Originally Posted by
Used2BRoz
Do we need more ancillaries though ?
Does anyone even notice them when they get added ?
Their effects are so minimal it doesn't seem worth having more.
Much better to remove a load - cutting ancillaries and traits should speed up end turns a bit - without affecting gameplay.
I do.
I do make them more worthwhile - usually 2 good effects.
Adding them doesn't make much difference for the time of a turn. Current computers may cope very efficiently with much larger number of traits and ancillaries than it was before - just compare to Europa Barbarorum or TATW. The EDU and EDA are a few times longer than in the SSHIP. And the scripts are much more complicated.
So my work on the ancs today concerned armours:
Code:
;---------------------------------------------------------- armourAncillary armour_regular
Type Armour
Transferable 1
Image item_armour.tga
ExcludedAncillaries armour_ornate, armour_custom
Description armour_regular_desc
EffectsDescription armour_regular_effects_desc
Effect HitPoints 1
;------------------------------------------
Ancillary armour_custom
Type Armour
Transferable 0
Image armour_custom.tga
ExcludedAncillaries armour_ornate, armour_regular
Description armour_custom_desc
EffectsDescription armour_custom_effects_desc
Effect HitPoints 2
;------------------------------------------
Ancillary armour_ornate
Type Armour
Transferable 0
Image item_armour.tga
ExcludedAncillaries armour_custom, armour_regular
Description armour_ornate_desc
EffectsDescription armour_ornate_effects_desc
Effect Authority 1
Effect LocalPopularity 1
Effect HitPoints -1
;---------------------------------------------------------- master_smith
Ancillary master_smith
Type MasterSmith
Transferable 1
Image mastersmith.tga
ExcludedAncillaries master_of_horse, master_mason
Description master_smith_desc
EffectsDescription master_smith_effects_desc
Effect TrainingUnits 2
Code:
;=================================================================================== Weapons ;---------- Armour ----------------------------------------
;---------------------------------------------------------- ARMOUR REGULAR
;------------- Armour Regular -----------------------------
;------------------------------------------ Command 3+, MilMind, Armourer, Castle: 2%
Trigger Armour_Regular_Castle
WhenToTest CharacterTurnEndInSettlement
Condition RemainingMPPercentage > 95
and SettlementBuildingExists >= c_armourer
and TimeInRegion > 4
and Trait MilitaryInclination > 0
and Attribute Command > 2
and RandomPercent > 80
AcquireAncillary armour_custom chance 10
;------------------------------------------ Command 3+, MilMind, Armourer, City: 2%
Trigger Armour_Regular_City
WhenToTest CharacterTurnEndInSettlement
Condition RemainingMPPercentage > 95
and SettlementBuildingExists >= armourer
and TimeInRegion > 4
and Trait MilitaryInclination > 0
and Attribute Command > 2
and RandomPercent > 80
AcquireAncillary armour_custom chance 10
;------------------------------------------ Command 3+, PostBattle: 1%
Trigger Armour_Custom_PostBattle
WhenToTest PostBattle
Condition Attribute Command > 2
and WonBattle
and BattleOdds > 1.0
and GeneralFoughtInCombat
and RandomPercent > 80
AcquireAncillary armour_custom chance 5
;---------------------------------------------------------- ARMOUR CUSTOM
;------------- Armour Custom ------------------------------
;------------------------------------------ Command 5+, Armourer, Castle: 4%
Trigger Armour_Custom_Castle
WhenToTest CharacterTurnEndInSettlement
Condition RemainingMPPercentage > 95
and SettlementBuildingExists >= c_armourer
and Trait MilitaryInclination > 0
and Attribute Command > 4
and RandomPercent > 80
AcquireAncillary armour_custom chance 20
;------------------------------------------ Command 5+, Guild: 2%
Trigger Armour_Custom_swordsmiths_guild
WhenToTest CharacterTurnEndInSettlement
Condition RemainingMPPercentage > 95
and SettlementBuildingExists >= swordsmiths_guild
and Trait MilitaryInclination > 0
and Attribute Command > 4
and RandomPercent > 80
AcquireAncillary armour_custom chance 10
;------------------------------------------ Paranoia, Armourer, City: 2%
Trigger Armour_Custom_City_Paranoia
WhenToTest CharacterTurnEndInSettlement
Condition RemainingMPPercentage > 95
and SettlementBuildingExists >= armourer
and Trait MilitaryInclination > 0
and Trait Paranoia > 0
and RandomPercent > 80
AcquireAncillary armour_custom chance 10
;------------------------------------------ Command 3+, Armourer, Castle, Military Minister visiting: 4%
