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Modding Forum
10-23-2006, 01:47
A list of the potential character attributes can be found here:
https://forums.totalwar.org/vb/showthread.php?t=73974

MWNF
12-01-2006, 21:52
Since I haven't seen anyone post anything about adding family members to factions, making them married, etc. I figured I'd sign up and contribute some. :)

EDIT: This is all in desc_strat.txt


The Family Tree:

First to explain how the family tree works. All the family members must be put in order from the oldest to the youngest. Failure to do so will result in you getting kicked back to the menu when trying to start a campaign.

relative William, Matilda, Rufus, Cecilia, Robert, Henry, end

And there's the default one. William is 50, Matilda is 49, Rufus is 26, Cecilia 25, Robert 24, and Henry 12.

If you want lets say Rufus to be married to some girl. You'll need to make a second tree under the previous.

relative Rufus, Constance, end


You could put more children under them if you wish also. About now would be a good time to mention that the maximum number of children per a marriage seems to be capped at 4. Putting more then four won't cause a crash, but just won't show up.

It's also important to go back up and put:

character_record Constance, female, age 25, alive,
never_a_leader

With the rest of the "character_record"'s.

A few other things:

1. Having two children that are the same age under the same parents will result in you getting kicked back to the menu.

2. So far I haven't hit a max number of traits per character.

3. Putting a 2nd char at the same location as a city that already has another char in it, will result in the one you made sitting on top of the city. You'll have to go into the lists scroll to select him and move him out. I'm guessing it's because if you want him in the city he'll somehow have to be listed under the army of which ever char you want to be the governor of the city. I haven't tried it yet, but this will probably happen outside of cities if you put two chars in the same location.

4. I've been grabbing char names out of various text files, like the e3 campaign demo, etc. I haven't tried it out yet with names I just made up to see if the game will crash or not. I have a feeling if you make up a name and just throw it in there, it won't cause any problems.

alpaca
12-01-2006, 22:39
Welcome to the org :yes:
Nice of you to collect this information. A lot of this is probably the same as in R:TW so most R:TW modders will already know it, but it's still very good for new modders.
A few suggestions:
- It's always good to insert a few pictures, and to mark code segments by writing them within [code] tags. This makes the post seem more lightweight and will make it easier to read. This is especially true if you want to make a tutorial out of this.
- Adding characters with made up names will probably not work, because all names have to be specified in a file we don't have access to.
- You can't spawn multiple characters inside the same army on game start. The problem you describe is a general problem with the spawn army code of the game.

MWNF
12-01-2006, 22:46
Thanks for the welcome. I'm still experimenting with some things right now, and I'll tidy it all up tonight. Hopefully with more info.

Just tried using a custom name really quick. The guy was still there but he had no name, did a quick give_trait to see if it just wasn't displaying but it said it couldn't find the char with the name I made either. Oh well. heh.

I don't suppose anyone's figured out how to mod the bodyguard unit so that the general starts with the maximum number of bodyguards? Just asking here because I'm not sure if this will fall under char or units, and I'm only interested in increasing the one for Generals. :) Hopefully it's not in the pack files..

Re Berengario I
12-01-2006, 23:58
4. I've been grabbing char names out of various text files, like the e3 campaign demo, etc. I haven't tried it out yet with names I just made up to see if the game will crash or not. I have a feeling if you make up a name and just throw it in there, it won't cause any problems.

If you don't use a name from the ones listed for every faction the game will crash as soon as other characters will interact with him as he will have a null string name (tested).

