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

    My own solution to this whole messy affair is rather simplistic and probably not as God intende, but anyway...

    1) Never leave your generals in towns

    2) If you get do happen to get new family members either through marriage or birth - leave them in a city with taxes set to HIGH for a few turns (unless they have excellent battle stats of course) , build as normal and see if they get anything good. If they do, keep em there or move them to a good city. If they don't, ship em out to the battle field.


    It's a pity that I feel I have to play like that, but I don't trust what is happening with the traits, and it's too easy to get the bad stuff, and seems too hard to get the good stuff. Admittedly it seems that fighting makes it too easy to get the good stuff but you can't have everything...

    If we get a definitive answer or relatively simple (ie something that isn't going to take me hours to mod, or a download that isn't going to mess with too many other areas of the game) then maybe I'll re-introduce the governor side of things. As it is, my generals are just fighters.

    Cheers,

    Rob.
    Olaf the Flashy - the Bling Bling Viking

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

    OK, rather than dwell on and tinker with the current bizarrely operated GoodFarmer/Trader triggers, I thought I'd post an alternative idea for a fix. This involves what is known as "self-perpetuating" triggers. What this will mean is that any character with the GoodFarmer/Trader trait has a small chance at the end of any turn to progress further in this trait. So a character with Grower will have a 4% chance of receiving 1 towards the next threshold level at the end of each turn.

    Here's what the self-perpetuating triggers would look like with these traits:

    Code:
    Trigger selfperpetuating49
        WhenToTest CharacterTurnEnd
    
        Condition Trait GoodFarmer >= 1
    
        Affects GoodFarmer  1  Chance  4
    Code:
    Trigger selfperpetuating50
        WhenToTest CharacterTurnEnd
    
        Condition GoodTrader >= 1
    
        Affects GoodTrader  1  Chance  4
    Reducing the GoodFarmer and GoodTrader thresholds from 6 and 24 to something like 4 and 16, respectively, would go somewhere in helping these self-perpetuating triggers come into effect.

    Lastly, one might also reduce the chance for BadFarmer from 1 Chance 8 to something like 1 Chance 4, so that the BadFarmer trait is relatively less likely to be acquired..
    Last edited by Jambo; 02-22-2005 at 14:17.
    =MizuDoc Otomo=

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