
Originally Posted by
Kleitos
noMoreAncillaries is already (a kind of a) trait?
fixed it.
..thought until now it´s just a condition. ..if i got it right now: apart from the hard-coded 8 ancillaries limit, <noMoreAncillaries> apply in a case when, dependent of his Charisma, a FM just can´t get any more. ..even when he only has two.?
You should check the respective files. I think this makes it a bit more easyer to understand:
export_descr_character_traits.txt:
Code:
;------------------------------------------
Trait NumAncillariesAcquired
Characters family
Hidden
Level One_Ancillary
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 1
Level Two_Ancillaries
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 2
Level Three_Ancillaries
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 3
Level Four_Ancillaries
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 4
Level Five_Ancillaries
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 5
Level Six_Ancillaries
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 6
Level Seven_Ancillaries
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 7
Level Eight_Ancillaries
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 8
;------------------------------------------
Trait NoMoreAncillaries
Characters family
Hidden
Level No_More_Ancillaries
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 1
and these are the respective triggers:
[code]
;------------------------------------------
; Turning off ancillary acquisition to cut down on "ancillary farming"
;------------------------------------------
Trigger OneAncillary_at_Start
WhenToTest CharacterTurnStart
Condition AgentType = family
and Trait NumAncillariesAcquired < 1
Affects NumAncillariesAcquired 1 Chance 100
;------------------------------------------
Trigger Cha1_NoMoreAncils
WhenToTest CharacterTurnEnd
Condition Trait NaturalCharisma = 1
and Trait NumAncillariesAcquired = 3
Affects NoMoreAncillaries 1 Chance 100
;------------------------------------------
Trigger Cha2_NoMoreAncils
WhenToTest CharacterTurnEnd
Condition Trait NaturalCharisma = 2
and Trait NumAncillariesAcquired = 4
Affects NoMoreAncillaries 1 Chance 100
;------------------------------------------
Trigger Cha3_NoMoreAncils
WhenToTest CharacterTurnEnd
Condition Trait NaturalCharisma = 3
and Trait NumAncillariesAcquired = 5
Affects NoMoreAncillaries 1 Chance 100
;------------------------------------------
Trigger Cha4_NoMoreAncils
WhenToTest CharacterTurnEnd
Condition Trait NaturalCharisma = 4
and Trait NumAncillariesAcquired = 6
Affects NoMoreAncillaries 1 Chance 100
;------------------------------------------
Trigger Cha5_NoMoreAncils
WhenToTest CharacterTurnEnd
Condition Trait NaturalCharisma = 5
and Trait NumAncillariesAcquired = 7
Affects NoMoreAncillaries 1 Chance 100
;------------------------------------------
Trigger Cha6_NoMoreAncils
WhenToTest CharacterTurnEnd
Condition Trait NaturalCharisma = 6
and Trait NumAncillariesAcquired = 8
Affects NoMoreAncillaries 1 Chance 100[/quote]
While also each ancillary you acquire gives one point in NumAncillariesAcquired:
Code:
;------------------------------------------
Trigger normaldruid_has_been_acquired
WhenToTest CharacterTurnStart
Condition Trait AcquireDruid = 1
Affects DruidAcquired 2 Chance 100
Affects NumAncillariesAcquired 1 Chance 100
..but how many ancillaries are granted to him is for me as Player just a hidden secret.?
you could count his ancillaries for the start.
..so if i make use of swapping around ancillaries and try to give one FM an ancillary and he has acquired this trait <noMoreAncillaries>
>1 (not <1) then i can try as much as i would - the number of his retinues will stay as it is.?
Ah, that's an intereseting question: no. These traits NumAncillariesAcquired and NoMoreAncillaries don't really "know" how many ancillaries you have. They are just called for when ancillaries are acquired. So when a character has more or less than that the traits wouldn't work anymore.
so it seems to me its just a random thing and all greek FM´s actually are able to get this ancillary ...no matter if he´s a proven commander, Governor or just a some Dude.
..so more a matter of luck.
when that's the correct yes. I only have the EDCT of EBII on this computer and there the code to acquire the drillmaster is a bit more complex. No idea how it works in EBI.
But yes, there is too much randomness and "sit around in town with..." in the triggers of EBI. That needs to be fixed.
you also seem to use this documentation
No I am checking the txt file with a text editor, what of course is extremly fast.
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