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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
    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

    Okay, tested CharacterSelected. It works well; using the trigger below, I removed the DoubleCombat1 trait by clicking on the general.

    Code:
    ;------------------------------------------
    Trigger CharacterSelected Test
        WhenToTest CharacterSelected
    
        Condition CharacterIsLocal
              and IsGeneral
              and Trait DoubleCombat1 = 1
    
        Affects AntiDoubleCombat1  1  Chance  100
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  2. #2
    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

    Okay, putting ideas together.

    Do the steps in the first 2 code boxes in this post, just forget about the 2nd level.

    At the end of the Character file, add this:

    Code:
    ;------------------------------------------
    Trigger Remove DoubleCombat1 if = 1
        WhenToTest PostBattle
    
        Condition IsGeneral
              and Trait DoubleCombat1 = 1
    
        Affects AntiDoubleCombat1  1  Chance  100
    
    
    ;------------------------------------------
    Trigger Add 1 to DoubleCombat1
        WhenToTest PostBattle
    
        Condition IsGeneral
              and Trait DoubleCombat1 = 0
    
        Affects DoubleCombat1  1  Chance  100
    
    
    ;------------------------------------------
    Trigger Remove DoubleCombat1 aEoT
        WhenToTest CharacterTurnEnd
    
        Condition IsGeneral
              and Trait DoubleCombat1 = 1
    
        Affects AntiDoubleCombat1  1  Chance  100
    
    
    ;------------------------------------------
    Trigger CharacterSelected remove trait
        WhenToTest CharacterSelected
    
        Condition CharacterIsLocal
              and IsGeneral
              and Trait DoubleCombat1 = 1
    
        Affects AntiDoubleCombat1  1  Chance  100
    Then add:
    Code:
              and Trait DoubleCombat1 = 0
    as a condition for every battlefield trait.

    Notes/Comments/Problems:
    • This will stop the double traits for all battlemap battles (for AI and player), assuming that this type of battle is all that they have taken part in (i.e. no autocalc, or prebattle withdrawals).
    • This will allow as many autocalcs as the player likes - as soon as you select your general to attack anyone else, the DoubleCombat1 trait is removed.
    • There is still a problem for AI generals after a player-initiated autocalc, and multiple AI autocalcs involving the same AI general in one turn. For the 2nd, and all subsequence battles that turn, that AI general will receive no traits.
    • Perhaps more annoyingly, if an AI General retreats from the initial attack, he will be given the DoubleCombat1 trait. Whilst the player's is expunged by the character select trigger, the AI's remains, meaning he will not get any traits if the player follows up and attacks on the same turn (I do this often). If only PreBattle worked!
    • Similarly, it is possible that this could affect the player's general if he is attacked more than once during the AI's turns, and choses to withdraw or autocalc.


    What we need, assuming PreBattle is not implemented, is a condition that is always automatically triggered in between battles (even during AI turns), and can remove the DoubleCombait1 trait for all generals, irrespective of faction. I would even settle for a player activated one...

    At the moment, the Code tags don't seem to be working correctly. Hopefully they will be fixed soon. In the meantime, you can quote the post to get the proper formatting.
    Last edited by therother; 03-01-2005 at 04:35.
    Nullius addictus iurare in verba magistri -- Quintus Horatius Flaccus

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  3. #3

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

    What is that about Condition CharacterIsLocal? Can't we set CharacterSelected in a way that all generals you select lose the marker trait?

  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 Zrave
    What is that about Condition CharacterIsLocal? Can't we set CharacterSelected in a way that all generals you select lose the marker trait?
    I just nicked it from a CA use of the trigger (to trigger advice in export_descr_advice.txt). It is meant to check if the character selected is from the player's faction. Removing it doesn't seem to do anything, as you can’t 'select' characters of another faction, so I guess it's a bit redundant. Though I may be missing something.
    Last edited by therother; 03-01-2005 at 04:41.
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  5. #5

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

    Quote Originally Posted by therother
    There is still a problem for AI generals after a player-initiated autocalc, and multiple AI autocalcs involving the same AI general in one turn. For the 2nd, and all subsequence battles that turn, that AI general will receive no traits.
    Actually, only the even numbered autocalc battles will give no traits, so its not terrible, only bad :)

    Quote Originally Posted by therother
    Perhaps more annoyingly, if an AI General retreats from the initial attack, he will be given the DoubleCombat1 trait. Whilst the player's is expunged by the character select trigger, the AI's remains, meaning he will not get any traits if the player follows up and attacks on the same turn (I do this often). If only PreBattle worked!
    Yeah I had thought that it would not get applied on retreats, but upon further reflection, I guess it would apply. That being said, if the second battle is manual controlled instead of autocalc, everything will work as intended, even if you lose the marker trait by selecting yourself and the AI doesn't.

    Quote Originally Posted by therother
    [*]Similarly, it is possible that this could affect the player's general if he is attacked more than once during the AI's turns.!
    As long as the battles are manually controlled, the fix will work. This is because regardless of whether the marker is active or not, either the first or the second pass will cause the triggers to go off.

  6. #6
    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

    Hmm, perhaps my formulation is faulty. In the scheme I outline above, once a general enters a battle on the campaign map, or the battlemap, with DoubleCombat1 = 1, that general will receive no battlemap traits, as it will always be 1 throughout the file, and will end the battle as 1 also.
    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

  7. #7

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

    Ah, sorry for not analyzing your code in detail, I recognized elements of my fix and assumed that it was such.

    The difference is that my second trigger always goes off, and my first trigger gives 2 points.

    What this means is that if you already have the marker, my second trigger returns you to a neutral state, allowing the triggers during the "bugged" pass to work. If you do not have a marker, then you will gain one and the "bugged" pass will not work.

  8. #8
    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

    Ah, you are using a two-trigger system, like I tried last night. I don't know how I missed that.

    To be honest, I'm still tending towards the manual "withdrawal" trigger, as that has no effect on the AI unless it, in one turn, it withdraws from battle x times (x being user definable, 2 in the case outlined above). Maybe it is unwieldy, bit it works like a charm.
    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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