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Thread: BOOK ancillaries

  1. #1
    Jurand of Cracow's Avatar History and gameplay!
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    Icon14 BOOK ancillaries

    Guys,

    This was the beginning of the project:
    Spoiler Alert, click show to read: 
    I've been fixing ancillaries in the SSHIP. I've noticed there're only a few books available for the characters. Namely: Art of War, De Re Militari, Strategikon, Munyatu'l-Guzat, Divina Commedia, Decameron, Carmina, Digenis Akritas, One Thousand and One Nights.
    I would like somebody to add to this list a few, eg Vita Caroli or Carmina Burana of De Re Medica. I'm looking for somebody who would
    - draft descriptions
    - prepare relevant icons
    - draft code to be put into EDA (export_descr_anciallries).
    Me, I'd draft triggers for acquiring them so that a balance would be kept.
    I've got little hopes but I think the SSHIP is worth it and it's one of the few last active historical mods for the Middle Ages.
    Modding ancillaries is not difficult, see here.
    JoC

    The outcome of the work:



    How to get them:
    Spoiler Alert, click show to read: 


    El Cid
    Spoiler Alert, click show to read: 

    Kitab al-Masalik wa'l-Mamalik (al Bakri)
    Spoiler Alert, click show to read: 

    Carmina Burana
    Spoiler Alert, click show to read: 

    Rihla
    Spoiler Alert, click show to read: 

    Synopsis of History (Ioannes Skylitzes)
    Spoiler Alert, click show to read: 

    Vita Caroli Magni (Einhard)
    Spoiler Alert, click show to read: 

    De Re Militari (Vegetius)
    Spoiler Alert, click show to read: 

    Souda
    Spoiler Alert, click show to read: 

    Avicenna (Ibn Sina)
    Spoiler Alert, click show to read: 

    Strategicon (Mautius)
    Spoiler Alert, click show to read: 

    De Civitate Dei (Augustine)
    Spoiler Alert, click show to read: 

    Codex Iustinianum
    Spoiler Alert, click show to read: 
    Last edited by Jurand of Cracow; July 29, 2023 at 10:39 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!

  2. #2
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Call for a modder of ancillaries

    I'm thinking of making a condition to get Decameron as follows:

    ;------------------------------------------ Decameron during plague
    Trigger poetry_book_decameron_plague
    WhenToTest SettlementHasPlague
    Condition EndedInSettlement
    and SettlementBuildingExists >= library
    and CultureType southern_european
    and not HasAncType PoetryBook
    and I_EventCounter new_era_begins > 0


    AcquireAncillary decameron chance 10

  3. #3

    Default Re: Call for a modder of ancillaries

    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.

  4. #4
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Call for a modder of ancillaries

    Quote Originally Posted by Used2BRoz View Post
    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
    Last edited by Jurand of Cracow; April 01, 2020 at 05:30 AM.

  5. #5

    Default Re: Call for a modder of ancillaries

    So what is it exactly that you are looking for Jurand? Is it basically that you will provide a list of ancillaries you want to add, and you want someone to provide short-ish descriptions for in-game, along with the EDA coding for what the ancillary provides? I could do those two things, for sure, but I have no idea about making relevant images. However, I feel like maybe Lifth or one of the other graphic design lads could handle that in a moment. Anyway, just let me know what exactly you're looking for, as I might be able to help.
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  6. #6
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Call for a modder of ancillaries

    Quote Originally Posted by Kilo11 View Post
    So what is it exactly that you are looking for Jurand? Is it basically that you will provide a list of ancillaries you want to add, and you want someone to provide short-ish descriptions for in-game, along with the EDA coding for what the ancillary provides? I could do those two things, for sure, but I have no idea about making relevant images. However, I feel like maybe Lifth or one of the other graphic design lads could handle that in a moment. Anyway, just let me know what exactly you're looking for, as I might be able to help.
    The task consists of:
    - drafting descriptions;
    - drafting the code to be put into EDA (export_descr_anciallries);
    - and preparing the relevant icons (format .tga size 33x41 pixels).
    for the books presented in the table (those in bold are already in the EDA).

