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Thread: 0.73 Beta Traits and Ancillaries Bugs, Issues, and Problems

  1. #31

    Default Re: 0.73 Beta Traits and Ancillaries Bugs, Issues, and Problems

    Sorry about the trouble Mal. If there is some unfixable problem with making the olympic competitors stay in their city for one season while they compete, then it should be disabled. But if it's possible to make it work, I still think it's a good idea.

  2. #32

    Default Re: 0.73 Beta Traits and Ancillaries Bugs, Issues, and Problems

    One question about the Triumph/Imperator thing:

    Do I have to enslave a city in order to get the traits, or can I exterminate or simply occupy? I think the export_character_trait.txt(or so) says so. Or did I misunderstand something?

  3. #33
    EB Traiter Member Malrubius's Avatar
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    Default Re: 0.73 Beta Traits and Ancillaries Bugs, Issues, and Problems

    Quote Originally Posted by Teleklos Archelaou
    Sorry about the trouble Mal. If there is some unfixable problem with making the olympic competitors stay in their city for one season while they compete, then it should be disabled. But if it's possible to make it work, I still think it's a good idea.
    Yeah, this will just be temporarily, until I can resolve the problem.

    Quote Originally Posted by Wurzelgnom
    One question about the Triumph/Imperator thing:

    Do I have to enslave a city in order to get the traits, or can I exterminate or simply occupy? I think the export_character_trait.txt(or so) says so. Or did I misunderstand something?
    Winning a battle against the enemy and enslaving his people are the surefire ways of getting 'points' towards becoming a triumphator. You have to have captives and slaves for your triumph!

    Ah! the Generals! they are numerous, but not good for much (especially if they're Languorous)!
    -- Aristophanes, if he played EB

  4. #34
    Sardonic Antipodean Member Trithemius's Avatar
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    Default Re: 0.73 Beta Traits and Ancillaries Bugs, Issues, and Problems

    Blr! More Triumph problems for me!

    A general has been trampling Makedonians, and just recieved the second trait and cognomen so I had him march out in search of a suitably large stack to thrash in order to be acclaimed by his troops. However, after attacking a Makedonian stack of about 700 men with his 550-or-so, winning an Heroic Victory and only allowing about 77 enemy soldiers to escape, the general still did not get a message saying he was named imperator by his men; I even waited until next turn to see if they were processed then.

    Have other people experienced the same thing? Is it tied to the difficulty? Or is this some other problem at my end?

    EDIT: I altered the unit size from normal to large in my preferences txt files - it did not change the current campaign but would this effect the trigger at all?
    Last edited by Trithemius; 03-21-2006 at 04:06.
    Trithemius
    "Power performs the Miracle." - Johannes Trithemius

  5. #35
    EB Traiter Member Malrubius's Avatar
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    Default Re: 0.73 Beta Traits and Ancillaries Bugs, Issues, and Problems

    Editing your preferences wouldn't have changed the unit size set in the traits by the script at the start of the campaign. I'm going to need more information about this guy; I got your screenshots of the prebattle scroll and the victory results, but I need to see a screenshot with all the guy's traits in it.

    Here's the relevant portion of code in edct.txt:
    Code:
    Trigger Imperator_granted_PostBattle_Attacker_normal_UnitSize
        WhenToTest PostBattle
    
        Condition IsGeneral
              and WonBattle
              and WasAttacker
              and FactionType seleucid
              and Trait UnitSize = 2
              and NumEnemiesInBattle > 500
              and PercentageEnemyKilled > 30
              and Trait BattlePoints > 2
              and Trait Imperator < 1
              and not Trait Bug = 1
    
        Affects Imperator  1  Chance  100
        Affects Triumphator  1  Chance  100
    Possibilities:
    1. The UnitSize trait was not set correctly by the script at the start of the game. This can be checked by going into Data\export_descr_character_traits.txt and searching for "Trait UnitSize". Change " Hidden" to "; Hidden" to comment out the hidden attribute of the trait and make it visible. You'll have a new trait displayed, either Small, Normal, Large, or Huge. If this says Large or Huge, it would explain the problem. We'd then need to fix the script, because this affects lots of other things in the mod.

    2. The UnitSize trait didn't get passed down the line somehow. Was this guy an adoptee, or did his father die before he came of age? It should still have passed down, but it's possible something isn't working right.

    3. You must have fought the right number of enemies (250, 500, 1000, or 1500), depending on the unit size setting. If the UnitSize trait is screwed up for this guy somehow, the easiest fix for you to apply would be to change that "Trait UnitSize = 2" to just "; Trait UnitSize = 2" or delete the line entirely.

    Ah! the Generals! they are numerous, but not good for much (especially if they're Languorous)!
    -- Aristophanes, if he played EB

  6. #36
    EB Traiter Member Malrubius's Avatar
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    Default Re: 0.73 Beta Traits and Ancillaries Bugs, Issues, and Problems

    Post any issues with the 0.74 version in this thread.

    Ah! the Generals! they are numerous, but not good for much (especially if they're Languorous)!
    -- Aristophanes, if he played EB

  7. #37
    Sardonic Antipodean Member Trithemius's Avatar
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    Default Re: 0.73 Beta Traits and Ancillaries Bugs, Issues, and Problems

    Quote Originally Posted by Malrubius
    Editing your preferences wouldn't have changed the unit size set in the traits by the script at the start of the campaign. I'm going to need more information about this guy; I got your screenshots of the prebattle scroll and the victory results, but I need to see a screenshot with all the guy's traits in it.

    Here's the relevant portion of code in edct.txt:
    Code:
    Trigger Imperator_granted_PostBattle_Attacker_normal_UnitSize
        WhenToTest PostBattle
    
        Condition IsGeneral
              and WonBattle
              and WasAttacker
              and FactionType seleucid
              and Trait UnitSize = 2
              and NumEnemiesInBattle > 500
              and PercentageEnemyKilled > 30
              and Trait BattlePoints > 2
              and Trait Imperator < 1
              and not Trait Bug = 1
    
        Affects Imperator  1  Chance  100
        Affects Triumphator  1  Chance  100
    Possibilities:
    1. The UnitSize trait was not set correctly by the script at the start of the game. This can be checked by going into Data\export_descr_character_traits.txt and searching for "Trait UnitSize". Change " Hidden" to "; Hidden" to comment out the hidden attribute of the trait and make it visible. You'll have a new trait displayed, either Small, Normal, Large, or Huge. If this says Large or Huge, it would explain the problem. We'd then need to fix the script, because this affects lots of other things in the mod.

    2. The UnitSize trait didn't get passed down the line somehow. Was this guy an adoptee, or did his father die before he came of age? It should still have passed down, but it's possible something isn't working right.

    3. You must have fought the right number of enemies (250, 500, 1000, or 1500), depending on the unit size setting. If the UnitSize trait is screwed up for this guy somehow, the easiest fix for you to apply would be to change that "Trait UnitSize = 2" to just "; Trait UnitSize = 2" or delete the line entirely.
    I will reply to the 0.7.4 traits thread later in the morning, sorry I'm a bit bleary-eyed to do it right now - Oblivion came out here today...
    Trithemius
    "Power performs the Miracle." - Johannes Trithemius

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