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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 Research: Fixing the trait bugs

    Please post possible fixes for the bugs in the triggers for various traits. For background info on some bugs already identified, please see these threads:

    Bear in mind that this is a research thread - please post only fixes that you have tested yourself, or comments directly related to the feasibility of the suggested fixes. Please provide as much information as possible on: the proposed bug you are fixing, how you believe the trigger should work, what you have done to fix it, what parts of the file require editing, and so on. Also note that this is for bugs only, i.e. traits that do not work as CA intended, rather than traits you think could do with improving.

    Anything not adhering to these criteria will be removed from this thread.

    Eventually, the intention is to come to a consensus for solutions to the bugs, and to release a patch to implement them.
    Last edited by therother; 02-24-2005 at 12:49.
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  2. #2
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Research: Fixing the trait bugs

    I can only urge people to look through the export_descr_character_traits file. There are a lot of small oddities, such as the progression of traits give the wrong bonus. I found one where the bonus dropped in the middle of a 5 step bonus only to jump up to the correct value in the next. Obviously nr 3 was wrong.
    Sadly I fixed this on the run and can't remember which this was, but I think Drillmaster is wrong (should be -1 to morale rather than +1). But beware, not all traits progress liniarly, some have a penalty for going too far. So open the text file associated with it (descriptions of the traits).

    I have found a small bug with risky battle
    This is how it should look.
    HTML Code:
    Trigger V0110_Standard_Risky_Battle_Attacker_Clear_Victory_VnV_Trigger
        WhenToTest PostBattle
    
        Condition WasAttacker
              and IsGeneral
              and WonBattle
              and BattleSuccess = clear
              and I_ConflictType Normal
              and BattleOdds < 0.5
              and BattleOdds > 0.16
    
        Affects GoodRiskyAttacker  1  Chance  100
    But it looks like this

    HTML Code:
    Trigger V0110_Standard_Risky_Battle_Attacker_Clear_Victory_VnV_Trigger
        WhenToTest PostBattle
    
        Condition WasAttacker
              and IsGeneral
              and WonBattle
              and BattleSuccess = crushing
              and I_ConflictType Normal
              and BattleOdds < 0.5
              and BattleOdds > 0.16
    
        Affects GoodRiskyAttacker  1  Chance  100
    That is the case for all four Clear_Victory risky battles. That means if you win a clear victory you won'y get any bonus, while if you win a crushing victory you gain in the unmodded game 3 points towards GoodCommander.

    Thus change all the crushing to clear, but remember to only do it to the clear battle, not the crushing or else it will only be reversed.
    You may not care about war, but war cares about you!


  3. #3

    Default Re: Research: Fixing the trait bugs

    I *believe* the consensus from the other thread was that the vanilla governing10 and governing11 triggers (the ones that control good farmer and good trader tests when a building is finished) were working as designed (WAD), but the thresholds for these traits needed adjustments. Based on the amount of traits generated over 50 years for a governor remaining in place building a town from scratch, I recommended thresholds of 3, 18, and 36 for the levels of good farmer.

    One point I'm still unclear on from that discussion, is whether the < = operator is functioning properly. We know this board doesn't like it, but does it work right in game?
    "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.

  4. #4
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: Research: Fixing the trait bugs

    Quote Originally Posted by Pode
    I *believe* the consensus from the other thread was that the vanilla governing10 and governing11 triggers (the ones that control good farmer and good trader tests when a building is finished) were working as designed (WAD), but the thresholds for these traits needed adjustments. Based on the amount of traits generated over 50 years for a governor remaining in place building a town from scratch, I recommended thresholds of 3, 18, and 36 for the levels of good farmer.
    Well I guess that was what you posted...

    Actually I do not mind that the GoodFarmer traits are really for those who possess farming temples (possibly why the default thresholds are so high).

    I think the real problem here are the triggers which cause BadFarmer and BadTrader points to be generated. In the default files you can get BadFarmer and/or BadTrader points simple by building anything that is not a farm or trade building, even if you have already maxed out on farm and/or trade buildings. I believe resolving this would resolve the problems with the GoodFarmer and GoodTrader traits...
    Last edited by Bob the Insane; 02-24-2005 at 00:11.