    The example is as follows:

    Code:
    {bookmilit_artofwar}    Art of War
    {bookmilit_artofwar_desc}    This work details the military and political thinking and experience of an ancient Chinese general Sun Tzu. Referring to this work aids you in planning your strategy and can lead to an increase in Military Education. Remember: “Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win”
    {bookmilit_artofwar_effects_desc}    +1 Command, chance of gaining military skills
    Code:
    ;=================================================================================== MILITARY BOOKS
    ;----- Military Book ----------------------
    ;------------------------------------------ 
    Ancillary bookmilit_artofwar 
     Type MilitaryBook
     Transferable 1
     Image artofwar.tga
     ExcludedAncillaries bookmilit_DeReMilitari, bookmilit_strategikon
     Description bookmilit_artofwar_desc
     EffectsDescription bookmilit_artofwar_effects_desc
     Effect Command 1
    ;------------------------------------------ 
    Ancillary bookmilit_DeReMilitari 
     Type MilitaryBook
     Transferable 1
     Image drm.tga
     ExcludedAncillaries bookmilit_artofwar, bookmilit_strategikon
     Description bookmilit_DeReMilitari_desc
     EffectsDescription bookmilit_DeReMilitari_effects_desc
     Effect Command 1
    ;------------------------------------------ 
    Ancillary bookmilit_strategikon 
     Type MilitaryBook
     Transferable 1
     Image strategikon.tga
     ExcludedAncillaries bookmilit_DeReMilitari, bookmilit_artofwar
     Description bookmilit_strategikon_desc
     EffectsDescription bookmilit_strategikon_effects_desc
     Effect Command 1

    The list of the books:

    Last edited by Jurand of Cracow; April 05, 2020 at 06:01 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!

  7. #7

    Default Re: Call for a modder of ancillaries

    A couple small follow-up questions, but then I think I can give a start on helping with this.



    1. For all of these books, do you want it to be the case that they have included in their code: ExcludedAncillaries "the other books of same type"? Basically, do you want it to be the case that a character can only have one military, one poetry, one law, one ------ book, and never two of a single type?

    2. All of these should be transferable, right? So all should have 1 after "Transferable"?

    3. I am never sure how the points translate from code to in-game effects. Tell me if the following code would be right for the effects you want to have included:
    Code:
    Poetry Book
    ...
    Effect Popularity 2
    Effect Chivalry 1
    ;------------------------------------------ 
    ;------------------------------------------ 
    Law Book
    ...
    Effect Law 1
    ;------------------------------------------ 
    ;------------------------------------------ 
    Religious Book
    ...
    Effect Piety 1
    ;------------------------------------------
    ;------------------------------------------ 
    Historic Book
    ...
    Effect Authority 1
    Effect Popularity 1
    ;------------------------------------------ 
    ;------------------------------------------ 
    Science Book
    ...
    Effect Trade 2
    ;------------------------------------------ 
    ;------------------------------------------ 
    Architect Book
    ...
    Effect BuildingCost -2
    ;------------------------------------------ 
    ;------------------------------------------ 
    Geography Book
    ...
    Effect MovementPoints 2
    ;------------------------------------------ 
    ;------------------------------------------ 
    Medical Book
    ...
    Effect Squalor -1
    ;------------------------------------------
    My question is mainly whether the code is right for each of things being affected (Popularity, Chivalry, Law, etc.), but for some I am also not sure how many points are supposed to be given in order to get the right outcome. In particular, trade, building costs, and movement points are things I have no idea about. So if you could let me know if that coding looks right to you, then I should be fine with those things. Also, regarding the effects of "chances to get...", I assume this is nothing that gets coded into the Ancillary itself, right? Rather, this is something you would do by linking ancillaries to triggers for these other traits/ancillaries. Let me know if I'm wrong about that though.

