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Thread: Characters

  1. #1

    Default Characters

    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.

  2. #2

    Default Re: Characters

    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.

  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Characters

    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.

  4. #4

    Default Re: Characters

    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.

  5. #5
    Member Member Re Berengario I's Avatar
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    Default Re: Characters

    Quote Originally Posted by MWNF
    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.
    If you don't use a name from the ones listed for every faction the game will crash as soon as other characters will interact with him as he will have a null string name (tested).

  6. #6
    Only-Custom-Made-Avatar-User Member SirRethcir's Avatar
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    Default Re: Characters

    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



  7. #7
    Only-Custom-Made-Avatar-User Member SirRethcir's Avatar
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    Default Re: Characters

    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



  8. #8
    Member Member Re Berengario I's Avatar
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    Default Re: Characters

    I just saw ER posted Caliban's list in the other subforum, feel free to delete this post then

    Attribute [Charm, Chivalry, Command, Piety ] [<, >, >=] [-4 to 6]
    (...)
    FactionLeaderAttribute [Authority, Chivalry, Purity, Violence] [<, >, <=, >=] [-3 to5]
    Looking at export_descr_character_traits.txt these should be the valid attributes for characters:

    - 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
    Last edited by Re Berengario I; 12-05-2006 at 17:08.

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