Trigger Armour_Custom_Castle_Minister
WhenToTest CharacterTurnEndInSettlement
Condition Attribute Command > 2
and SettlementBuildingExists >= c_armourer
and Trait MilitaryInclination > 0 ; to distinguish military offices from non-military
and HasAncType Office
and RandomPercent > 80
AcquireAncillary armour_custom chance 20
;------------------------------------------ Anc MasterSmiths, City: 1%
Trigger Armour_Custom_City_MasterSmith
WhenToTest CharacterTurnEndInSettlement
Condition RemainingMPPercentage > 95
and SettlementBuildingExists >= armourer
and HasAncType MasterSmith
and RandomPercent > 80
AcquireAncillary armour_custom chance 5
;------------------------------------------ Anc MasterSmiths, Castle: 1%
Trigger Armour_Custom_Castle_MasterSmith
WhenToTest CharacterTurnEndInSettlement
Condition RemainingMPPercentage > 95
and SettlementBuildingExists >= c_armourer
and HasAncType MasterSmith
and RandomPercent > 80
AcquireAncillary armour_custom chance 5
;------------------------------------------ Command 3+, JoinCrusade: 10%
Trigger Armour_Custom_Crusade
WhenToTest GeneralJoinCrusade
Condition Attribute Command > 2
and RandomPercent > 80
AcquireAncillary armour_custom chance 50
;------------------------------------------ Command 3+, PostBattle: 2%
Trigger Armour_Custom_PostBattle
WhenToTest PostBattle
Condition Attribute Command > 2
and WonBattle
and BattleOdds < 0.8
and GeneralFoughtInCombat
and RandomPercent > 80
AcquireAncillary armour_custom chance 10
;---------------------------------------------------------- ARMOUR ORNATE
;------------- Armour Ornate ------------------------------
;------------------------------------------ City Guild 2%
Trigger Armour_Ornate_SwordsmithsG_City
WhenToTest CharacterTurnEndInSettlement
Condition RemainingMPPercentage > 95
and SettlementBuildingExists >= swordsmiths_guild
and SettlementBuildingExists >= heavy_armourer
and Treasury > 10000
and RandomPercent > 80
AcquireAncillary armour_ornate chance 10
;------------------------------------------ City TourneyKnight 2%
Trigger Armour_Ornate_City_TourneyKnight
WhenToTest CharacterTurnEndInSettlement
Condition RemainingMPPercentage > 95
and SettlementBuildingExists >= jousting_lists
and SettlementBuildingExists >= heavy_armourer
and Trait TourneyKnight > 2
and Treasury > 10000
and RandomPercent > 80
AcquireAncillary armour_ornate chance 10
;------------------------------------------ City Minister 2%
Trigger Armour_Ornate_City_Minister
WhenToTest CharacterTurnEndInSettlement
Condition RemainingMPPercentage > 95
and SettlementBuildingExists >= heavy_armourer
and HasAncType Office
and Treasury > 10000
and RandomPercent > 80
AcquireAncillary armour_ornate chance 10
;------------------------------------------ City Victor Epicurean 4%
Trigger Armour_Ornate_SwordsmithsG_City_Victor_Epicurean
WhenToTest CharacterTurnEndInSettlement
Condition RemainingMPPercentage > 95
and SettlementBuildingExists >= heavy_armourer
and Trait Epicurean > 1
and Traits VictorVirtue > 0
and Treasury > 10000
and RandomPercent > 80
AcquireAncillary armour_ornate chance 20
;------------------------------------------ City Victor ExpensiveTastes 4%
Trigger Armour_Ornate_SwordsmithsG_City_Victor_ExpensiveTastes
WhenToTest CharacterTurnEndInSettlement
Condition RemainingMPPercentage > 95
and SettlementBuildingExists >= heavy_armourer
and Trait ExpensiveTastes > 1
and Traits VictorVirtue > 0
and Treasury > 10000
and RandomPercent > 80
AcquireAncillary armour_ornate chance 20
;------------------------------------------ Married_Princess PlateArmourer 10%
Trigger Armour_Ornate_Married_Princess_PlateArmourer
WhenToTest CharacterMarriesPrincess
Condition FactionBuildingExists >= plate_armourer
and Trait MilitaryInclination > 0
and FactionLeaderTrait Generous > 1
and Treasury > 10000
and RandomPercent > 80
AcquireAncillary armour_ornate chance 50
;------------------------------------------ Married_Princess GothicArmourer +10%
Trigger Armour_Ornate_Married_Princess_GothicArmourer
WhenToTest CharacterMarriesPrincess
Condition FactionBuildingExists = gothic_armourer
and Trait MilitaryInclination > 0
and FactionLeaderTrait Generous > 1
and Treasury > 10000
and RandomPercent > 80
AcquireAncillary armour_ornate chance 50
;------------- Armourers & Guilds Built -------------------
;------------------------------------------
Trigger GBC_Swordsmiths_Guild
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= swordsmiths_guild
AcquireAncillary master_smith chance 15