    4. I am not sure I can do the images, but I can definitely give it a try. For any questions about them, I should just go straight to Lifth, right? I mean, he's on this team, and he's the graphics genius. But more generally, you would want the images to be somewhat similar to the other books you've already implemented, right? Just to keep the styles similar, and have the general presentation consistent.


    Anyway, I think those are my main questions for now. Once answered, I think I can start giving this a go. I am not sure I will be able to do all of them (it's possible some books won't have good information available in English), but I can definitely try to cover as many as possible.
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  8. #8
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Call for a modder of ancillaries

    ad1. - Yes. You may exclude max 3 ancs. The current code is to exclude similar type. It's a bit redundant: the triggers make it almost impossible to get similar type anc. However, the player may "fish" with a princess for a AI general just to get a book that is not meant for his faction. This exclusion makes this behaviour useless.

    ad2. - Yes. The point is: the ancs are a tool for the player to play the game. He should pay attention to which anc his generals have and swap them. Ancs should be transferable to enable it. This is a difference with the traits - you cannot swap them ;-)

    ad 3. - it's , Construction not BuildingCost , Trading, not Trade, LocalPopularity not Popularity.

    The benefits should be coded as follows:

    Trading 10, MovementPoints 2, Construction 10

    Chances of getting an anc I'll balance while making triggers.
    Code:
    ;==========================================================;------ WESTERN POETRY BOOKS -----
    ;------------------------------------------
    Trigger poetry_book_minnensang_Library_NorthernEurope
     WhenToTest CharacterTurnEnd 
     Condition EndedInSettlement 
     and SettlementBuildingExists > library
     and Trait Intelligent > 5
     and not HasAncType PoetryBook
     and CultureType northern_european
     and Attribute Chivalry > 2
     and RandomPercent > 80	
     
     AcquireAncillary bookpoet_minnensang chance 5
     
    ;------------------------------------------
    Trigger poetry_book_minnensang_Library_NorthernEurope_scholar
     WhenToTest CharacterTurnEnd 
     Condition EndedInSettlement 
     and SettlementBuildingExists >= library
     and CultureType northern_european 
     and not HasAncType PoetryBook
     and Trait WantsHigherEd > 0
     and RandomPercent > 80	
     
     AcquireAncillary bookpoet_minnensang chance 5
    
    
    ;------------------------------------------
    Trigger poetry_book_minnensang_JoustingList_NorthernEurope
     WhenToTest CharacterTurnEnd 
     Condition EndedInSettlement 
     and SettlementBuildingExists >= jousting_lists 
     and Trait Intelligent > 5
     and CultureType northern_european
     and not HasAncType PoetryBook
     and Attribute Chivalry > 2
     and RandomPercent > 80	
     
     AcquireAncillary bookpoet_minnensang chance 5
     
    ;------------------------------------------
    Trigger poetry_book_minnensang_Library_EasternCatholics
     WhenToTest CharacterTurnEnd 
     Condition EndedInSettlement 
     and SettlementBuildingExists > library
     and Trait Intelligent > 5
     and not HasAncType PoetryBook
     and CultureType eastern_european  
     and CharacterReligion catholic
     and Attribute Chivalry > 2
     and RandomPercent > 80	
     
     AcquireAncillary bookpoet_minnensang chance 5
     ....
    ad 4 - the pics should be consistent somehow. Actually, Lifth didn't deal with pics for my ancillaries, I'd do it myself using available material or using the pics from other mods that made their material open to be used:




    Currently I've got spare pics waiting for the ancs:
    Civitate Dei

    Western Books




    I hope you'll have historical fun with delving into those books.
    Last edited by Jurand of Cracow; April 05, 2020 at 10:54 AM.

