Results 1 to 14 of 14

Thread: Faction family members?

Hybrid View

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

    Default Faction family members?

    Hi I'm just wondering, once you get past your first Gen of family members do you get any scripted members? I'm redoing a Roman campaign and was trying to workout if I'd get an historical Scipio lineage.

    I'm sorry if this has been asked to hell and back by now.

  2. #2

    Default Re: Faction family members?

    In a word, no. Once you exhaust the ones assigned in the descr_strat at the start, you are reliant on the ones who appear by all the emergent methods (Coming of Age, Man of the Hour, marriage candidates, etc).

  3. #3

    Default Re: Faction family members?

    Quote Originally Posted by QuintusSertorius View Post
    In a word, no. Once you exhaust the ones assigned in the descr_strat at the start, you are reliant on the ones who appear by all the emergent methods (Coming of Age, Man of the Hour, marriage candidates, etc).
    Ah, my luck that the 3 male FM's I get with Scipio names all have terrible traits. As in languorous/dull/uncharismatic. Seriously, it's hilarious, all three have one good trait but 2 negative ones.

    Maybe I should just try and shoe horn them into campaigns and get them up the political ladder fast, or see if the third gen scipios get decent traits. I was planning on letting Cathage develop a bit so they are more of a challenge.

    I don't really want to, but is it possible to change the base traits and will this effect the acquisition of other traits appropriately, or will the original base trait assigned override this?

  4. #4

    Default Re: Faction family members?

    The trait system is dynamic; so as long as invisible traits haven't been assigned that prevent others appearing, and the visible ones aren't performing a similar blocking action, changing the base traits will change what you acquire.

    You might have to do a lot of pruning with remove_trait to get the desired effect, but it will work.

  5. #5

    Default Re: Faction family members?

    Quote Originally Posted by QuintusSertorius View Post
    The trait system is dynamic; so as long as invisible traits haven't been assigned that prevent others appearing, and the visible ones aren't performing a similar blocking action, changing the base traits will change what you acquire.

    You might have to do a lot of pruning with remove_trait to get the desired effect, but it will work.
    I'm tempted to wing it but I'm also tempted to alter. The FM's in question have been active for about one year now, so they haven't acquired anymore traits. Is there a way to find out about invisible traits?

  6. #6

    Default Re: Faction family members?

    Unfortunately, they're properly invisible. As far as I'm aware, there's no way to see the character_record that the game keeps on every named character. Still if you adjust base traits and remove acquired ones you don't like, replacing with others, things should sort themselves out.

  7. #7

    Default Re: Faction family members?

    Quote Originally Posted by QuintusSertorius View Post
    Unfortunately, they're properly invisible. As far as I'm aware, there's no way to see the character_record that the game keeps on every named character. Still if you adjust base traits and remove acquired ones you don't like, replacing with others, things should sort themselves out.
    Ah right, I might just change the "ACTIVE/SMART/CHARISMATIC" trait for each male so their slightly less like pampered idiots.
    Is it the standard process or remove_trait, give_trait?

  8. #8

    Default Re: Faction family members?

    I think you can adjust them by using give_trait and the value you want it to be (1-5). Their data names are NaturalIntelligence, NaturalEnergy and NaturalCharisma.

    Simplest way to effect it is to move them outside a settlement, select them, then type "give_trait this NaturalIntelligence 4".

  9. #9

    Default Re: Faction family members?

    Quote Originally Posted by QuintusSertorius View Post
    I think you can adjust them by using give_trait and the value you want it to be (1-5). Their data names are NaturalIntelligence, NaturalEnergy and NaturalCharisma.

    Simplest way to effect it is to move them outside a settlement, select them, then type "give_trait this NaturalIntelligence 4".
    Gave it a shot but didn't seem to work? Maybe remove_trait is needed first, then follow it up with give_trait?

  10. #10

    Default Re: Faction family members?

    Quote Originally Posted by Boxerbrad View Post
    Gave it a shot but didn't seem to work? Maybe remove_trait is needed first, then follow it up with give_trait?
    Possibly, give it a try.

  11. #11

    Default Re: Faction family members?

    Quote Originally Posted by QuintusSertorius View Post
    Possibly, give it a try.
    Anybody had any luck with this? Doesn't seem to work for me?

  12. #12

    Default Re: Faction family members?

    Quote Originally Posted by Boxerbrad View Post
    Anybody had any luck with this? Doesn't seem to work for me?
    In some cases the name you see on the screen may not be the same as the name the game sees. Check a file called names.xml. It's probably nothing to do with this, but it might be worth a check.
    Resident Language Geek
    Baseless Assertions on the Celts Since 1996

  13. #13

    Default Re: Faction family members?

    If you save games and reload they will often regenerate in a different order and with different traits. It depends on how keen you are to have second generation Scipios you want. I can't mod at all, but I can usually get a couple of decent Scipio males after a few reloads.

Posting Permissions

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