Results 121 to 150 of 187

Thread: Hard-Coded Limits

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #32
    Member Member Marcus Camillus's Avatar
    Join Date
    Dec 2005
    Location
    a villa SE of Roma
    Posts
    15

    Default Re: Hard-Coded Limits

    Cool, thanks for the reply, Malrubius. So the limit for each character is 8 ancillaries, and it looks like no limit for traits. The traits having no limit is great, especially for my current Roman Leadership system.

    I ran into the 8 ancillaries limit, but I came up with a system to limit the number of regular ancillaries to 6, leaving me an extra 2 for my Roman Military Leadership system.

    What I found through experimentation was that I could have each regular ancillary (those that were not part of my Roman Leadersip system), assign an "Effect NavalCommand 1" attribute to a character that held that ancillary. I then added to all the triggers for these regular ancillaries a condition of "and Attribute NavalCommand < 6" so that a character who currently had 5 regular ancillaries could receive one more for a new total of 6 regular ancillaries, leaving 2 slots open for my Roman Leadership system's custom ancillaries, such as my Roman I Legion Banner for my Legate rank trait, or my "Quaestor of the Governor of Latium" ancillary for my Governor of Latium rank trait.

    Giving a family character a NavalCommand attribute did not cause any CTD or other problems, and I receive no error messages from using the "-show_err" startup option. I knew from research online and looking through some of the graphics files and text files, that apparently CA at one time was thinking of allowing family characters to be assigned as Admirals, but changed their mind at some point. So, apparently the game engine does not object to this use by my Roman Leadership system. It does not show up in-game and is effectively hidden from the player's view. So only the game engine, me, and whoever looks through my files will notice this.

    I did this so that a when a character gains regular ancillaries like normal, he does not gain so many that there is no room for my custom ancillaries, which I have even assigned custom graphics.

    Neat little behind the scenes trick. Perhaps someone else might find this useful for their own modding ideas.

    I also found one other attribute that could possibly be used with family characters as a limiter too, "SenateStanding" attribute, which could possibly be used if the Roman Senate has been eliminated from your RTW mod. Another possible unused attribute if the Roman factions have been unified, is "PopularStanding", but this might be used for something other than the effect it had on the old Roman Senate, especially in BI.

    Below I have attached the info I have gathered from the versions of RTW/BI concerning available attributes for characters, and a brief explanation for each from the data\text folder files and my own observations.
    Code:
    RTR 6 Gold Attributes (which is based on the RTW v1.2 Game Engine):
    
    Ambush = Increase (+) or decrease (-) to Command (number of Command Stars) when ambushing.
    Attack = Increase (+) or decrease (-) to Command (number of Command Stars) when attacking.
    BattleSurgery = Percentage increase (+) or decrease (-) to battle casualty recovery rate.
    BodyguardValour = Increase (+) or decrease (-) to  bodyguard experience.
    BribeResistance = Percentage increase (+) or decrease (-) to cost to bribe.
    CavalryCommand = Increase (+) or decrease (-) to Command (number of Command Stars) when commanding cavalry.
    Combat_V_Barbarians = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Barbarians.
    Combat_V_Cathaginians = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Carthaginians.
    Combat_V_Easterners = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Easterners.
    Combat_V_Egyptians = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Egyptians.
    Combat_V_Greeks = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Greeks.
    Combat_V_Romans = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Romans.
    Combat_V_Slaves = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Slaves.
    Command = Increase (+) or decrease (-) to Command (number of Command Stars).
    Construction = Percentage discount (+ or -) on construction costs.
    Defence = Increase (+) or decrease (-) to Command (number of Command Stars) when defending.
    Electability = Increase (+) or decrease (-) to Electability.
    Farming = Increase (+) or decrease (-) to farming output.
    Fertility = Increase (+) or decrease (-) to Fertility (Increases or decreases the chance of having children).
    GrainTrading = Increases (+) or decreases (-) the rate of population growth.
    Health = Increase (+) or decrease (-) to public health.
    HitPoints = Increase (+) or decrease (-) to your general's hitpoints (how many hits your general can take before dying).
    InfantryCommand = Increase (+) or decrease (-) to Command (number of Command Stars) when commanding infantry.
    Influence = Increase (+) or decrease (-) to Influence.
    Law = Increase (+) or decrease (-) to Law (improves public order).
    LineOfSight = Increase (+) or decrease (-) to line of sight (increases the range at which enemies are spotted).
    Looting = Percentage bonus to cash gained from looting.
    Management = Increase (+) or decrease (-) to Management.
    Mining = Percentage bonus or penalty on mining income.
    MovementPoints = Percentage increase (+) or decrease (-) Movement Points (inceases or reduces the distance armies can march).
    NavalCommand = Increase (+) or decrease (-) to Command (number of Command Stars) at sea.
    Negotiation = Increase (+) or decrease (-) to Negotiation.
    NightBattle = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting at night.
    PersonalSecurity = Increase (+) or decrease (-) to personal security (improves or reduces the chances of detecting and foiling assassination attempts).
    PublicSecurity = Increase (+) or decrease (-) to public security (improves or reduces the chances of detecting and capturing enemy agents).
    SiegeAttack = Increase (+) or decrease (-) to Command (number of Command Stars) when assaulting walls.
    SiegeDefence = Increase (+) or decrease (-) to Command (number of Command Stars) when defending walls.
    SiegeEngineering = Increase (+) to number of Build Points available each turn (required for the construction of siege equipment).
    SlaveTrading = Increases (+) or decreases (-) the rate of population growth in regions where slaves are plentiful.
    Squalor = Increase (+) or decrease (-) to squalor (increases or decreases population growth and public order).
    Subterfuge = Increase (+) or decrease (-) to agent's skill.
    TaxCollection = Percentage bonus or penalty on tax income.
    Trading = Percentage bonus or penalty on all trade income.
    TrainingAgents = Percentage discount (+ or -) on agent training costs. Each point equals 10%.
    TrainingAnimalUnits = Percentage discount (+ or -) on animal unit training costs.
    TrainingUnits = Percentage discount (+ or -) on unit training costs.
    TroopMorale = Increase (+) or decrease (-) to Morale for all troops on the battlefield.
    Unrest = Increase (+) to Unrest has a negative effect on public order, decrease (-) to Unrest has a positive effect on public order.
    