  9. #9

    Default Re: Call for a modder of ancillaries

    Thanks for all of the answers. I am not just about to get started. One final question:

    I just looked through the current EDA, and there you have the ancillaries named "artofwar", "drm", "strategikon", etc., rather than "bookmilit_artofwar", "bookmilit_DeReMilitari", "bookmilit_strategikon" as you did in the table above. You would want them with the prefixes bookmilit_XXX bookpoet_XXX booklegal_XXX, right? I mean, that's how I would prefer to do it, so that there are tags to make it easier to follow things in other triggers and whatnot, but I'd like your confirmation before I start actually writing things out.


    EDIT: Oh, and in what file is this stuff:
    Code:
    {bookmilit_artofwar}    Art of War
    {bookmilit_artofwar_desc}    This work details the military and political thinking and experience of an ancient Chinese general Sun Tzu. Referring to this work aids you in planning your strategy and can lead to an increase in Military Education. Remember: “Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win”
    {bookmilit_artofwar_effects_desc}    +1 Command, chance of gaining military skills
    I know I've been in that file before, but I can't remember which one it is.


    Never mind. Just found it. It's the export_ancillaries.txt file in the Text folder.
    Last edited by Kilo11; April 06, 2020 at 02:06 AM.
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  10. #10
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Call for a modder of ancillaries

    Indeed, standarised prefixes make it easier to navigate in the file and to get one's (eg a future another modder) bearing what an anc is about.

  11. #11

    Default Re: The "Book" fix project

    Question about the Islamic law text: Did you have a specific thing in mind for "Al-Fiqh Al-Akbar", or do you just mean a book of Fiqh (i.e. Islamic jurisprudence)? I ask because I am having trouble finding a specific work called Al-Fiqh Al-Akbar, but I can create a more generic book of Islamic law, which would technically be a "Fiqh" work.
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  12. #12
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: The "Book" fix project

    We need to have just one book. Well, it's difficult to choose the one, but I think the one of Abu Hanifa is the best choice.

  13. #13

    Default Re: The "Book" fix project

    Thanks for the guidance. After reading some stuff about Abu Hanifa, I have now found the book you indicated in the chart above. I will now continue on with the work.


    Oh, and a small update, with the Fiqh, I now have all of the law books done. It actually didn't take me too long, so I anticipate being able to get all of the coding done in a timely fashion. Then it will be onto the images, which I assume will take much longer.
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  14. #14

    Default Re: The "Book" fix project

    All right Jurand, I have finished the text editing portion of making the book ancillaries. I figured I would send that along already, so that you can start thinking about/creating the relevant triggers for them. Below, I have attached the export_ancillaries and export_desc_ancillaries text files, as those are the only one's I've changed. I still have to make all of the images though, but you might need to give me a couple weeks on that, as image editing takes me far more time than research and text editing ever could. Anyway, here are the files, followed by a changelog of what I've done, just so you can keep track of it all. Let me know if I missed anything, or if you think I've made any mistakes.

    export_descr_ancillaries.txt
    export_ancillaries.txt

    Changelog

    Additions:

    - Poetry book "Rudaki"
    - All legal books
    - All holy books
    - All historic books
    - All scientific books
    - All architecture books
    - All geography books
    - All medical books

    Changes:
    - Changed "DeReMilitari" in the code to "deremilitari" (changes are made throughout, so there should be no mismatches in the file), to make the code follow same style as all other book ancillaries.
    - Changed "Igor" in the code to "igor" (changes are made throughout, so there should be no mismatches in the file), to make the code follow same style as all other book ancillaries.
    ^^^^^(for both deremilitari and igor, I left the image name as it was, to avoid you having to change that yourself)
    - Made minor changes to the text of the bookmilit_xxxx and bookpoet_xxxx entries to increase clarity and style
    - Changed order some things in the export_ancillaries to keep entries alphabetical

    Attached Files Attached Files
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  15. #15
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: The "Book" fix project

    Great, Kilo!
    I'll include your books into the mod and create triggers for them. Looking forward to the pics.

