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Thread: [Submod] Alternative Traits-WIP

  1. #1
    valerius karamanus's Avatar Civis
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    Default [Submod] Alternative Traits-WIP

    A tiny submod to reintroduce dynamic trait system to Divide et Impera.

    Also there will be changes to skill tree, effects and new Paradox style events and dilemmas to improve character oriented gameplay overall.

    Spoiler Alert, click show to read: 












    Last edited by valerius karamanus; March 29, 2020 at 02:13 PM.

  2. #2
    Ygraine's Avatar Campidoctor
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    Default Re: [Submod] Alternative Traits

    This looks nice, great work!
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  3. #3
    Semisalis
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    Default Re: [Submod] Alternative Traits

    very interesting! going to try it asap!

    edit: will it be compatible with scipio's realism?
    Last edited by Goffredo85; August 12, 2019 at 11:11 AM.

  4. #4
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod] Alternative Traits

    Most probably, the reason why you're having weird assignements is 'cause you didn't put a randomseed function before calculating the math.random (a cpu isn't capable of pure randomizing)

    This is the part you're missing (better to change function names for 100% compatibility between various codes)
    Spoiler Alert, click show to read: 
    -- ###------------------------- START ******* -- RANDOMSEED ---------------------------------------------------------------------
    -- ###-------------------------


    local function PIGS_Intr_CallMathRandom(cont)
    local i = cont;
    while ( i > 0 )
    do
    math.random(1,100);
    i = i - 1;
    end
    end


    local function PIGS_Intr_Random_seed(context)
    if context:faction():is_human() == true
    then
    faction_name = context:faction():name();
    math.randomseed(os.clock());
    end
    end


    -- ###---------------------------------- END*

    -- ###------------------------- START *******
    ... code ...
    -- ###---------------------------------- END*

    -- ###------------------------- START *******

    -- CALLBACKS ---------------------------------------------------------------------
    -- ###-------------------------


    scripting.AddEventCallBack("FactionTurnStart", PIGS_Intr_Random_seed);
    scripting.AddEventCallBack("FactionTurnEnd", PIGS_Intr_Random_seed);



    -- ###---------------------------------- END*



    the "force_add_skil" works this way:

    Command: force_add_skill Description: Grant the specified character the specified skill, or adds a point if they already have it. Uses standard character lookup system Usage: force_add_trait("faction:france,surname:Bonaparte", "skill_key")

    I'll see to do a working skeleton

  5. #5
    valerius karamanus's Avatar Civis
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    Default Re: [Submod] Alternative Traits

    @Yes technically it should be compatible with most mods. I play it fine with Scipio's realism, PIGS & VPS or Data Venia (thx Ygraine ^^). Though with PIGS, it creates a looong wall of character effects which is... eh

    @Jake Ahh yes I knew I missed something while editing your random math code. Does export_triggers.lua accept "scripting.AddEventCallBack("...", ...);" though? It caused problems when I was trying to implement a popular general death faction incident, which is now moved to a seperate lua. (I have to confirm if it is working btw)

    force add skill used by force_add_trait command? This is very interesting. I will definitely try although I remember seeing and giving a try back then. It is in Attila Script Help right?

  6. #6
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod] Alternative Traits

    Your submod, as it is now, it is not compatible with any of my submods (testudo, PIGS, PRGu, VPS), it should be compatible with all the others since they didn't add scripts (yet, at least)

    I think it should accept it, check "PIGS_Intr_Inci.lua" to copy a code skeleton (at the end all those DeI triggers are event callback functions)

    There are both a "force_add_skill" and a "force_add_trait", in Rome 2, dunno.
    I remember yor attempts but wasn't able to work on them yet.