SirRethcir
12-05-2006, 14:43
I'm not quite sure where to post. :embarassed:

A complete list of 'WhenToTest' events for triggers in export_descr_character_traits.txt and export_descr_ancillaries.txt



AcceptBribe
AcquisitionMission
AgentCreated
AssassinationMission
BattleGeneralRouted
BecomesFactionHeir
BecomesFactionLeader
BriberyMission
BrotherAdopted
CardinalPromoted
CeasedFactionHeir
CharacterBecomesAFather
CharacterComesOfAge
CharacterDamagedByDisaster
CharacterMarries
CharacterMarriesPrincess
CharacterNearHeretic
CharacterTurnEnd
CharacterTurnStart
DenouncementMission
DiplomacyMission
ExecutesAnAssassinOnAMission
ExecutesASpyOnAMission
ExterminatePopulation
FatherDiesNatural
GeneralAbandonCrusade
GeneralArrivesCrusadeTargetRegion
GeneralAssaultsGeneral
GeneralAssaultsResidence
GeneralCaptureSettlement
GeneralDevastatesTile
GeneralJoinCrusade
GeneralPrisonersRansomedCaptive
GeneralPrisonersRansomedCaptor
GeneralTakesCrusadeTarget
GovernorAgentCreated
GovernorBuildingCompleted
GovernorCityRebels
GovernorCityRiots
GovernorUnitTrained
HireMercenaries
Insurrection
LeaderDestroyedFaction
LeaderMissionSuccess
LeaderOrderedAssassination
LeaderOrderedBribery
LeaderOrderedDiplomacy
LeaderOrderedSabotage
LeaderOrderedSpyingMission
LesserGeneralOfferedForAdoption
NewAdmiralCreated
OccupySettlement
OfferedForAdoption
OfferedForMarriage
PostBattle
PreBattleWithdrawal
PriestBecomesHeretic
RefuseBribe
SabotageMission
SackSettlement
SpyMission
SufferAcquisitionAttempt
SufferAssassinationAttempt
SufferDenouncementAttempt

SirRethcir
12-05-2006, 16:14
A complete list of 'Conditions' for triggers in export_descr_character_traits.txt and export_descr_ancillaries.txt



