OK, that seems to be the consensus and that was my initial proposal, so let's go with that. I'll post some details on Thursday.Originally Posted by Grande Orso
OK, that seems to be the consensus and that was my initial proposal, so let's go with that. I'll post some details on Thursday.Originally Posted by Grande Orso
I do happen to have the leading VnV fix, is much more fun, as now i can have brothels and not be a womanizer.
In fact, spending 20 turns in a tavern has only given my faction leader Heavy Drinker, and that may have something to do with the upwards of 15 attempts on his life.
https://forums.totalwar.org/vb/showthread.php?t=75326
{download link}http://files.filefront.com//;6476123;;/
Just those two text files would make the RP so much better.
Fixes: (taken from https://forums.totalwar.org/vb/showthread.php?t=75326)
V1.2
===
*The foreign fruitcake (adultress_she_man) only appears if you are actually homosexual (having atleast 4 points of Arse).
*Strategic skill can be increased by successful battles.
*Princesses can, even if their dad lacked the prerequisites, gain a few traits besides the standard two.
*Generals that always push the movement limit to the max has a slight slight chance of being better
at LogisticalSkill. Only for land movement ofcourse, so shuttling them around in ships shouldn't work... :D
V1.1
====
*Fools could cling on to anyone, including agents, since they don't have Command skill. Only for generals now.
*Removed an odd bug regarding the disaster-trigger; appearantly it triggers for much more than disasters as
removing the randomness made everyone get superstitious and conforming at certain events.
V1.0
====
Ancillaries
----------
*Most Witch-related triggers are not properly implemented. To compensate until the problem is fixed,
witches have a slightly higher % of gaining ancillaries when created. (Brooms etc.)
*Adultress now only join generals when they stay at a coaching house or above.
*Foreign adultress appears less often.
*Fools sometimes join lesser generals that linger in Castles (or above).
*Heralds sometimes join generals staying in Citadels.
*The Pagan Magician now requires a fairly high heresey % of the population if he is to join the general.
(he joins much, much less and only for those who travel across high heresey lands)
*The tracking dog is implemented! Pet_bloodhound. The trigger was completly broken. The fearsome
dog, +2 agent skill, +1 Line of Sight and +1 personal security, now has a small chance of appearing
along spies from pleasure palaces.
Triggers for VnV's
-------------------
*The base religion value of 3 for everyone is fixed. It now works properly for everyone that joins
your family.
*Corruption-triggers are doubled to 100k, 150k and 200k.
*Vast overhaul of the vices inluding drinking, gambling, girls etc. Much toned down .
You no longer start getting drunk at brothels. You get a slight chance to drink at taverns and upwards.
*Your generals no longer pick up negative traits for doing nothing in settlements: drink, gambling, arse, girls.
However: Generals stuck in a settlement without a brothel has a very small chance of turning to the arse.
*Luxurious lifestyles toned down. Coaching houses and pleasure palaces can still corrupt your general though.
*If a general survives a disaster, he has a much larger chance of turning to superstition or religion.
*Merchants no longer pick up the selfserving merchant trait unless they actually trade something far away.
*Generals that survive an inquisition become more religious, not just a chance of becoming.
*Diplomats not as quick to be religious intolerant and so on.
*Bishops now come from both cathedrals and huge cathedrals, not just cathedrals.
*Sitting around in the wilderness now has a higher chance of increasing certain traits, such as hale & hearty.
*Generals born in cities with high level religious buildings now have higher chance of being religious.
*You become more cultured at the theatres, but do not start drinking because of it.
*Sanitation: A bit easier to get good health, chances for vices are lowered.
*You will no longer become a bad taxman for governing a castle.
Traits
------
*BoringSpeaker actually does something now, it used to have 0 effect for all 3 levels. A general that is a poor
speaker has a negative effect on authority and morale, if he ends up really boring.
*Inspiring speaker tweaked to give you a slight morale boost at the highest level.
*Governors that stay in settlements with farms, mines and trade will slowly increase their knowledge and skill
in that area. Building the specific buildings still gives you points, but it is now actually possible to become good farmers,
miners and traders if you spend your career doing just that.
Last edited by pevergreen; 01-10-2007 at 05:53.
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