Results 1 to 30 of 223

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

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Spends his time on TWC Member Simetrical's Avatar
    Join Date
    Dec 2004
    Location
    New York City
    Posts
    1,358

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

    Quote Originally Posted by tai4ji2x
    seems like your sentence got cut off?
    Yes, because vB 3 is moronically paranoid about less-than signs. The paragraph now reads "gregab25 therefore thought that the = operator was bugged, so he changed it to NOT >. Unfortunately, this made every non-farm building increase his traits, tricking him into thinking that his interpretation of EDCT.txt was right."
    Quote Originally Posted by Kraxis
    Simetrical what did you do? And what was the effect?
    I just modded the basic EDCT.txt to have a threshold of 1 for GoodFarmer, then I built a farm building and a non-farm building with different governors. The governor who built a farm building got a point of GoodFarmer, and the one who didn't didn't. This proved that the intuitive reading of SettlementBuildingFinished (that it returned the name of the building constructed) was the correct one. If gregab25 had been right, and SettlementBuildingFinished had just returned the level number of the building constructed, the non-farm building should have given my general a point of GoodFarmer (since its level was equal to the level of farms in the settlement).
    Quote Originally Posted by gregab25
    Okay, after Simetrical's good, albiet immature, post . . .
    Okay, I may have been a bit on the gloating side.
    Quote Originally Posted by gregab25
    However, in the default setting if you desire to become a good farmer or trader you will want to build all other buildings before the farm or trade buildings.
    No. In the default settings, building any farm would give you +1 GoodFarmer, and building any other building might give you +1 BadFarmer. The GoodFarmer trigger doesn't care about which non-farm buildings you've built, and the BadFarmer trigger doesn't care about which farm buildings you've built.
    Quote Originally Posted by gregab25
    Would someone please look into or explain why reversing the > = to a < = sign in the triggers does not reverse the results in game?
    Depends on which sign you're thinking of. If you change "SettlementBuildingFinished >= farms" to "SettlementBuildingFinished = farms", then you'll see no difference at the level "farms" (Land Clearance), since both settings trigger off "= farms". The latter shouldn't trigger on any higher levels of farm, however. Did you observe differently in your tests?
    Quote Originally Posted by gregab25
    Easiest way is to see it for yourself. It will take less than 5 minutes. Simply set the thresholds for farming to 1, 2, and 3. Then go into the game and build various buildings and look at the results.

    This is what i just did with the default triggers, and I was receiving the traits by building all the non farm and trade buildings first.
    I suspect your EDCT.txt may have some lingering changes from your earlier modding which are throwing off the results. What's your full trigger for GoodFarmer?
    Quote Originally Posted by Jambo
    I guess what this saying then is that as long as you have the basic farms in place, it will award you GoodFarmer each time you build another building?
    No. I'm not sure that's implementable, actually. You'd have to compare the level of the finished structure to the level of existing farms, and I'm not sure that's possible.
    Quote Originally Posted by frogbeastegg
    I saw someone say 'good farmer' has a 100% chance if you build [something, a farm most likely].
    Close, but one important mistake. If you build a farm, you have a 100% chance of getting one point in GoodFarmer. The threshold for "Grower" is six, so your governor has to finish six farms to get it that way. In other words, it's exceedingly unlikely that you got any GoodFarmer trait from building farms. You probably got them from temples of farming (Ceres, Freyja and the like).
    Quote Originally Posted by frogbeastegg
    Bad farmer I get on almost every single governor within 10 turns of their appointment.
    Another problem with the thresholds. You have an 8% chance of getting BadFarmer every time you build a non-farm building—but the threshold of BadFarmer is only one, as opposed to GoodFarmer's six. The thresholds need to be modded to something reasonable, preferably symmetrical.
    Quote Originally Posted by gregab25
    Without knowing more about all of the information that is returned from the "SettlementBuildingFinished" and "Farms" queries, I dont think any of us can get it working as CA intended.
    I'm pretty sure we understand those queries. "SettlementBuildingFinished" returns the name of the building that was just finished, and "farms" is just a building name. The comparison sign checks the relationship between the finished building and the named building: if they're in the same build tree, their level is compared, and the condition returns true iff the relation is true; if they're not in the same build tree, the condition returns false. I think we have ample evidence to support this interpretation, and nothing seems to contradict it.