AgentType [=] [admiral, assassin, diplomat, heretic, inquisitor, merchant, priest, princess, spy, witch]
AtSea
Attribute [Charm, Chivalry, Command, Piety ] [<, >, >=] [-4 to 6]
BattleOdds [<, >, <=, >=] [0.16 to 3]
BattleSuccess [=, >=] [average, clear, crushing]
CharacterNumTurnsIdle [>=] [4]
CharFactionType [hre, portugal, spain]
CharacterReligion [catholic, islam, orthodox]
CultureType [eastern_european, middle_eastern, northern_european, southern_european]
DistanceCapital [>, >=] [30 to 60]
EndedInSettlement
FactionBuildingExists [=, >=] BUILDING
FactionExcommunicated
FactionLeaderAttribute [Authority, Chivalry, Purity, Violence] [<, >, <=, >=] [-3 to5]
FactionLeaderTrait [ReligiousActivity] [>] [1]
FactionReligion [pagan]
FactionType [aztecs, byzantium, denmark, england, france, hre, hungary, mongols, papal_states, poland, portugal, scotland, sicily, slave, spain, timurids]
FatherAnc ANCILLARY
FatherAttribute [Authority, Chivalry] [>=, <=] [-7 to 4]
FatherTrait TRAIT [>=, <=] [1 to 6]
GeneralFoughtFaction [aztecs, byzantium, denmark, egypt, england, france, hre, hungary, milan, mongols, moors, papal_states, poland, portugal, russia, scotland, sicily, slave, spain, timurids, turks, venice]
GeneralFoughtInCombat
GeneralHPLostRatioinBattle [>, <=] [0.3, 80]
GeneralNumKillsInBattle [<, >] [3 to 8]
GeneralWithAncKilled ANCILLARY
GovernorBuildingExists [>=] [castle, fortress, large_stone_wall, stone_wall]
GovernorInResidence
GovernorLoyaltyLevel [<, =, >] [loyalty_happy, loyalty_disillusioned]
GovernorTaxLevel [<, =, >] [tax_extortionate, tax_low, tax_high]
HasAncType [Relic]
HighestAttAdjacentChar [Magic] [witch] [<, >, >=] [0 to 7]
I_ConflictType [Normal, Siege, SuccessfulAmbush]
I_CrusadeInProgress
I_TurnNumber [>, <=, >=] [5 to 242]
I_WithdrawsBeforeBattle
I_WorldwideAncillaryExists ANCILLARY
InEnemyLands
IsAdmiral
IsCrusade
IsFactionHeir
IsFactionLeader
IsGeneral
IsMarried
IsNightBattle
IsJihad
IsOnCrusade
IsOnJihad
IsRegionCrusadeTarget
IsRegionJihadTarget
IsUnderSiege
MissionID [assassinate_cardinal, return_papal_settlement]
MissionSucceeded
MissionSuccessLevel [=] [highly_successful, not_successful]
NumCapturedSoldiers [>] [80]
OnResource
PaybackID [pope_cardinal_major_reward_only, pope_cardinal_min_penalty_major_reward, pope_rome_min_penalty_major_reward]
PercentageEnemyKilled [<, =, >, <=, >=] [0 to 90]
PercentageOfArmyKilled [>] [50]
PercentageUnitCategory [cavalry, infantry] [>] [50 to 80]
PopulationHeretic [<, >, >=] [5 to 20]
PopulationOwnReligion [<, >, <=, >=] [40 to 95]
RandomPercent [>] [60 to 96]
RansomAmount [<, >] [1000 to 5000]
RansomType [execute, ransom, release]
ReligionShift [<, >, <=, >=] [8 to 10]
RemainingMPPercentage [=] [100]
Routs
SettlementBuildingExists [=, >=] BUILDING
SettlementBuildingFinished [=, >=] BUILDING
SettlementName SETTLEMENTNAME
SpouseAttribute [Charm, Fertility] [<, >] [-2 to 8]
SpouseTrait TRAIT [=, >=] [0 to 3]
TargetReligion [catholic, islam]
TimeInRegion [<, =, >] [1 to 5]
TimeSinceHeresy [<] [5] [>=] [10]
TimeSinceReligion [>] [95] [>=] [10]
TradingMonopoly
TrainedUnitCategory [cavalry, infantry]
Trait TRAIT [<, >, =, <=, >=] [0 to 3]
Treasury [<, >] [0 to 150000]
WasAttacker
WonBattle

Re Berengario I
12-05-2006, 16:49
I just saw ER posted Caliban's list in the other subforum, feel free to delete this post then


Attribute [Charm, Chivalry, Command, Piety ] [<, >, >=] [-4 to 6]
(...)
FactionLeaderAttribute [Authority, Chivalry, Purity, Violence] [<, >, <=, >=] [-3 to5]

Looking at export_descr_character_traits.txt these should be the valid attributes for characters:

- Ambush
- ArtilleryCommand
- Attack
- Authority
- BribeResistance
- CavalryCommand
- Charm (princesses)
- Combat_V_Faction_XXXXX
- Combat_V_Religion_XXXXX
- Construction
- Defence
- Eligibility (priests, should referring to elegibility to the papal position)
- Farming
- Fertility (also princesses)
- Finance (merchants)
- GunpowderCommand
- HeresyImmunity (priests)
- HitPoints
- InfantryCommand
- Influence (diplomats)
- Law
- Level (bishops, cardinals and princesses)
- LineOfSight (also for spies and assassins)
- LocalPopularity
- Looting
- Loyalty
- Magic (witches)
- Mining
- MovementPoints
- NavalCommand (admirals)
- NightBattle
- PersonalSecurity (valid for all killable chars)
- PublicSecurity
- Purity (priests)
- SiegeAttack
- SiegeDefence
- SiegeEngineering
- Squalor
- Subterfuge (spies and assassins)
- TaxCollection
- Trading
- TrainingAgents
- TroopMorale
- Unorthodoxy (priests)
- Unrest
- Violence