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Thread: Morale

  1. #1

    Default Morale

    I've asked this before and gotten an answer that now someone else tells me might not be right, so I'll try again.

    A building that gives morale says "+X morale to all units trained here". But no morale is visible on the unit card. Does the unit retain morale or does it just last while the unit is in that town? Would a very holy town, for example, with lots of morale, be defended better by troops there and when they leave they wouldn't take that morale with them, *or* if they are trained in a place with lots of morale, does it cost more money and then is taken with them elsewhere?

    Anyone have solid answers to this? Figure I'd ask before trying to get someone to test it or trying it myself.

  2. #2

    Default Re: Morale

    My understanding is the Morale Stays with the units as an attribute, there is no setting to give morale bonus just for siege battles or in city, that would be a hardcoded attribute if that was the case.

    If you gove a morale bonus to a unit recruited in that city because it has a special building then it should take that with them as higher morale, but then again it may not work either way both in city or taking it with them. Personally I believe that the feature doesnt work. But hopefully someone from CA will answer because I dont this question can be soldily answered by fellow modders.

    CA has all the answers its just a matter of when and what they will share. lol

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  3. #3
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: Morale

    I'm giving +6 morale to all units in the Chiv campaign (to help the AI) and I have the feeling units rout less easily compared to custom battles. I'm not 100% sure tho.
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  4. #4

    Default Re: Morale

    Wow. We may need to set some guys to testing this. Surely we can figure out a way to test it somewhat accurately, but this is a pretty huge thing to not know really if it works correctly or rather how it works.

  5. #5
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Morale

    Well there are a number of basic things like this that have no threads - I think most mods do not change everything (they are not full-conversions) and most of the full conversions never get that far because they are a serious investment of time and usually fold! ;)

    Morale, of course, is not displayed but judging by the code it probably works in the same way as the exp - the unit recruited from a settlement with a morale bonus gains that morale bonus and it remains with it permanently.

    To change the affect from settlement-wide to faction-wide you will need to use the faction capability code segment in the EDB file, tied to a unique resource/hidden resource in order not to duplicate the effect.

    That will work if you allow for the effect to be won/lost but otherwise you will need to make it settlement-wide and place it at every level of the core building with the relevant faction as a requirement, which I assume is how Adherbal is implementing it.
    "One of the most sophisticated Total War mods ever developed..."

  6. #6

    Default Re: Morale

    Well, I think it would be much more useful if it was only temporary - when they were inside a certain very holy place, defending it till their deaths. Or when a great general gives better morale to the troops with him, but they loose it when they go elsewhere. Plus that fits better with the fact that you can't see what it is on the card. It doesn't do any good to have good morale in a unit for good when you can't see it. It doesn't seem accurate or realistic for them to keep that morale. Still would probably be good to test it, but I think you're right, that it does stay with them like XP.

  7. #7
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Morale

    Yes, it would make sense to have it that way - and I may be wrong about it but the code does seem to tie it to recruitment alone.

    Of course, the "TroopMorale" ancillary effect might be tested though that is tied to the named character and not a place. It's a pity ancillaries cannot be resident at settlements except when the family member is there.
    "One of the most sophisticated Total War mods ever developed..."

  8. #8
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Morale

    Did anyone ever find outmore about this? I have not seen any difference in battle between troops thathave been recruited with a morale_bonus and those that have not.
    "One of the most sophisticated Total War mods ever developed..."

  9. #9

    Default Re: Morale

    It is another on my ever-growing list to test "sometime". I was going to make base morale of units like 1 or something and give a +20 to a building. I think the gap would have to be very wide to make it obvious if it worked.

    I think the "holy place" idea would have to be a trait on a general in that settlement "defender of the x" or something that was removed when they left the settlement.
    It's not a map.

  10. #10
    Member Member kleemann's Avatar
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    Default Re: Morale

    As Nikolai wrote, you can make certain building to city what temporarly gives the morale bonus to general as a trait. If he leaves the town, then the morale bonus goes down.

    To make this is realy easy. You have to create new Trait entrys to export_descr_character_traits.txt for example:

    Trait HolyCityMoraleBonus
    Effect morale +10

    Trait HolyCityMoraleMinus
    Effect morale +0

    and make two trigers.

    WhenToTest character end of turn

    conditions character ended in settlement
    and building exist = holy shirne

    affect HolyCityMoraleBonus 1 chance 100

    WhenToTest character end of turn

    conditions character ended in settlement or not in settlement
    and building NOT exist = holy shirne

    affect HolyCityMoraleMinus 1 chance 100

    Something like that

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