  5. #5
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: Research: Fixing the trait bugs

    For the Scarface thing... Does this mean we are using:

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

    Condition GeneralHPLostRatioinBattle < 0.7
    and not CultureType roman

    Affects BattleScarred 1 Chance 30
    Affects Brave 1 Chance 15

    ;------------------------------------------
    Trigger battle1b
    WhenToTest PostBattle

    Condition GeneralHPLostRatioinBattle < 0.7
    and Trait Berserker >= 1

    Affects Berserker 1 Chance 30

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

    Condition GeneralHPLostRatioinBattle < 0.7
    and CultureType roman

    Affects BattleScarred 1 Chance 30
    Affects RomanHero 1 Chance 15

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

    instead of the default:

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

    Condition GeneralHPLostRatioinBattle > 0.3

    Affects BattleScarred 1 Chance 30
    Affects Brave 1 Chance 15

    ;------------------------------------------
    Trigger battle1b
    WhenToTest PostBattle

    Condition GeneralHPLostRatioinBattle > 0.3
    and Trait Berserker >= 1

    Affects Berserker 1 Chance 30

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

    Condition GeneralHPLostRatioinBattle > 0.3
    and CultureType roman

    Affects BattleScarred 1 Chance 30
    Affects RomanHero 1 Chance 15

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

  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: Research: Fixing the trait bugs

    Quote Originally Posted by Bob the Insane
    For the Scarface thing... Does this mean we are using: [...]
    If it is widely regarded as the best solution, I'll put this in as our first settled fix. Do you know who devised the solution?
    Last edited by therother; 02-24-2005 at 00:25.
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  7. #7
    Grand Dude Member Dead Moroz's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Quote Originally Posted by player1
    Changing "FactionType carthage" to "FactionType (carthage or numidia)" does the trick. Will be seen in new version of bug-fixer soon.
    Maybe "FactionType carthage, numidia" ?
    Last edited by Dead Moroz; 04-22-2005 at 13:33.

  8. #8
    Bug Hunter Senior Member player1's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Actually, the best would be creating aditional trigger with numidia instead of carthage as FactionType.
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  9. #9
    Grand Dude Member Dead Moroz's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Quote Originally Posted by player1
    Actually, the best would be creating aditional trigger with numidia instead of carthage as FactionType.
    Why? These's lots of triggers for multiple factions. I think it's no need for creating special Numidian one... But maybe I missed something?

  10. #10
    Bug Hunter Senior Member player1's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Quote Originally Posted by Dead Moroz
    Why? These's lots of triggers for multiple factions. I think it's no need for creating special Numidian one... But maybe I missed something?
    Actually, if you look for other factions with shared temples, you'll see not only that they have seperate triggers, but they have separete retinue memebers too (just with same image and name, so they look same).


    I advised separate trigger instaed of original "(carthage or numidia)", since when i tested it, it woked fine in campaign, but gave me some weird error in custom battle, when I tried to modify spartan texture (weird???). Something like unrecognised factiontype.
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  11. #11
    Grand Dude Member Dead Moroz's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Quote Originally Posted by player1
    Actually, if you look for other factions with shared temples, you'll see not only that they have seperate triggers, but they have separete retinue memebers too (just with same image and name, so they look same).


    I advised separate trigger instaed of original "(carthage or numidia)", since when i tested it, it woked fine in campaign, but gave me some weird error in custom battle, when I tried to modify spartan texture (weird???). Something like unrecognised factiontype.
    Dunno about textures, but multiple targets must work for traits, ancilliares and buildings.

    Actually I guess that string should be:

    Code:
    and TargetFactionCultureType carthaginian

  12. #12
    Member Member tai4ji2x's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    dead moroz: what are the other multi-faction triggers, btw? what's the wording format/syntax?

  13. #13
    Grand Dude Member Dead Moroz's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Quote Originally Posted by tai4ji2x
    dead moroz: what are the other multi-faction triggers, btw? what's the wording format/syntax?
    See the first in export_descr_ancillaries.txt:

    Code:
    Ancillary actor
        Image effete_man_ancillary.tga
        ExcludedAncillaries comedian, playwright
        ExcludeCultures barbarian, carthaginian, eastern, egyptian, roman
        Description actor_desc
        EffectsDescription actor_effects_desc
        Effect Influence  1
    It doesn't set exactly factions, just culture types, but I'm sure it works with factions too. I used this syntax for adding new trait to multiple agent types and it worked.

  14. #14
    Bug Hunter Senior Member player1's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Newly founded bug (first noticed at twcenter):

    Numidian governors can never get priests as their retunue mebers, since only triggers for their pantheon of gods are reserved to carthaginians only.


    Example:

    Code:
    Trigger trigger_priest_of_Baal
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and RemainingMPPercentage = 100
              and SettlementBuildingExists >= temple_of_justice_temple
              and FactionType carthage
              and IsGeneral
    
        AcquireAncillary priest_of_Baal chance  15
    This is the only trigger for Baal priest and is carthaginian only.



    P.S.
    Changing "FactionType carthage" to "FactionType (carthage or numidia)" does the trick. Will be seen in new version of bug-fixer soon.


    EDIT:
    Wow, when did [CODE] tags started working properly?
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