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  1. #1

    Default Re: Character Traits Mod

    I think languages could also be an interesting addition. Say a character goes on many tours of duty in different areas. If a greek general were to spend years upon years in roman provinces and maybe one or two in Gaul, his traits may looks something like this:

    Greek: This man is greek and it is his first language (positives in pub order and management)
    Speaks Latin Fluently: This man can speak latin almost as well as his first language (positive in pub order, management of roman provinces, and positive in influence)
    Speaks Basic Gallic: This man can hold a basic conversation in Gallic (positives in pub order and management of gallic provinces and a positive in influence).

    Howz about this one:
    The ammount of time that a child spends with his father will effect how many of his fathers traits rub off on him. This will not be limited to childhood. After the character comes of age, time with the father (or faction leader) will effect their traits and skills. If a son stays with his father in a city, he will learn more management related skills from his father. On the other hand, if the son spends more time with his father campaigning, he'll learn more about strategy and warfare from his father.
    ---------------------------------

    Physcologically speaking, humans NEED families to develop properly (there are exceptions of course). And yes, even rulers had families, not always good ones (most of the time they tried to kill eachother) but families nonetheless. A faction heir whos father died when he was young would effect him in a negative way. humans are humans, and whether they are royalty or not does not really matter. What matters is that the negative consequences of broken families and poorly raised children should be demonstrated in a realistic mod. How do you think so many rulers became cutthroat bloodthirsty anti-socials??? It wasn't always genetics, actually, most of the time it wasn't... it was their family life and the way they were treated in vital developmental stages. I think what I've done wrong is posting only the positive ideas rather than both. The majority of the time, dad won't be able to spend much time at home with the fam, so the sons will have issues, and this will come out in their traits. BUT, if the player DOES decide to have his faction leader sit on his arse in a city for some reason, and some of his sons are there... they will end up more balanced.
    Last edited by coltsrock; 02-07-2006 at 02:31.

  2. #2

    Default Re: Character Traits Mod

    okay, here's the official breakdown post:

    I'll fill in the one's without info when i figure out how to. Make suggestions

    Genetic
    - physical traits
    >tall: adds +1 influence
    >short: is -1 influence
    >average height: no effect
    >fat: -1 hitpoints
    >skinny: -1 hitpoints
    >average weight: +1 hitpoints
    >strong: +1 hitpoints
    >weak: -1 hitpoints
    >average striength: no effect
    >handsome: +1 influence
    >plain: no effect
    >ugly: -1 influence
    >deformed: -2 influence
    They should appear like this:
    Tall/skinny/strong/ugly (results in NO EFFECT) or
    short/average weight/weak/deformed (results in -3 influence)

    - physical health

    >Weak Immune System:-1 hitpoints
    >Hemophyliac:-2 hitpoints
    >Sickle sell anemia:-1 hitpoints
    >Diabetic:-1 hitpoints

    - mental health
    >Manic(dorment):+1 management, -1 influence, -1 command
    >Depressive(dorment):-1 management, -2 influence, -2 command, negative for public order
    >Bipolar(dorment):-1 management, -1 influence, -1 command, negative for public order
    >Skitzophrenic(dorment):-3 management, -3 influence, -3 command, major negative for public order
    >Anti-Social: negative for public order, +1 hitpoint
    >Idiot Savant:+3 management, -2 influence, -2 command, negative for public order, -1 hitpoints

    - intelligence
    >Genius:+3 management, +2 influence, +2 command, positive for public order
    >Highly Intelligent:+2 management, +1 influence, +1 command, positive for public order
    >Smart:+1 management, positive for public order
    >Average: no effect
    >Below Average:-1 management, negative effect on public order
    >Slow:-2 management, -1 influence, -1 command, negative on public order
    >Extremely Slow:-3 management, -2 influence, -2 command, negative on public order