    -Simetrical
    TWC Administrator

    MediaWiki Developer

  2. #2

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

    I'd like to look at the vanilla expected trait levels for farming. A 16 yr-old governor who dies at 66 governs for 100 turns, which I like 'cause it keeps the maths easy for me. During that time he can build no more than 5 farms max, right? 5 points of good farmer total.

    How many other buildings can he build in that time? It takes 14 turns to build the governors houses, and 15 to build the farms, so he has 71 turns left in which to possibly get bad farmer traits. Anybody know off hand how many buildings he can build in that time frame, max? Until someone posts that number and makes a fool of me, let's assume the average building takes 3 turns, which makes for 27 buildings. 8% of 27 (so much for easy math) is 2.16 levels of bad farmer.

    Net: ~2.8 levels of good farmer, from a life spent neutral on the farm subject. I would conclude from this that the threshold for grower should be no less than 3. Considering that the temple of farming adds 6 points every 10 turns on average, he who honors the farm gods gets 60 points of good farmer from that. Thus the threshold for Agriculturalist should not be greater than 62, and probably less.

    I conclude from this that good farmer was intended to be a trait that only those with farming temples acquired, and everyone else washed out even in the long haul. I think 3, 18, and 36, would make good thresholds. Someone who builds farms first has a shot at getting grower for a while, even if he will eventually lose it for failing to honor the farm gods properly (which plays for me since he's not the onee actually DOING the farming). A man who is dilligent about farming and is seen to worship the farm gods, otoh, gets grower within his first 2.5 to 5 years, then after 15 years he gets level two, and after 30 years as a farmer, he spends the remaining 20 years renowned as an agriculuralist.
    "Let us wrestle with the ineffable and see if we may not, in fact, eff it after all." -Dirk Gently, character of the late great Douglas Adams.

  3. #3
    Squirrel Watcher Member Sinner's Avatar
    Join Date
    Aug 2004
    Posts
    390

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

    Quote Originally Posted by Pode
    I'd like to look at the vanilla expected trait levels for farming. A 16 yr-old governor who dies at 66 governs for 100 turns, which I like 'cause it keeps the maths easy for me. During that time he can build no more than 5 farms max, right? 5 points of good farmer total.
    He's limited to 5 farms if he stays in the same settlement for his entire life, but how many governors do this? With few exceptions I leave a governor in a city while it's growing or to help deal with unrest, then once the city is established and/or remains loyal with just a garrison I move my governor on to the next settlement or out into the field to lead an army.

    Quote Originally Posted by Pode
    ...I conclude from this that good farmer was intended to be a trait that only those with farming temples acquired, and everyone else washed out even in the long haul. I think 3, 18, and 36, would make good thresholds. Someone who builds farms first has a shot at getting grower for a while, even if he will eventually lose it for failing to honor the farm gods properly (which plays for me since he's not the onee actually DOING the farming). A man who is dilligent about farming and is seen to worship the farm gods, otoh, gets grower within his first 2.5 to 5 years, then after 15 years he gets level two, and after 30 years as a farmer, he spends the remaining 20 years renowned as an agriculuralist.
    Nice reasoning and solution for GoodFarmer, providing some reward for the average governor while still keeping the trait a relatively rare and thus precious virtue to possess, which seems to have been CA's intention.

  4. #4
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    2,637

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

    I've opened up a Ludus Magna thread to research trait bug fixes of the type discussed here. I'd greatly appreciate it if those who have devised fixes could post (or in some cases repost) them over there, so that we can have them all in an uncluttered thread.

    Thanks.
    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

  5. #5
    Ricardus Insanusaum Member Bob the Insane's Avatar
    Join Date
    Sep 2002
    Location
    London, UK
    Posts
    1,911

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

    To continue Pode's discussion I we should discuss what we want to get out of the Goodfarmer and Goodtrader traits (and their opposites) and who should get them and for what reason...

