A list of the potential character attributes can be found here:
https://forums.totalwar.org/vb/showthread.php?t=73974
A list of the potential character attributes can be found here:
https://forums.totalwar.org/vb/showthread.php?t=73974
Last edited by Epistolary Richard; 12-05-2006 at 01:26.
Since I haven't seen anyone post anything about adding family members to factions, making them married, etc. I figured I'd sign up and contribute some. :)
EDIT: This is all in desc_strat.txt
The Family Tree:
First to explain how the family tree works. All the family members must be put in order from the oldest to the youngest. Failure to do so will result in you getting kicked back to the menu when trying to start a campaign.
relative William, Matilda, Rufus, Cecilia, Robert, Henry, end
And there's the default one. William is 50, Matilda is 49, Rufus is 26, Cecilia 25, Robert 24, and Henry 12.
If you want lets say Rufus to be married to some girl. You'll need to make a second tree under the previous.
relative Rufus, Constance, end
You could put more children under them if you wish also. About now would be a good time to mention that the maximum number of children per a marriage seems to be capped at 4. Putting more then four won't cause a crash, but just won't show up.
It's also important to go back up and put:
character_record Constance, female, age 25, alive,
never_a_leader
With the rest of the "character_record"'s.
A few other things:
1. Having two children that are the same age under the same parents will result in you getting kicked back to the menu.
2. So far I haven't hit a max number of traits per character.
3. Putting a 2nd char at the same location as a city that already has another char in it, will result in the one you made sitting on top of the city. You'll have to go into the lists scroll to select him and move him out. I'm guessing it's because if you want him in the city he'll somehow have to be listed under the army of which ever char you want to be the governor of the city. I haven't tried it yet, but this will probably happen outside of cities if you put two chars in the same location.
4. I've been grabbing char names out of various text files, like the e3 campaign demo, etc. I haven't tried it out yet with names I just made up to see if the game will crash or not. I have a feeling if you make up a name and just throw it in there, it won't cause any problems.
Welcome to the org![]()
Nice of you to collect this information. A lot of this is probably the same as in R:TW so most R:TW modders will already know it, but it's still very good for new modders.
A few suggestions:
- It's always good to insert a few pictures, and to mark code segments by writing them within [code] tags. This makes the post seem more lightweight and will make it easier to read. This is especially true if you want to make a tutorial out of this.
- Adding characters with made up names will probably not work, because all names have to be specified in a file we don't have access to.
- You can't spawn multiple characters inside the same army on game start. The problem you describe is a general problem with the spawn army code of the game.
Thanks for the welcome. I'm still experimenting with some things right now, and I'll tidy it all up tonight. Hopefully with more info.
Just tried using a custom name really quick. The guy was still there but he had no name, did a quick give_trait to see if it just wasn't displaying but it said it couldn't find the char with the name I made either. Oh well. heh.
I don't suppose anyone's figured out how to mod the bodyguard unit so that the general starts with the maximum number of bodyguards? Just asking here because I'm not sure if this will fall under char or units, and I'm only interested in increasing the one for Generals. :) Hopefully it's not in the pack files..
Last edited by MWNF; 12-01-2006 at 22:49.
I'm not quite sure where to post.![]()
A complete list of 'WhenToTest' events for triggers in export_descr_character_traits.txt and export_descr_ancillaries.txt
Code:AcceptBribe AcquisitionMission AgentCreated AssassinationMission BattleGeneralRouted BecomesFactionHeir BecomesFactionLeader BriberyMission BrotherAdopted CardinalPromoted CeasedFactionHeir CharacterBecomesAFather CharacterComesOfAge CharacterDamagedByDisaster CharacterMarries CharacterMarriesPrincess CharacterNearHeretic CharacterTurnEnd CharacterTurnStart DenouncementMission DiplomacyMission ExecutesAnAssassinOnAMission ExecutesASpyOnAMission ExterminatePopulation FatherDiesNatural GeneralAbandonCrusade GeneralArrivesCrusadeTargetRegion GeneralAssaultsGeneral GeneralAssaultsResidence GeneralCaptureSettlement GeneralDevastatesTile GeneralJoinCrusade GeneralPrisonersRansomedCaptive GeneralPrisonersRansomedCaptor GeneralTakesCrusadeTarget GovernorAgentCreated GovernorBuildingCompleted GovernorCityRebels GovernorCityRiots GovernorUnitTrained HireMercenaries Insurrection LeaderDestroyedFaction LeaderMissionSuccess LeaderOrderedAssassination LeaderOrderedBribery LeaderOrderedDiplomacy LeaderOrderedSabotage LeaderOrderedSpyingMission LesserGeneralOfferedForAdoption NewAdmiralCreated OccupySettlement OfferedForAdoption OfferedForMarriage PostBattle PreBattleWithdrawal PriestBecomesHeretic RefuseBribe SabotageMission SackSettlement SpyMission SufferAcquisitionAttempt SufferAssassinationAttempt SufferDenouncementAttempt