    - base personality
    >Relaxed: negative on public order
    >Balanced: Positive on public order
    >Strict: negative on public order
    //this is extremely base...more personality traits will be added as the character ages
    - ethnicity
    >Most likely, each faction will be subdivided into multiple ethnicities...any research from the TWC community would help... but im gonna start in the meantime:)

    Childhood Onset
    - first language
    >There will be a huge ammount of languages, not just gallic, latin, and so forth. We need local languages in addition to mother tongues ...and dialects too, it'll make the game much more realistic.
    - culture
    >Much like ethnicities, cultures will vary greatly (any help would be much appreciated in compiling a list). The difference between the two is that one is genetic and one is where they're born and raised. If a gallic character is raised in a formally Roman province, he'll be of Roman culture, which will give him certain advantages as well as disadvantages. This will probably be coded into where they come of age, and it'll be assumed that they were raised there.
    - mental health
    - physical health
    - talents
    - personality
    - education
    - family life


    Early Adult Onset
    - language
    - mental health
    - physical health
    - hobbies
    - values
    - beliefs
    - personality
    - education
    - family life
    - talents
    - experience


    Adult Onset
    - language
    - mental health
    - physical health
    - hobbies
    - values
    - beliefs
    - personality
    - education
    - family life
    - talents
    - experience


    Late Adult Onset
    - language
    - mental health
    - physical health
    - hobbies
    - values
    - beliefs
    - personality
    - education
    - family life
    - talents
    - experience


    These will be fleshed out as we get to them:
    -------------------------------------------
    Personality
    Ethnicly Related
    Family Related
    Experience Related

  3. #3

    Default Re: Character Traits Mod

    I think we should start off CTM coding by implementing the Battle Counter and then releasing it. Somebody said that it may be a hardcoded limit, but there are ways around that. If we cannot implement it in a way that allows us to see something like this:

    "number of battles fought in: 11"

    then I think we could do it this way:

    "Green Warrior: This man has never fought in a battle."
    "Inexperienced Warrior: This man has fought in one or more battles but less than five."
    "Experienced Warrior: This man has fought in more than five battles but less than ten."
    "Very Experienced Warrior: This man has fought in more than ten battles but less than fifteen."
    "Famed Warrior: This man has fought in more than fifteen battle but less than twenty."
    "Legendary Warrior: This man has fought in more that twenty battles but less than twenty five."

    ----------------------------------

    The progress on the battlecounters is this:

    Numerical battlecounter: Good. Wipeout140 said that it starts.
    "green-legendary" battlecounter: Works according to BrandonM

    We may release them soon and add the other trait mods in further patches:)

  4. #4

    Default Re: Character Traits Mod

    Awesome cannot wait for this mod to come out. Will you be willing to make for Early Modern Total War? This idea is way cool! Rock on, people!

    diBorgia

  5. #5

    Post Re: Character Traits Mod

    This is an excellent concept coltsrock, as is EB's traiting system. Have you got all the potential traits already planned in advance, or are you creating them as you go along? Sometimes in can be best to use both of these methods, as even the best laid plans need to be modified from time-to-time

    If you aren't using it already, I'd suggest using Malrubius' Trait & Ancillary Validator - more info available in this topic, as well as the download. It acts as a guide as to whether the traits / ancillaries and their triggers work correctly. You need to keep using it to iron-out all of the problem areas in the files.

    Do you have an idea as to when this project will be ready? Anyway, keep up the good work


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  6. #6

    Post Re: Character Traits Mod

    Quote Originally Posted by coltsrock
    okay, here's the official breakdown post:

    I'll fill in the one's without info when i figure out how to. Make suggestions
    I've added a few suggestions to some of the areas.