    Yeah, Attila's, here's the complete list (most ot them work as Rome 2)
    https://www.mediafire.com/file/7h2k1...iki_2.txt/file

  7. #7
    valerius karamanus's Avatar Civis
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    Default Re: [Submod] Alternative Traits

    Quote Originally Posted by Jake Armitage View Post
    Your submod, as it is now, it is not compatible with any of my submods (testudo, PIGS, PRGu, VPS), it should be compatible with all the others since they didn't add scripts (yet, at least)
    Hmm I'm pretty sure PIGS worked with this one. But maybe because I added both mods in scripting.lua...Anyway it is simple to make it compatible isn't it? Not gameplay-wise of course.

    Help about skills would be awesome Jake. Take your time and update your mods first

  8. #8
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod] Alternative Traits

    Ah, if you would wait for me updating my mods you'll wait till autumn.
    I'll check it soon (also 'cause I'm interested).

    For compatibility you'll have to add correct callbacks into campaign script (like you did for your script) and keep in mind that the upper campaign script will overwrite the others.
    If you put both your mod and PIGS, for example, or PIGS will work or your mod will, can't be both.

    Btw, nice work, valerius!
    I'll surely check how you made it and may come useful for something concerning the VPS system. We'll talk about that.

    PS. put a note into OP stating that this submod is not MP friendly (I'll have to do it for all mu submods too).

    @Ygraine: were you able to so those hex modifications to skills' UI?
    Last edited by Jake Armitage; August 12, 2019 at 12:28 PM.

  9. #9
    Semisalis
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    Default Re: [Submod] Alternative Traits

    Ive tried to start a cesar in gaul campaign but the game crashed while loading.

  10. #10
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod] Alternative Traits

    That's probably because there aren't script callbacks for other campiagns except GC.

  11. #11
    Semisalis
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    Default Re: [Submod] Alternative Traits

    i guess this means that its not compatible with the dlc campaigns then...

  12. #12

    Default Re: [Submod] Alternative Traits

    I guess you already know (and maybe it's intended), but skill levels beyond the first do not give additional bonuses and have a blank description box

  13. #13

    Default Re: [Submod] Alternative Traits

    Cool ideas here

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  14. #14
    valerius karamanus's Avatar Civis
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    Default Re: [Submod] Alternative Traits

    @Goffredo85 Only works in Grand Campaign but soon I will look into Alexander, CıG and HatG to edit personalities historically, as well as vanilla ones such as Pyyrhos, Antigonos, Ptolemy, Ariobarzanes etc.

    @ivanpera Yes it is intended. I will look to remove this unused UI part as I wont add any levelling stuff into any skill.

    Thanks Jake and Dresden! Suggestions are welcome.

    Minerva bless me with your wisdom, where the hell is the edit button?

  15. #15

    Default Re: [Submod] Alternative Traits

    Do buildings that in vanilla DeI help develop traits (like libraries for the intellectual trait) do anything in that regard at the moment?
    Last edited by ivanpera; August 16, 2019 at 02:35 PM.

  16. #16
    valerius karamanus's Avatar Civis
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    Default Re: [Submod] Alternative Traits

    Quote Originally Posted by ivanpera View Post
    Do buildings that in vanilla DeI help develop traits (like libraries for the intellectual trait) do anything in that regard at the moment?
    Yes the current vanilla libraries and military academies are the places characters can improve themselves.

    Not all mindsets can be improved with those buildings though, some require specific buildings. For example an agriculturalist needs farm buildings, an admiral needs a military port, a trader needs grain-slave-luxuries buildings (yellow building chain), priest requires temple buildings etc.

  17. #17
    Civis
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    Default Re: [Submod] Alternative Traits

    It's good to change the current stats but the skill tree is bad idea.

  18. #18
    nikossaiz's Avatar Decanus
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    Default Re: [Submod] Alternative Traits

    Hello Valerius, may i ask something? is the new traits update compatible with Jakes' PIGs ? i would like to test them but i am playing testudo now.

  19. #19
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod] Alternative Traits

    dunno either
    by checking the pack it seems they should be compatible, more or less.

  20. #20
    nikossaiz's Avatar Decanus
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    Default Re: [Submod] Alternative Traits

    Perfect! so testudo friendly also? I feel that the base of valerius traits can potentially become a game changer if compined and grow allong testudo and its submods!

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