;------------------------------------------
Trigger GBC_Armourer
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= armourer
AcquireAncillary master_smith chance 15
;------------------------------------------
Trigger GBC_C_Armourer
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= c_armourer
AcquireAncillary master_smith chance 15
;------------------------------------------
Trigger GBC_HeavyArmourer
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= heavy_armourer
AcquireAncillary master_smith chance 15
;------------------------------------------
Trigger GBC_C_HeavyArmourer
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= c_heavy_armourer
AcquireAncillary master_smith chance 15
;------------- Master Smith -------------------------------
;------------------------------------------ 2%
Trigger Master_Smith_Armourer_Xenophil_Educated_City
WhenToTest CharacterTurnEndInSettlement
Condition RemainingMPPercentage > 95
and SettlementBuildingExists >= armourer
and Trait Xenophobia < 1
and Trait Military_Edu > 2
and TimeInRegion < 10
and RandomPercent > 80
AcquireAncillary master_smith chance 10
;------------------------------------------ 2%
Trigger Master_Smith_Armourer_Xenophil_Educated_Castle
WhenToTest CharacterTurnEndInSettlement
Condition RemainingMPPercentage > 95
and SettlementBuildingExists >= c_armourer
and Trait Xenophobia < 1
and Trait Military_Edu > 2
and TimeInRegion < 10
and RandomPercent > 80
AcquireAncillary master_smith chance 10
;------------------------------------------ 2%
Trigger Master_Smith_Armourer_Xenophil_Educated_Guild
WhenToTest CharacterTurnEndInSettlement
Condition RemainingMPPercentage > 95
and SettlementBuildingExists >= swordsmiths_guild
and Trait Xenophobia < 1
and Trait Military_Edu > 2
and TimeInRegion < 10
and RandomPercent > 80
AcquireAncillary master_smith chance 10
;------------------------------------------ 2%
Trigger Master_Smith_Armourer_GreatGeneral_City
WhenToTest CharacterTurnEndInSettlement
Condition RemainingMPPercentage > 95
and SettlementBuildingExists >= armourer
and Trait VictorVirtue > 0
and TimeInRegion < 10
and RandomPercent > 80
AcquireAncillary master_smith chance 10
;------------------------------------------ 2%
Trigger Master_Smith_Armourer_GreatGeneral_Castle
WhenToTest CharacterTurnEndInSettlement
Condition RemainingMPPercentage > 95
and SettlementBuildingExists >= c_armourer
and Trait VictorVirtue > 0
and TimeInRegion < 10
and RandomPercent > 80
AcquireAncillary master_smith chance 10
Armour will impact acquiring traits, eg.
Code:
;--------- WOUNDS TRIGGERS --------------------------;----------------------------------------------------
Trigger SW_Battle_General_No_Military_Skills
WhenToTest PostBattle
Condition PercentageBodyguardKilled > 20
and Trait Military_Edu < 1
and not HasAncType Armour
and Trait SeverelyWounded < 1
and FactionIsLocal
Affects SeverelyWounded 1 Chance 10
;------------------------------------------ 5%
Trigger SW_Battle_General_Heavy_Hits
WhenToTest PostBattle
Condition PercentageBodyguardKilled > 40
and not HasAncType Armour
and Trait SeverelyWounded < 1
Affects SeverelyWounded 1 Chance 5
;------------------------------------------ cumulative 15%
Trigger SW_Battle_General_Severe_Hits
WhenToTest PostBattle
Condition PercentageBodyguardKilled > 60
and not HasAncType Armour
and Trait SeverelyWounded < 1
and FactionIsLocal
Affects SeverelyWounded 1 Chance 10
;------------------------------------------ cumulative 35%
Trigger SW_Battle_General_Deadly_Hits
WhenToTest PostBattle
Condition PercentageBodyguardKilled > 80
and Trait SeverelyWounded < 1
and FactionIsLocal
Affects SeverelyWounded 1 Chance 20
;------------------------------------------
Trigger SW_Battle_General_TooOld
WhenToTest PostBattle
Condition GeneralNumKillsInBattle > 2
and Trait TooOldToFight > 0
and Trait SeverelyWounded < 1
and FactionIsLocal
Affects SeverelyWounded 1 Chance 50
;------------------------------------------
Trigger SW_Battle_General_Drunk
WhenToTest PostBattle
Condition GeneralNumKillsInBattle > 2
and Trait Drink > 4
and Trait SeverelyWounded < 1
and FactionIsLocal
Affects SeverelyWounded 1 Chance 10
;------------------------------------------
Trigger SW_Wounds_Scarrs_from_Tourneying
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage > 95
and SettlementBuildingExists >= jousting_lists
and Trait FitForOffice > 1
and Trait TourneyKnight > 0
and not HasAncType Armour
and RandomPercent > 50
Affects SeverelyWounded 1 Chance 2
Affects BattleScarred 1 Chance 2
Affects Brave 1 Chance 2