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Thread: What are the Trait/Ancilliary/Guild Bugs?

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  1. #1
    Senior Member Senior Member Carl's Avatar
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    Default Re: What are the Trait/Ancilliary/Guild Bugs?

    Thanks for those.

    I knew their where a few other guild Related things going on that where really silly.
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  2. #2
    has a Senior Member HoreTore's Avatar
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    Default Re: What are the Trait/Ancilliary/Guild Bugs?

    I think that the rare or never seen guilds could do with a trigger boost actually.

    Specifically, this is:
    - Horse breeder
    - Swordsmith for some factions(I think there are a few besides turks and russians)
    - Masons

    Altough it might be intended that the way to get the masons is through converting a citadel, which seems the only viable way now, and to be honest, that's where you need them most.

    Oh, and I've got a trait!

    1. level: StrategyChivalry trigger for joining and ending a crusade is missing for jihads. Seems unintended that only christians get chivalry for holy wars.

    I've just started a new campaign as the Moors, and I'll keep an eye out for weird stuff in the traits and elsewhere, and report back what I can find. However, I'm using the CherryVanilla traitfix plus my own hotfixes, so it wont be as much as a vanilla version...
    Still maintain that crying on the pitch should warrant a 3 match ban

  3. #3
    Masticator of Oreos Member Foz's Avatar
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    Default Re: What are the Trait/Ancilliary/Guild Bugs?

    1. Check out all the agent init triggers, especially the ones for granting traits from guilds. I think only one of the guild sets actually correctly grants GuildTrained and GuildMember for the right buildings. Some use FactionBuildingExists where it should be SettlementBuildingExists, some had incorrect use of > or = where a different one belongs... it's a ridiculous mess. I think this is the one that was completely correct from the start:

    Code:
    ;------------------------------------------
    Trigger assassininit4
        WhenToTest AgentCreated
    
        Condition AgentType = assassin
              and SettlementBuildingExists >= assassins_guild
    
        Affects AssassinsGuildTrained  1  Chance  100 
    
    ;------------------------------------------
    Trigger assassininit5
        WhenToTest AgentCreated
    
        Condition AgentType = assassin
              and FactionBuildingExists >= m_assassins_guild
    
        Affects AssassinsGuildMember  1  Chance  100 
    
    ;------------------------------------------
    Trigger assassininit6
        WhenToTest AgentCreated
    
        Condition AgentType = assassin
              and FactionBuildingExists = gm_assassins_guild
    
        Affects AssassinsGuildMember  1  Chance  100
    Note how the levels are SettlementBuildingExists, FactionBuildingExists, FactionBuildingExists. The first 2 get >=, the 3rd gets =. And then of course the first affects GuildTrained and the next two both affect GuildMember. IIRC at least one other agent init guild trigger set messes up each of those things.

    Also I recall there is something wrong with the trigger that sets up WifeIsFertile - it only applies to admirals IIRC, when it should be "family."

    While I'm thinking about it, check all traits that say they only apply to "Characters general." From what I've been told, "general" used here refers only to captains who are in command currently (I know, how counterintuitive), and not to characters who are generals in your army (those guys with bodyguards who can govern). Most of the times when the file sets a trait to apply to general only, you will have to change it to "family" to make it function correctly, as family seems to include any general-type character who is on your family tree. This is one of the reasons ReligionStarter doesn't work right - it is set so only captains can have it via "Characters general."

    That's all I can remember at the moment.


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  4. #4
    Senior Member Senior Member Carl's Avatar
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    Default Re: What are the Trait/Ancilliary/Guild Bugs?

    Thanks Foz, i thought some looked a bit weird with the Guilds TBH. And At a geuss i'm gonna have to add a set of hidden traits to get Explorers working as I can't seem to find anything anywhere that gives the supposed movment bounses, you know of anything Foz...

    p.s. If i'm reading that Assasins one correctlly theirs no diffrance between the Master and HQ guilds, is that right...
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  5. #5
    Masticator of Oreos Member Foz's Avatar
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    Default Re: What are the Trait/Ancilliary/Guild Bugs?

    Quote Originally Posted by Carl
    Thanks Foz, i thought some looked a bit weird with the Guilds TBH. And At a geuss i'm gonna have to add a set of hidden traits to get Explorers working as I can't seem to find anything anywhere that gives the supposed movment bounses, you know of anything Foz...

    p.s. If i'm reading that Assasins one correctlly theirs no diffrance between the Master and HQ guilds, is that right...
    They're almost identical, yeah - just the first uses >= and the m_ guild, while second uses = and the gm_ guild. Since it's two different triggers, a gm_assassins_guild anywhere in your empire causes the first AND the second to trigger, so the character will get TWO points in the GuildMember trait, which makes it level 2 for 2 bonus points of agent skill. Hope that covers what you were asking.

    For Explorer's Guild, the movement points come from an ancillary that the guild has a chance each turn to grant to any general there (the ancillary grants 15% extra movement points). I'm not sure if that's the guild's only intended function or not, but the anicillary does work at the moment.


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  6. #6
    Senior Member Senior Member Carl's Avatar
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    Default Re: What are the Trait/Ancilliary/Guild Bugs?

    For Explorer's Guild, the movement points come from an ancillary that the guild has a chance each turn to grant to any general there (the ancillary grants 15% extra movement points). I'm not sure if that's the guild's only intended function or not, but the anicillary does work at the moment.
    I've never had it Foz, but accordding to those that have, the description says it gives a movment bounus to EVRYONE in your empire. I can't see anything that does that, just the one ancillary you mentioned.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  7. #7
    has a Senior Member HoreTore's Avatar
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    Default Re: What are the Trait/Ancilliary/Guild Bugs?

    Quote Originally Posted by Foz
    For Explorer's Guild, the movement points come from an ancillary that the guild has a chance each turn to grant to any general there (the ancillary grants 15% extra movement points). I'm not sure if that's the guild's only intended function or not, but the anicillary does work at the moment.
    You'll also get Marco Polo at one stage in the game, and another explorer, can't remember which...Vasco Da Gama perhaps?
    Still maintain that crying on the pitch should warrant a 3 match ban

  8. #8
    has a Senior Member HoreTore's Avatar
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    Default Re: What are the Trait/Ancilliary/Guild Bugs?

    Not related to traits, however, but take a look at https://forums.totalwar.org/vb/showthread.php?t=78711

    Sure hope there's a way of fixing it... If I ever continue a campaign long enough to get to the new world, I'd hate not being able to ship stuff back home...
    Still maintain that crying on the pitch should warrant a 3 match ban

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