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

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

    The SettlementBuildingExists condition can be used but you get a very cumbersome trigger like so...

    Trigger governing5
    WhenToTest GovernorBuildingCompleted

    Condition SettlementBuildingFinished = farms
    and not SettlementBuildingExists >= wooden_pallisade
    and not SettlementBuildingExists >= muster_field
    and not SettlementBuildingExists >= trader
    and not SettlementBuildingExists >= roads
    and not SettlementBuildingExists >= mines
    and not SettlementBuildingExists >= temple_of_battle_shrine
    and not SettlementBuildingExists >= temple_of_battleforge_shrine
    and not SettlementBuildingExists >= temple_of_farming_shrine
    ... (all the other shrines)...

    Affects GoodFarmer 1 Chance 100


    With this trigger you'd only get a point towards GoodFarmer when you build Land Clearance and you haven't yet built any other building of the Town level.

    You'd have to repeat this for each level of farm, changing the conditions to compare against the appropriate building for each building tree available at that level of settlement. Here's the Large Town/Communal Farming trigger as a further example...

    Trigger governing5a
    WhenToTest GovernorBuildingCompleted

    Condition SettlementBuildingFinished = farms+1
    and not SettlementBuildingExists >= wooden_wall
    and not SettlementBuildingExists >= militia_barracks
    and not SettlementBuildingExists >= stables
    and not SettlementBuildingExists >= practice_field
    and not SettlementBuildingExists >= market
    and not SettlementBuildingExists >= blacksmith
    and not SettlementBuildingExists >= port
    and not SettlementBuildingExists >= sewers
    and not SettlementBuildingExists >= paved_roads
    and not SettlementBuildingExists >= mines+1
    and not SettlementBuildingExists >= tavern
    and not SettlementBuildingExists >= temple_of_battle_temple
    and not SettlementBuildingExists >= temple_of_battleforge_temple
    and not SettlementBuildingExists >= temple_of_farming_temple
    ... (all the other temples)...

    Affects GoodFarmer 1 Chance 100


    With this trigger you'd only get a point towards GoodFarmer when you build Communal Farming and you haven't yet built any other building of the Large Town level.

    I've no idea if triggers this big would even work and if I did use an idea like this for GoodFarmer, I'd personally drop the condition checking walls, roads, farming temples and perhaps fertility temples.

    EDIT: SettlementBuildingFinished only compares levels of buildings in the same tree because that's how CA wrote the function!
    Last edited by Sinner; 02-23-2005 at 21:31.

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