mistaken later when baby is born and fathers authority is below 3-5 then he gets bad traits cause of fathers authority. One more thing Senile trait progresses very quickly and at 60years he will have 3rd level senile trait.
    Last edited by shadowtwinz; January 11, 2017 at 05:10 AM. Reason: grammar fix

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