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Thread: Traits that are bugged in 1.2 with fixes. Part 1: Scarred, Farmer, Trader

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  1. #1

    Default Re: Traits that are bugged in 1.2 with fixes. Part 1: Scarred, Farmer, Trader

    Seems to be a bug with using bold. So i cannot highlight the changes. Just make the triggers look like these to make the fixes.

    How to fix:

    Make these changes highlighted in bold to the export_descr_character_traits file.

    ;------------------------------------------
    Trigger battle1
    WhenToTest PostBattle

    Condition GeneralHPLostRatioinBattle < 0.3
    and not CultureType roman

    Affects BattleScarred 1 Chance 30
    Affects Brave 1 Chance 15

    ;------------------------------------------
    ;------------------------------------------
    Trigger battle1R
    WhenToTest PostBattle

    Condition GeneralHPLostRatioinBattle < 0.3
    and CultureType roman

    Affects BattleScarred 1 Chance 30
    Affects RomanHero 1 Chance 15

    ;------------------------------------------

    Now, you will only be scarred if your general has LESS than 30% of his hit points remaining, and you will only be tested once if you are roman.

    Please do not reply yet unless you have info on how to tidy up this post and clear the errors. IE an edit button.

  2. #2
    Unpatched Member hrvojej's Avatar
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    Default Re: Traits that are bugged in 1.2 with fixes. Part 1: Scarred, Farmer, Trader

    Use code tags to post code fixes (the # symbol aobve the text).
    Some people get by with a little understanding
    Some people get by with a whole lot more - A. Eldritch

  3. #3

    Default Re: Traits that are bugged in 1.2 with fixes. Part 1: Scarred, Farmer, Trader

    Farmer

    Default Triggers:

    ;------------------------------------------
    Trigger governing5
    WhenToTest GovernorBuildingCompleted

    Condition SettlementBuildingFinished >= farms

    Affects GoodFarmer 1 Chance 100

    ;------------------------------------------
    Translation:

    When a character is a governor and a building is completed in his town and the level of the building finished is greater than or equal to the level of the farm in the settlement then you have a 100% chance of getting 1 point of GoodFarmer.

    ;------------------------------------------
    Trigger governing6
    WhenToTest GovernorBuildingCompleted

    Condition not SettlementBuildingFinished >= farms

    Affects BadFarmer 1 Chance 8

    ;------------------------------------------
    Translation:

    When a character is a governor and a building is completed in his town and the level of the building is NOT greater than or equal to the level of the farm then the governor has a 8% chance of receiving one point in the BadFarmer trait.

    Why it is bugged:

    1. Again the greater than signs should be less than signs. You should be a good farmer when your level of farms is greater or equal to your other buildings not the opposite.

    2. You should be a bad farmer only when you ignore farms and build other buildings first. IE you built a building that is NOT LESS than the level of farms in the settlement.

    The fixes:

    Make the triggers look like this.

    ;------------------------------------------
    Trigger governing5
    WhenToTest GovernorBuildingCompleted

    Condition SettlementBuildingFinished < = farms

    Affects GoodFarmer 1 Chance 100

    ;------------------------------------------
    *do not leave a space in between the less than and equal sign. i had to leave a space there or the board will truncate this post.

    ;------------------------------------------
    Trigger governing6
    WhenToTest GovernorBuildingCompleted

    Condition not SettlementBuildingFinished < farms

    Affects BadFarmer 1 Chance 8

    ;------------------------------------------
    Now, any time you build building that is less than or equal to the level of farms you will get one point in GoodFarmer, and if you build a building that is NOT less than the level of farms you will get an 8% chance at becoming a bad farmer.

    I am 99% sure this is the way CA intended it to be, but CA would need to comment for certainty.

    The thresholds are very high for becoming a Good Farmer. For the first level you need 6 points. So even if you build a farm first you still need to build 6 more other buildings that are of equal or less level than your farms before you will receive the first level in GoodFarmer which is "Grower."

  4. #4
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: Traits that are bugged in 1.2 with fixes. Part 1: Scarred, Farmer, Trader

    Quote Originally Posted by gregab25
    Seems to be a bug with using bold.
    Bold works fine. You were using "< " in a way that the board suspects might be html tags, which is a serious security worry for forums, and hence everything after it is removed. Just don't put anything directly after a < and you'll be fine.
    Nullius addictus iurare in verba magistri -- Quintus Horatius Flaccus

    History is a pack of lies about events that never happened told by people who weren't there -- George Santayana

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