    >tall: adds +1 influence
    >short: is -1 influence
    >average height: no effect
    >fat: -1 hitpoints
    >skinny: -1 hitpoints
    >average weight: +1 hitpoints
    >strong: +1 hitpoints
    >weak: -1 hitpoints
    >average striength: no effect
    >handsome: +1 influence
    >plain: no effect
    >ugly: -1 influence
    >deformed: -2 influence
    They should appear like this:
    Tall/skinny/strong/ugly (results in NO EFFECT) or
    short/average weight/weak/deformed (results in -3 influence)
    Perhaps the extremes should have greater effects. EG a sharp increase / decrease instead of the traditional +1,+2,+3 etc, such as +1,+2,+4 etc (and vice versa for negatives). Basically greater rewards / restrictions.

    >Weak Immune System:-1 hitpoints
    >Hemophyliac:-2 hitpoints
    >Sickle sell anemia:-1 hitpoints
    >Diabetic:-1 hitpoints
    Physical health to be influenced significantly by father / mother traits? Some diseases / health problems are passed down through the generations, as mentioned. Sometimes a person may carry dormant genes that may become active later in life, depending on natural healthcare etc.

    >Genius:+3 management, +2 influence, +2 command, positive for public order
    >Highly Intelligent:+2 management, +1 influence, +1 command, positive for public order
    >Smart:+1 management, positive for public order
    >Average: no effect
    >Below Average:-1 management, negative effect on public order
    >Slow:-2 management, -1 influence, -1 command, negative on public order
    >Extremely Slow:-3 management, -2 influence, -2 command, negative on public order
    For the various intelligence levels, how about spin-off anti-traits that may be triggered by certain criteria, EG:

    * Higher intelligence levels: laziness, boredom, lax, passive, uninterested, spends too much time at the games / races etc --- the character's superior mental ability leaves him with too much time on his hands...
    * Lower intelligence levels: hard-working, determined, strength of character, iron-willed, willing to learn etc --- despite the character's lack of natural ability, he adopts a positive approach to all day-to-day tasks that the people admire and respect...

    >Relaxed: negative on public order
    >Balanced: Positive on public order
    >Strict: negative on public order
    //this is extremely base...more personality traits will be added as the character ages
    * Enforcer: this character believes that a population (determined by region, nationality etc), as well as slaves, can be overworked in order to produce greater economic outputs.
    negative effect on public order, bonus on trade / farm income


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  7. #7

    Default Re: Character Traits Mod

    The "Green-Legendary" battle counter will be released SOON. Its nothing spectacular, it is just something that I always thought would be cool.

    Green-Legendary Battlecounter:
    >Created by Colts2000
    >Coded by Wipeout140

  8. #8

    Default Re: Character Traits Mod

    Quote Originally Posted by Cesare diBorja
    Awesome cannot wait for this mod to come out. Will you be willing to make for Early Modern Total War? This idea is way cool! Rock on, people!
    Quote Originally Posted by Seasoned Alcoholic
    This is an excellent concept coltsrock, as is EB's traiting system. Have you got all the potential traits already planned in advance, or are you creating them as you go along? Sometimes in can be best to use both of these methods, as even the best laid plans need to be modified from time-to-time
    [...]
    Do you have an idea as to when this project will be ready? Anyway, keep up the good work
    Thanks for the support guys. Alright, in regards to Cesare diBorja's question... sure, why not? We are going to build this mod for RTW 1.5 but when thats all said and done who knows which mods we'll translate it into. We'll also leave it open for other mods to translate for themselves (with due cred of course).

    Now for Seasoned Alchoholic's questions... We have some potential traits already planned and the rest will be made up as we go along. It's a solid base of ideas, now all we hafta do is flesh it out and add some frills. This project will not be released on any one date. We have a "complete segment and release" type of mentality. We will release it over a period of time with different sections... our first release will be the battlecounter.

  9. #9

    Default Re: Character Traits Mod

    This mod is going to have a whole new language, culture, and ethnicity set up. A sons ethnicity may be different from his father, as his first language, or culture, depending where he is born and raised (We are still trying to figure out a way to do this). But, I need to compile a list of languages, ethnicities, and cultures, and I also need to figure out which regions have which ones. If anybody knows any good sources, like links or books, could you tell me? It would be much appreciated. Thanks :)

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