    I also like the concept that the dizzing heights of these traits are reservered for those governors that not only build loads of farms/trade buildings but also builds the farmer/trade temples...

    Is it really only a change of the threshold values that is required to achieve this?

    One thought I have been considering is a check to see if the the farm or trade build had been built before any other building of the same tech level (looking for which building ware upgraded first). And handing out GoodFarmer or GoodTrader points if those are first... Though thinking about it having Godfarmer and Goodtrader points gained simply by building the coorect building should be pretty easy to balance out with the threshold values.

    And for handing out BadFarmer and BadTrader point a check to see whether those building had been upgraded as far as possible before the settlement itself is upgraded... So if you had a large town and a sufficient population to upgrade to a city, if you had not maxed out your farm and or trade buildings before upgrading the settlement you would get poorfarmer and/or poortrader points... This would make the slide into those traits much slower..
    Last edited by Bob the Insane; 02-23-2005 at 14:28.

  6. #6

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

    Quote Originally Posted by simetrical
    I'm pretty sure we understand those queries. "SettlementBuildingFinished" returns the name of the building that was just finished, and "farms" is just a building name. The comparison sign checks the relationship between the finished building and the named building: if they're in the same build tree, their level is compared, and the condition returns true if the relation is true; if they're not in the same build tree, the condition returns false. I think we have ample evidence to support this interpretation, and nothing seems to contradict it.
    Sorry if I'm slow on the uptake, but could you help me out here by explaining a couple of things?

    If "SettlementBuildingFinished" and "farms" just return the names as you suggest, why would the equation not compare the names alphabetically?

    Thus:

    Condition "Market" >= "Farms"

    Why would this not just compare the letter "M" to the letter "F", and return true?

    I know this doesn't work, but is that not what the equation calls for if "SettlementBuildingFInished" and "farms" just return names.

    And, If "SettlementBuildingFinished" and "farms" look up the level of the building in the file EDB.txt, does that not make them variables as i originally proposed, and which we know believe to be wrong?

    So, isnt the trigger actually working in game by only returning the name and saying:

    "farms" = "farms"

    Which returns True.

    and "anyotherbuilding" = "farms"

    will always return false.

    I don't believe the level is even checked and therefore the > sign in the equation is pointless. Which raises the question why is it there?

    Both the > sign being irrelevant and the threshold being so high for GoodFarmer still leads me to believe that these traits aren't working the way CA wanted them to.

  7. #7

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

    Oh, and the above explanation i made would also explain why reversing the > and < signs did not have any noticeable effect on the results in game.

    Am I on to something?

  8. #8
    Squirrel Watcher Member Sinner's Avatar
    Join Date
    Aug 2004
    Posts
    390

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

    In a word: nope.

    From what you've said, apparently your problem is that you're viewing the condition as a mathematical equation, with SettlementBuildingFinished as a variable, but that isn't the case. SettlementBuildingFinished is a function and the rest of the condition are parameters. Go read the Events, Conditions, & Commands thread for further info, although to save time I'll copy the SettlementBuildingFinished info here...

    Identifier: SettlementBuildingFinished
    Trigger requirements: prior_build
    Parameters: building description, logic token, test level
    Sample use: SettlementBuildingFinished = governors_house
    Description: Test to see what the last finished building was
    Battle or Strat: Strat
    Class: SETTLEMENT_BUILDING_LEVEL_FINISHED_TEST
    Implemented: Yes
    Author: Guy


    From the Parameters and Description we can see the intended use and intent of the condition and from testing we can deduce how it operates: the function first compares the completed building with the test building parameter to determine if they're in the same building tree, if they are it then compares their levels using the logic parameter, returning true or false as appropriate.

  9. #9
    Member Member tai4ji2x's Avatar
    Join Date
    Apr 2001
    Location
    MA
    Posts
    291

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

    Quote Originally Posted by simetrical
    probably got them from temples of farming (Ceres, Freyja and the like).
    those are fertility temples, i believe. not farming.

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