View Full Version : Issue with Arche Seleukeia and Babylonian Festival
I think this has been mentioned before but not in the Bug report forum, so here I am, using version 1.0 with city mod installed, when the babylonian festival comes around my general's in the area get the festival trait, and their movement reduced, then even though the trait is gone the general still has a lessened movement, and when it comes around again if he had previously had participated in the festival then his movement would be reduced to nothing, permanently reducing him to government duty in babylon.
bah sorry, I obviously didnt look back far enough, found the topic about this.
my bad :oops:
Tellos Athenaios
11-02-2007, 23:02
I've thought about it - but since the EDCT (as it is called internally) is not my field I did not touch it, I know the guy who 'owns' it would go mad if I screwed up ~;) - but there is a reset trait.
So either the reset trigger doesn't work as intended; or the issue isn't BabylonNewYear related at all. :juggle:
The reset trigger doesn't work as it should. It does however work correctly if you use the console commands, which is how they were tested originally. As a workaround, keep your FL and heir outside of settlements in the area around Babylon, or disable the triggers affecting the festival trait.
anubis88
11-09-2007, 11:06
and that can be done of course....... how?:clown:
keep your FL and heir outside of settlements in the area around Babylon
...
anubis88
11-09-2007, 12:46
mi faction leader resides in Antioch, but he still can't move.... ( he was never in seleucia)
larsbecks
11-09-2007, 12:51
What are the console commands?
If you do not know how to do the first and third option, your solution is to do the second, as said.
anubis88
11-09-2007, 13:34
Yeah, right, no problem...oh yeah.... it doesn't work!:thumbsdown:
It does. Any future heir/FL staying in a settlement in Babylon will get screwed (permanently), those who don't will be fine.
What is 'the area around Babylonia' exactly? My Faction Leader was in Antiocheia and my Faction Heir in Ektabana and they both got the Babylonian Newyear trait. (I just started a new campaign, so no big deal.)
To disable a certain trait do you have to go into the "descr_character_traits.txt" and put semicolons ';' in front of the trait and all subsequent code until the next trait?
Why can't you just give the console sequence as a fix?
does 0 for give_trait act as null aka remove trait?
give_trait <char name> BabylonianNewYear -1
??
Tellos Athenaios
11-10-2007, 03:29
IIRC you specify a level of trait (Compare: int values can't have the value null either in for example Java). Since -1 is an invalid (aka nonexistent) level ... :shrug:
@Folgore that leaves you with the trigger. I suggest you simply remove the trait effects by commenting those out (the semi-colon method).
That way:
a) you still get the trait (and the trait itself is a nice touch, is it not?)
b) you don't get the penalty
c) you don't have to do as much work
d) you don't screw up as easily.
:wink:
The reason why I've been stingy with how to do the others, is because the way to change traits has been amply demonstrated throughout the forum, and telling people how to do so has always caused all sorts of follow up questions that are equally easy to find the answer to on the forum. Seems they came anyway.
Just so you know, whichever solution you use, your guys that are currently affected can't be saved. The fix is not retroactive. So keeping them out of cities is just as good as any other way. Tellos' way of commenting the effect is as good as commenting out the triggers.
Just so you know, whichever solution you use, your guys that are currently affected can't be saved. The fix is not retroactive.
Ah, that's what I thought was possible by in game console commands, but yes I commented the triggers already, I was just looking for a way to fix my FL currently affected by removing the trait. I guess he'll just be a stationary politician :(
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