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  1. #1
    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..."

  2. #2
    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..."

  3. #3

    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.

  4. #4
    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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