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Gaddis
06-08-2007, 14:48
I'm currently working with the Shogun Mod Team on "Ran no Jidai", specifically in the character traits department. I've been wondering about the old RTW traits such as "Hates Romans" and "Fears Barbarians" that provided bonuses or penalties to fighting a given culture type. I'm relatively new at scripting so I wanted to ask if anyone more experienced knew whether or not a similar thing could be done but with regards to specific factions since all of the factions in Feudal Japan are, to point out the obvious, Japanese. Can anybody tell me for definate?:beam:

wlesmana
06-08-2007, 15:12
Well, you have to separate the factions into 6 "cultures" because that's the limit the engine can use for traits (the 7th culture slot cannot be included). So regardless of how many factions you have, they must fit into this 6 molds (or less) in order for those traits to work.

You have the option of slotting only famous factions into 5 cultures and other non-famous or minor factions into the 6th.

Of course, you also have the option of ignoring it completely (i.e. non-activate them).

Squid
06-08-2007, 16:43
Those attributes (i.e. CombatVRomans, CombatVGreek) are hardcoded and cannot be altered. And since there's no way of adding new attributes (at least that I've heard) you have to make due with what is there.

BozosLiveHere
06-08-2007, 19:01
What everybody said. IIRC, if you change the internal names of the culture types they'll stop working altogether.

Makanyane
06-08-2007, 19:33
Just to confirm and add to Gaddis's depression; I did try testing using faction instead of culture in the combat v. effect
https://forums.totalwar.org/vb/showthread.php?t=70140

Not only does that not work according to what I could see the negative effect on the culture version which is used in vanilla didn't seem to do anything either. I'd really rather the damn thing crashed when you put in an invalid effect, otherwise you can code a lot of things that are completely pointless :embarassed:

Dol Guldur
06-08-2007, 21:01
Did anyone find out whether it was Eastern or Easterner that was correct in this context? I assume the former.

Gaddis
06-09-2007, 15:45
Those attributes (i.e. CombatVRomans, CombatVGreek) are hardcoded and cannot be altered. And since there's no way of adding new attributes (at least that I've heard) you have to make due with what is there.

Actually this isn't true. I've seen it done by the team who work on the Three Kingdoms(China) mod. Infact I don't recall seeing a single character trait in their mod that was the same as Rome Total War or Barbarian Invasion and there were even some that worked in very different ways to traits in those games. The names, descriptions and basic effects (+Command, -public security, etc) are all easily modified. The question was about whether you could target specific factions rather than whole cultures.


Well, you have to separate the factions into 6 "cultures" because that's the limit the engine can use for traits (the 7th culture slot cannot be included). So regardless of how many factions you have, they must fit into this 6 molds (or less) in order for those traits to work.

You have the option of slotting only famous factions into 5 cultures and other non-famous or minor factions into the 6th.

Of course, you also have the option of ignoring it completely (i.e. non-activate them).

I take your point and will ask the other team members about how our factions are split or as you pointed out, if the culture system is active at all. Thanks for your input.:beam:

wlesmana
06-10-2007, 03:28
Ancillaries and traits can indeed be made for specific factions and not just cultures. But for the bonus/penalty in battle against factions, I'm afraid it's limited to the 6 culture slots and slaves (Combat_V_Slaves).

Gaddis
06-10-2007, 14:23
Thanks, that's the concise answer that I was looking for.:2thumbsup: