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Thread: Admirals - limits to traits and ancillaries ?

  1. #1

    Default Admirals - limits to traits and ancillaries ?

    There was a thread about this in 2007 but to avoid necro-posting I'll start a new one.
    Has anyone found any limitations on what trait effects you can give admirals ?
    Or ancillaries ?

    Docudemons reveals only NavalCommand and Loyalty.
    (not sure what use Loyalty is.)

    There doesn't seem to be anyway your generals, FMs can interact with admirals so you can't pass things over to them.

    But I imagine anything that is available to "all" can be applied to admirals.
    or has anyone found any that cause issues ?

    I'd like to set-up triggers to give MovementPoints and LineOfSight as those would be useful,
    if their fleet is in a port are they counted as being present in the settlement ?)

    but have no idea if they actually work with admirals ?

    Could only use if they win battles ?

  2. #2

    Default Re: Admirals - limits to traits and ancillaries ?

    Let me answer your questions.

    Movement Points and Line of Sight work with Admirals as well as TroopMorale. The Line of Sight will be easier to notice if you give it a lot of points, like 4 or 5 points.

    If the fleet is in a port they will not be counted as being present in the settlement.

    Feel free to ask any question regarding Admirals. I have done a lot of work with Admirals traits and events that has given them a completely new life.

  3. #3

    Default Re: Admirals - limits to traits and ancillaries ?

    Many thanks for this.

    Digging into an unpacked m2tw the answers are there if I cared to look.

    It seems admirals get the ancillaries only when they are created, presumably to stop them accumulating them every time they visit a port.
    Equally that stops them passing them on.
    And one reason why they can't be merged except with new built ships in port (the new ships get added to the admiral's fleet.)


    Have found this in an old stainless steel sub-mod :

    Trigger sitting_around_town_with_naval_academy
    WhenToTest CharacterTurnEnd

    Condition IsAdmiral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= naval_academy

    Affects Sailor 1 Chance 5

    which suggests an admiral can be in a settlement after being created ?
    I've not tested this to see if it works btw.
    Last edited by Used2BRoz; May 12, 2020 at 10:30 AM.

  4. #4

    Default Re: Admirals - limits to traits and ancillaries ?

    Quote Originally Posted by Used2BRoz View Post

    Have found this in an old stainless steel sub-mod :

    Trigger sitting_around_town_with_naval_academy
    WhenToTest CharacterTurnEnd

    Condition IsAdmiral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= naval_academy

    Affects Sailor 1 Chance 5

    which suggests an admiral can be in a settlement after being created ?
    I've not tested this to see if it works btw.
    I tested triggers like those and they never work.

  5. #5
    bitterhowl's Avatar Campidoctor
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    Default Re: Admirals - limits to traits and ancillaries ?

    Another question to naval expert - what admiral capabilities can improve faction naval invasions? For example - extended LineOfSight, MP or something else?

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  6. #6

    Default Re: Admirals - limits to traits and ancillaries ?

    Quote Originally Posted by Lusitanio View Post
    I tested triggers like those and they never work.
    Ah OK.
    That'll save me trying to use them
    many thanks

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