    
    
    RTW Attributes Excluded from RTR 6 Gold:
    
    PopularStanding = Percentage increase (+) or decrease (-) to a faction's popularity with the People.
    SenateStanding = Percentage increase (+) or decrease (-) to a faction's popularity with the Senate.
    
    Note: These 2 attributes are not used in RTR 6 Gold due to the elimination of the Roman Senate faction.
    
    
    
    Attributes Changed/Corrected in RTW v1.5: (Compared to RTW v1.2 and RTR 6 Gold)
    
    Combat_V_Barbarian = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Barbarians.
    Combat_V_Carthaginian = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Cathaginians.
    Combat_V_Eastern = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Easterners.
    Combat_V_Egyptian = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Egyptians.
    Combat_V_Greek = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Greeks.
    Combat_V_Roman = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Romans.
    Combat_V_Slave = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Slaves.
    
    
    
    New BI v1.6 Attributes:
    
    Combat_V_Nomad = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Nomads.
    Combat_V_Hun = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Huns.
    LocalPopularity = Increase (+) or decrease (-) to a character's local (city residing in) influence.
    Loyalty = Increase (+) or decrease (-) to loyalty of a character to the character's faction. Having a low loyalty increases the chance a general will join a revolt if one should take place.
    
    
    
    New BI v1.6 Religious Attributes (Religious_Belief):
    
    christianity = Increase (+) or decrease (-) to Christian conversion of city's population. Every 1 point equals 5% conversion.
    pagan = Increase (+) or decrease (-) to Pagan conversion of city's population. Every 1 point equals 5% conversion.
    zoroastrian = Increase (+) or decrease (-) to Zoroastrian conversion of city's population. Every 1 point equals 5% conversion.
    
    Note: These are not assigned via use of "effect", but via the use of "Religious_Belief" in a trait's listing.
    
    
    
    Attributes Changed/Corrected in BI v1.6: (Compared to RTW v1.2 and RTR 6 Gold)
    
    Combat_V_Barbarian = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Barbarians.
    Combat_V_Carthaginian = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Cathaginians.
    Combat_V_Eastern = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Easterners.
    Combat_V_Roman = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Romans.
    Combat_V_Slave = Increase (+) or decrease (-) to Command (number of Command Stars) when fighting against Slaves.
    
    Note: The Combat_V_Egyptian and Combat_V_Greek attributes are not listed in the BI v1.6 traits file. I assume the Combat_V_Nomad and Combat_V_Hun attributes replaced them.
    
    
    
    Additional Notes:
    
    The maximum number of antitraits seems to have inceased with BI v1.6, which I have counted up to 11 in the BI traits file.
    I have posted this info to assist others with modding RTW, and as an attempt to give back to the TWCenter community a little for what assistance I have received.

    Oh, and I am a great fan of your excellent "Genetics, Aging, Family, and Health Mod", Malrubius!
    Last edited by Marcus Camillus; 12-09-2006 at 10:20.
    Marcus Camillus

    "A ship in harbor is safe, but that is not what ships are built for."
    -- William Shedd

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO