professorspatula 17:25 01-11-2006
Probably should be a modding question then.
Anyway, edit the export_descr_character_traits.txt file.
Then find this:
Trigger corruption1
That's the first trigger test for corruption.
The next few triggers are under that one.
The effects of the 50K, 100K and 150K corruption trait tests are cumulative.
You can increase the amount of denarii required for the trigger to kick in, or you could remove the traits affected, or lower the chance of receiving an increase in the trait. Or you could even edit the threshold level for each of the traits. The Corrupt trait for example could be edited so you need 12 points in it to reach the maximum level of the trait. At the moment you need just 6 points.
But er, yea, going back to your original question, to change the denarii limits,
edit these parts:
Condition EndedInSettlement
and Treasury > 50000
And up it to whatever you want. Do it for all the triggers that check for denarii in your treasury.
Thanks Professorspatula.
I found the problem with my charater traits file. The mod I am using seems to have borrowed the triggers from BI and they have the decreased treasury threshhold of 11k, 17k and 23k with higher chances of gaining these bad traits.
;------------------------------------------
Trigger corruption1
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and Treasury > 11000
Affects Corrupt 1 Chance 3
Affects Aesthetic 1 Chance 10
Affects ExpensiveTastes 1 Chance 3
Affects Epicurean 1 Chance 3
Affects BadAdministrator 1 Chance 3
;------------------------------------------
Trigger corruption2
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and Treasury > 17000
Affects Corrupt 1 Chance 3
Affects Aesthetic 1 Chance 10
Affects ExpensiveTastes 1 Chance 3
Affects Epicurean 1 Chance 3
Affects Embezzler 1 Chance 10
;------------------------------------------
Trigger corruption4
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and Treasury > 23000
Affects Corrupt 1 Chance 7
Affects Aesthetic 1 Chance 15
Affects ExpensiveTastes 1 Chance 3
Affects Epicurean 1 Chance 3
Affects Embezzler 1 Chance 15
;------------------------------------------
Trigger corruption3
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and Treasury > 15000
and CultureType roman
Affects ApicianRomanVice 1 Chance 13
I have now changed them back to the original. Which isn't all that bad it seems. I dont mind 1 out of three embezzlers, just not all three.
x-dANGEr 17:53 01-11-2006
Hmm.. I have more than 150k in my reasury and till now I haven't got any of those traits...
Originally Posted by sik1977:
Thanks Professorspatula.
I found the problem with my charater traits file. The mod I am using seems to have borrowed the triggers from BI and they have the decreased treasury threshhold of 11k, 17k and 23k with higher chances of gaining these bad traits.

I can deal with the 50k limit because at that point slowing down my income is reasonable. 11k though??? What mod is this?
Originally Posted by
TinCow:
I can deal with the 50k limit because at that point slowing down my income is reasonable. 11k though??? What mod is this?
I think this was unintended. I have changed it back to normal, so it shouldnt be too bad now.
gardibolt 19:10 01-11-2006
But it is the standard for BI (which tends to have much lower income generally anyway).
x-dANGEr 09:55 01-12-2006
Upkeep for units in BI is really higher than in RTW. (Or so I think)
fallen851 08:33 01-13-2006
Well crap, I have upwards of 500,000 dollars in my campaign, and I've been wondering why the traits of all my governors has gone to absolute crap...
Hmm...
Goofball 01:53 01-18-2006
Originally Posted by professorspatula:
You can increase the amount of denarii required for the trigger to kick in, or you could remove the traits affected, or lower the chance of receiving an increase in the trait. Or you could even edit the threshold level for each of the traits. The Corrupt trait for example could be edited so you need 12 points in it to reach the maximum level of the trait. At the moment you need just 6 points.
Okay, I see what you mean, but I'm vague on the details. For example:
;------------------------------------------
Trigger corruption1
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and Treasury > 11000
Affects Corrupt 1 Chance 3
Affects Aesthetic 1 Chance 10
Affects ExpensiveTastes 1 Chance 3
Affects Epicurean 1 Chance 3
Affects BadAdministrator 1 Chance 3
I take the above to mean that at the end of any turn where a character ended in a settlement and the faction's treasury exceeds 11,000, he will be tested for vices and has (to use the first one on the list) a 1 in three (or 33.33%) chance of being assigned the corrupt vice.
So, if I were to change:
Affects Corrupt 1 Chance 3
to:
Affects Corrupt 1 Chance 500
would he then only have a 1 in 500 (or 0.20%) chance of obtaining the corrupt vice?
Why don't you change the trigger to 1,000,000 instead of changing the probability.
And corrupt 1 chance 3 is level 1 corrupt at 3% not 33% I think.
Goofball 04:33 01-18-2006
Originally Posted by orangat:
Why don't you change the trigger to 1,000,000 instead of changing the probability.
And corrupt 1 chance 3 is level 1 corrupt at 3% not 33% I think.
Because I also want to mod the chances of getting vices like "Poor farmer," for which there are no monetary triggers.
Originally Posted by orangat:
And corrupt 1 chance 3 is level 1 corrupt at 3% not 33% I think.
You
think or you're
sure?
Originally Posted by Goofball:
........
You think or you're sure?
I'm quite sure. With your postcount I'm surprised you aren't sure.
Goofball 06:37 01-18-2006
Originally Posted by orangat:
I'm quite sure.
Really? Because I modded the following text from:
;------------------------------------------
Trigger family8
WhenToTest CharacterMarries
Affects Cuckold 2 Chance 3
Affects FaithfulWife 1 Chance 8
Affects Fertile 1 Chance 4
Affects Infertile 1 Chance 4
Affects WellConnectedWife 1 Chance 5
to:
;------------------------------------------
Trigger family8
WhenToTest CharacterMarries
Affects Cuckold 1 Chance 999
Affects FaithfulWife 1 Chance 999
Affects Fertile 1 Chance 4
Affects Infertile 1 Chance 999
Affects WellConnectedWife 1 Chance 5
If what you're saying is correct, I would think that everytime one of my characters marries he should be getting the Cuckold trait, because his chance of getting it is now 999%. But none of my characters have received that trait yet, and they're all married.
Originally Posted by orangat:
With your postcount I'm surprised you aren't sure.
With your postcount I'm surprised you're already being sassy to long-time members.
At any rate, I've only been playing RTW for a couple of months, so I'm still by no means an expert at it.
So are you really sure about your earlier statement? I'm not trying to be a smart-arse, but what you say doesn't seem to be correct and I would hate to assume it's true and end up all screwed up because of it.
Originally Posted by Goofball:
Really? Because I modded the following text from:
;------------------------------------------
Trigger family8
WhenToTest CharacterMarries
Affects Cuckold 2 Chance 3
Affects FaithfulWife 1 Chance 8
Affects Fertile 1 Chance 4
Affects Infertile 1 Chance 4
Affects WellConnectedWife 1 Chance 5
to:
;------------------------------------------
Trigger family8
WhenToTest CharacterMarries
Affects Cuckold 1 Chance 999
Affects FaithfulWife 1 Chance 999
Affects Fertile 1 Chance 4
Affects Infertile 1 Chance 999
Affects WellConnectedWife 1 Chance 5
If what you're saying is correct, I would think that everytime one of my characters marries he should be getting the Cuckold trait, because his chance of getting it is now 999%. But none of my characters have received that trait yet, and they're all married.
Well, there is no such thing as 999% chance, but I personally wonder why it doesn't CTD.
It should be 100 if you want it always on.
Although, not forget that it gives
1 point of the trait.
Some traits need more then 1 point (look at the threasholds at first half of file) to get the trait.
P.S.
And before 1.5/1.6 character married trigger didn't worked anyway (was bugged), so if you've done testing long ago no wonder it didn't worked.
Originally Posted by Goofball:
Really? Because I modded the following text from:
;------------------------------------------
Trigger family8
WhenToTest CharacterMarries
Affects Cuckold 2 Chance 3
Affects FaithfulWife 1 Chance 8
Affects Fertile 1 Chance 4
Affects Infertile 1 Chance 4
Affects WellConnectedWife 1 Chance 5
to:
;------------------------------------------
Trigger family8
WhenToTest CharacterMarries
Affects Cuckold 1 Chance 999
Affects FaithfulWife 1 Chance 999
Affects Fertile 1 Chance 4
Affects Infertile 1 Chance 999
Affects WellConnectedWife 1 Chance 5
If what you're saying is correct, I would think that everytime one of my characters marries he should be getting the Cuckold trait, because his chance of getting it is now 999%. But none of my characters have received that trait yet, and they're all married.
Well, there is no such thing in probability as 999% chance, so I personally wonder why it doesn't CTD for you.
It should be 100 if you want it always to happen.
Although, not forget that it gives
1 point of the trait.
Some traits need more then 1 point (look at the threasholds at first half of file) to get the trait.
P.S.
And before 1.5/1.6 character marries trigger didn't worked anyway (was bugged), so if you've done testing long ago no wonder it didn't worked.
Goofball 00:37 01-19-2006
Originally Posted by professorspatula:
Probably should be a modding question then.
Anyway, edit the export_descr_character_traits.txt file.
Then find this:
Trigger corruption1
That's the first trigger test for corruption.
The next few triggers are under that one.
The effects of the 50K, 100K and 150K corruption trait tests are cumulative.
You can increase the amount of denarii required for the trigger to kick in, or you could remove the traits affected, or lower the chance of receiving an increase in the trait. Or you could even edit the threshold level for each of the traits. The Corrupt trait for example could be edited so you need 12 points in it to reach the maximum level of the trait. At the moment you need just 6 points.
But er, yea, going back to your original question, to change the denarii limits,
edit these parts:
Condition EndedInSettlement
and Treasury > 50000
And up it to whatever you want. Do it for all the triggers that check for denarii in your treasury.
Could you not just delete the whole following section and then have no corruption triggers kick in due to excessive cash?
Code:
;------------------------------------------
Trigger corruption1
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and Treasury > 50000
Affects Corrupt 1 Chance 3
Affects Aesthetic 1 Chance 3
Affects ExpensiveTastes 1 Chance 3
Affects Epicurean 1 Chance 3
Affects BadAdministrator 1 Chance 3
;------------------------------------------
Trigger corruption2
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and Treasury > 100000
Affects Corrupt 1 Chance 3
Affects Aesthetic 1 Chance 3
Affects ExpensiveTastes 1 Chance 3
Affects Epicurean 1 Chance 3
Affects Embezzler 1 Chance 3
;------------------------------------------
Trigger corruption4
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and Treasury > 150000
Affects Corrupt 1 Chance 3
Affects Aesthetic 1 Chance 3
Affects ExpensiveTastes 1 Chance 3
Affects Epicurean 1 Chance 3
Affects Embezzler 1 Chance 3
;------------------------------------------
Trigger corruption3
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and Treasury > 50000
and CultureType roman
Affects ApicianRomanVice 1 Chance 3
It might work in this case since its not the only trigger section for corruption.
I'm wondering if there must be at least one trigger for a trait or a ctd occurs.
Goofball 01:28 01-19-2006
Originally Posted by orangat:
It might work in this case since its not the only trigger section for corruption.
I'm wondering if there must be at least one trigger for a trait or a ctd occurs.
I'm going to try it when I get home tonight. I'll let you know.
Malrubius 07:15 01-19-2006
Originally Posted by orangat:
It might work in this case since its not the only trigger section for corruption.
I'm wondering if there must be at least one trigger for a trait or a ctd occurs.
You can have traits without having a trigger for them. That doesn't cause CTDs.
If you don't want the trait to appear, just comment out or delete the triggers.
But never, and I say never comment out or delete traits themselfs (1/2 half of the file) since that can lead to saves incombatibility.
For triggers, it's fine.
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