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Thread: how to make the 'bardic circle' act like an academy?

  1. #1

    Default how to make the 'bardic circle' act like an academy?

    As the topic says, I want the barbarian bardic building (the upgrade of the tavern) to act like a Roman educational building. I want barbarian governors to get a few more traits and colour, and I figure listening to stories of great deeds and history all day might teach a thing or two, so while the implimentation is crude it's not as bad as, say, slapping the same trait giving properties on a sewer building. Besides, once I know what I am doing I plan on refining the traits the building gives to more suitable items than engineering.

    Looking at BI's export_descr_character_traits I can guess how it is done: a simple copy and paste of an existing trigger and a few alterations. What I don't know is what the bardic building is called in these files. I am also unsure as to whether I could just copy and paste one of these triggers, rename it barbarian_education, change the building and then actually have it work.




    Also, I'd like to know how to make night battles more likely. I've not had a single one. Perhaps making it possible for a general to do them at 2 stars instead of 3? I do like the way command stars are hard to get now, so I don't want that to change.



    EDIT: You know, I should definitely also ask what half the trigger lines mean! I suppose there is a faq listing these that someone can point me to? :looks hopeful: For example, what actual in-game traits are affected by "PhilosophySkill" or "StrategySkill" or any of those other nice, generic tags. I can guess some, but unanticipated side effects are Not Pleasant and I really do not have very much time to test or trial and error my way through this. I don't want the barbarians to turn out as Romans in all but name and picture.
    Last edited by frogbeastegg; 10-26-2005 at 13:09.
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  2. #2
    Member Member Dromikaites's Avatar
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    Default Re: how to make the 'bardic circle' act like an academy?

    Quote Originally Posted by frogbeastegg
    Looking at BI's export_descr_character_traits I can guess how it is done: a simple copy and paste of an existing trigger and a few alterations. What I don't know is what the bardic building is called in these files. I am also unsure as to whether I could just copy and paste one of these triggers, rename it barbarian_education, change the building and then actually have it work.
    Yes, one way to do it is to copy the Education trait trigger and modify it. Here's an example of what you could do:



    Trigger education2
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists = bardic_circle
    and CultureType barbarian

    Affects Warlord 1 Chance 20
    Affects TacticalSkill 1 Chance 20
    Affects Noctophilia 1 Chance 10

    Quote Originally Posted by frogbeastegg
    Also, I'd like to know how to make night battles more likely. I've not had a single one. Perhaps making it possible for a general to do them at 2 stars instead of 3? I do like the way command stars are hard to get now, so I don't want that to change.
    The above example also gives a chance of 10% to developing the ability to fight night battles after spending time in a bardic circle.
    Quote Originally Posted by frogbeastegg
    EDIT: You know, I should definitely also ask what half the trigger lines mean! I suppose there is a faq listing these that someone can point me to? :looks hopeful: For example, what actual in-game traits are affected by "PhilosophySkill" or "StrategySkill" or any of those other nice, generic tags. I can guess some, but unanticipated side effects are Not Pleasant and I really do not have very much time to test or trial and error my way through this. I don't want the barbarians to turn out as Romans in all but name and picture.
    In order to understand what a trait does you need to look at its effects (in blue):
    Trait PhilosophySkill
    Characters family
    NoGoingBackLevel 1
    AntiTraits Ignorance, Rational, Guardian, Idealist

    Level Philosophically_Inclined
    Description Philosophically_Inclined_desc
    EffectsDescription Philosophically_Inclined_effects_desc
    Threshold 1

    Effect Management 1
    Effect BribeResistance 10

    Level Philosopher
    Description Philosopher_desc
    EffectsDescription Philosopher_effects_desc
    Threshold 3

    Effect Management 2
    Effect BribeResistance 15

    Level Abstruse_Philosopher
    Description Abstruse_Philosopher_desc
    EffectsDescription Abstruse_Philosopher_effects_desc
    Epithet Abstruse_Philosopher_epithet_desc
    Threshold 4

    Effect Management 3
    Effect BribeResistance 20

  3. #3
    Bug Hunter Senior Member player1's Avatar
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    Default Re: how to make the 'bardic circle' act like an academy?

    Don't forget that academies also affect ancillary generation, so if you want those effect too, look in ancillary files too.
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    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: how to make the 'bardic circle' act like an academy?

    Quote Originally Posted by frogbeastegg
    What I don't know is what the bardic building is called in these files.
    The buildings are listed with both their internal and external names in (bi\)data\text\export_descr_buildings.txt. Just search for the in-game building name and you'll find the internal name in curly brackets nearby.
    Quote Originally Posted by frogbeastegg
    You know, I should definitely also ask what half the trigger lines mean! I suppose there is a faq listing these that someone can point me to? :looks hopeful: For example, what actual in-game traits are affected by "PhilosophySkill" or "StrategySkill" or any of those other nice, generic tags. I can guess some, but unanticipated side effects are Not Pleasant and I really do not have very much time to test or trial and error my way through this. I don't want the barbarians to turn out as Romans in all but name and picture.
    The top half of EDCT.txt lists the trait "tree" names. Each of these has one or more levels, which are given the same name in EDCT as in-game except with spaces removed (they don't have to be, in principle, but the trait authors followed this thoughtful convention universally). Handily, the effects of each level are listed right there as well.
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  5. #5

    Default Re: how to make the 'bardic circle' act like an academy?

    I see ... I think. Time will tell if I really do, or just think I do. I did manage to get my few building edits right first time, and my rebel spawn edits, so there is hope.

    Ancilleries were on my plan too, just a few steps along as they seem a little more difficult to me. I suppose that's because the text file for them looks intimidating.
    Frogbeastegg's Guide to Total War: Shogun II. Please note that the guide is not up-to-date for the latest patch.


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    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: how to make the 'bardic circle' act like an academy?

    Once you get the hang of the coding files, it isn't that hard.... It's basically a pseudocode(if you know C++).

    Who knows, we might see Frog: Total War, a total Frog conversion for RTW BI.
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