Kaiser of Blitz
from Aemilius Paulus for EB Unit List Reloaded
from soup_alex for EB Unit List Reloaded
A complete list of 'Conditions' for triggers in export_descr_character_traits.txt and export_descr_ancillaries.txt
Code:AgentType [=] [admiral, assassin, diplomat, heretic, inquisitor, merchant, priest, princess, spy, witch] AtSea Attribute [Charm, Chivalry, Command, Piety ] [<, >, >=] [-4 to 6] BattleOdds [<, >, <=, >=] [0.16 to 3] BattleSuccess [=, >=] [average, clear, crushing] CharacterNumTurnsIdle [>=] [4] CharFactionType [hre, portugal, spain] CharacterReligion [catholic, islam, orthodox] CultureType [eastern_european, middle_eastern, northern_european, southern_european] DistanceCapital [>, >=] [30 to 60] EndedInSettlement FactionBuildingExists [=, >=] BUILDING FactionExcommunicated FactionLeaderAttribute [Authority, Chivalry, Purity, Violence] [<, >, <=, >=] [-3 to5] FactionLeaderTrait [ReligiousActivity] [>] [1] FactionReligion [pagan] FactionType [aztecs, byzantium, denmark, england, france, hre, hungary, mongols, papal_states, poland, portugal, scotland, sicily, slave, spain, timurids] FatherAnc ANCILLARY FatherAttribute [Authority, Chivalry] [>=, <=] [-7 to 4] FatherTrait TRAIT [>=, <=] [1 to 6] GeneralFoughtFaction [aztecs, byzantium, denmark, egypt, england, france, hre, hungary, milan, mongols, moors, papal_states, poland, portugal, russia, scotland, sicily, slave, spain, timurids, turks, venice] GeneralFoughtInCombat GeneralHPLostRatioinBattle [>, <=] [0.3, 80] GeneralNumKillsInBattle [<, >] [3 to 8] GeneralWithAncKilled ANCILLARY GovernorBuildingExists [>=] [castle, fortress, large_stone_wall, stone_wall] GovernorInResidence GovernorLoyaltyLevel [<, =, >] [loyalty_happy, loyalty_disillusioned] GovernorTaxLevel [<, =, >] [tax_extortionate, tax_low, tax_high] HasAncType [Relic] HighestAttAdjacentChar [Magic] [witch] [<, >, >=] [0 to 7] I_ConflictType [Normal, Siege, SuccessfulAmbush] I_CrusadeInProgress I_TurnNumber [>, <=, >=] [5 to 242] I_WithdrawsBeforeBattle I_WorldwideAncillaryExists ANCILLARY InEnemyLands IsAdmiral IsCrusade IsFactionHeir IsFactionLeader IsGeneral IsMarried IsNightBattle IsJihad IsOnCrusade IsOnJihad IsRegionCrusadeTarget IsRegionJihadTarget IsUnderSiege MissionID [assassinate_cardinal, return_papal_settlement] MissionSucceeded MissionSuccessLevel [=] [highly_successful, not_successful] NumCapturedSoldiers [>] [80] OnResource PaybackID [pope_cardinal_major_reward_only, pope_cardinal_min_penalty_major_reward, pope_rome_min_penalty_major_reward] PercentageEnemyKilled [<, =, >, <=, >=] [0 to 90] PercentageOfArmyKilled [>] [50] PercentageUnitCategory [cavalry, infantry] [>] [50 to 80] PopulationHeretic [<, >, >=] [5 to 20] PopulationOwnReligion [<, >, <=, >=] [40 to 95] RandomPercent [>] [60 to 96] RansomAmount [<, >] [1000 to 5000] RansomType [execute, ransom, release] ReligionShift [<, >, <=, >=] [8 to 10] RemainingMPPercentage [=] [100] Routs SettlementBuildingExists [=, >=] BUILDING SettlementBuildingFinished [=, >=] BUILDING SettlementName SETTLEMENTNAME SpouseAttribute [Charm, Fertility] [<, >] [-2 to 8] SpouseTrait TRAIT [=, >=] [0 to 3] TargetReligion [catholic, islam] TimeInRegion [<, =, >] [1 to 5] TimeSinceHeresy [<] [5] [>=] [10] TimeSinceReligion [>] [95] [>=] [10] TradingMonopoly TrainedUnitCategory [cavalry, infantry] Trait TRAIT [<, >, =, <=, >=] [0 to 3] Treasury [<, >] [0 to 150000] WasAttacker WonBattle
Kaiser of Blitz
from Aemilius Paulus for EB Unit List Reloaded
from soup_alex for EB Unit List Reloaded
I just saw ER posted Caliban's list in the other subforum, feel free to delete this post then
Looking at export_descr_character_traits.txt these should be the valid attributes for characters:Attribute [Charm, Chivalry, Command, Piety ] [<, >, >=] [-4 to 6]
(...)
FactionLeaderAttribute [Authority, Chivalry, Purity, Violence] [<, >, <=, >=] [-3 to5]
- Ambush
- ArtilleryCommand
- Attack
- Authority
- BribeResistance
- CavalryCommand
- Charm (princesses)
- Combat_V_Faction_XXXXX
- Combat_V_Religion_XXXXX
- Construction
- Defence
- Eligibility (priests, should referring to elegibility to the papal position)
- Farming
- Fertility (also princesses)
- Finance (merchants)
- GunpowderCommand
- HeresyImmunity (priests)
- HitPoints
- InfantryCommand
- Influence (diplomats)
- Law
- Level (bishops, cardinals and princesses)
- LineOfSight (also for spies and assassins)
- LocalPopularity
- Looting
- Loyalty
- Magic (witches)
- Mining
- MovementPoints
- NavalCommand (admirals)
- NightBattle
- PersonalSecurity (valid for all killable chars)
- PublicSecurity
- Purity (priests)
- SiegeAttack
- SiegeDefence
- SiegeEngineering
- Squalor
- Subterfuge (spies and assassins)
- TaxCollection
- Trading
- TrainingAgents
- TroopMorale
- Unorthodoxy (priests)
- Unrest
- Violence
Bookmarks