  16. #16

    Default Re: The "Book" fix project

    Hey Jurand, I'm starting on the pics now in earnest, and wanted to ask what book ancillaries you already have images for? I know you posted a couple images above, but it wasn't clear to me if those are final images you have set, or if those were sort of first ideas for me to make use of. Just let me know one way or another, and I am happy to make all the images and make sure the names coincide with what I have in the export_desc_ancillary file.
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  17. #17
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: The "Book" fix project

    These were unused pics, a few first ideas. The choice is up to you.
    You've got all the pics in the game in the folder \data\ui\ancillaries

  18. #18

    Default Re: The "Book" fix project

    Alright. All the images should now be finished. I've uploaded them to my GoogleDrive, and here is a link to the folder: https://drive.google.com/open?id=1ml...Ft0_NnO8DxjNeJ

    Let me know if you notice any problems with them, but I think they should all be good. So now some fresh new books can make their way into our generals' hands!
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  19. #19

    Default Re: The "Book" fix project

    So, I have now edited the images to make things more clear, swap out a couple files that used too modern of pics, or things like that. I wanted to put the new images here so that others could view and comment, but I can't link .tga pics here, and I don't want to go to the effort of creating .png versions of all the book ancillary images. So I will just put the link to the files themselves in my GoogleDrive: https://drive.google.com/open?id=1ml...Ft0_NnO8DxjNeJ

    If anyone wants to have a look at the pics and give thoughts, I am open to that, but I believe they should suffice now for the tiny in-game pics that are possible for ancillaries.
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  20. #20
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: The "Book" fix project

    Hi Kilo,
    I'm working on implementation of your work into the SSHIP 097.

    Could you proof-read the text for the players:

    { INFO_BOOKS_BODY}\n In the SSHIP, books can be acquired by the skilled generals in the libraries and swapped from one general to another to get the optimal characteristics needed for your faction.
    \n\n The main way to get a book it to leave general with the trait "Scholar" to govern a settlement with a Library. The type of the book he would get depends on the other buildings present in the settlement (eg. if there is a Cathedral – a religious book). More specialized books (on geography, medicine, architecture) usually require the presence of a University.
    \n The books are also available in the Great Libraries for intelligent generals who study diligently (ie. stay whole turns in the settlements: the military minded generals will find the military treatises, while the administrative ones – the civil books).
    \n Some books can be acquired also upon a conquest of certain settlements. Eg. taking Constantinople of Baghdad is very likely to bring the victorious general a book or two, while conquest of Valencia may bring him the Mio Cid romance (if he is a catholic, obviously).
    \n Bear in mind that chances of getting a book a very slim so your general needs a lot of patience in studying at the library.
    \n\n Once a book is found, it may be passed to another noble as a gift. Any noble can have a shelf full of books (ie up to 8) but he can have only one book of a particular type. Having such a full shelf is not a wise choice though: it is better to specialize in something, have just two or three books, and have space of the other ancillaries.
    \n There're a few kinds of books giving various bonuses. : \n() military treaties (+1 Command and some other benefits, also ability to get more Military Education), \n() collection of poems and heroic eposes (+2 popularity or +1 Chivalry), \n() legal charters (+1 Law, ability to get more Administrative Education) \n() religious scripts (+2 Piety) \n() historic chronicles (+1 Authority and +1 popularity), \n() medical treaties (-1 squalor)\n() scientific books (+20% Trade) \n() geographical works with maps (+2 or more movement points)\n() treaties on architecture (10% discount to the building costs)\n There are also some unique works giving more perks.
    { INFO_BOOKS_TITLE}Books in the SSHIP

    { INFO_BOOKS_REMINDER _BODY}\n If you want to get a book, put a general with the trait "Scholar" into a settlement with a Library (and possibly with University) and let him to study there. He doesn’t have huge chances to get a it (only a few percent a turn) but once a book is found, it can be swapped from one general to another and bring much needed benefits for your faction.
    \n Another way to get a book it to put any intelligent general into a settlement with a Great Library. If you have a Huge City without such an establishment, it’s wise to invest money into building it.
    {INFO_BOOKS_REMINDER_TITLE}Get a book

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