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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 What are the Trait/Ancilliary/Guild Bugs?

    I've tried asking this in my ProblemFixer thread but not got many replies.

    For the purposes of expanding my Problem Fixer I want to try and fix as many of the Trait/Ancillary/Guild Bugs as I can. Unfortunately I don't have a complete list of all these Bugs and I could do with a bit of Help Compiling them.

    Their are 3 Types of things I want you to give me, please label them accordingly:

    1. Simple obvious stuff not working as intended, e.g. Bishops and Huge_Cathedrals, Explorers Guilds not giving extra Movement, the BadTaxman for Generals in Castles e.t.c.

    2. Traits missing Triggers, e.g. the Starting Piety Bug, the Starting Princess Bug, and many of the princess traits lacking triggers. I'd also like a list f Traits that can only be acquired from the individuals father/Random chance upon Coming of Age/through adopted generals, e.t.c.

    3. Stuff that is Bugging you, (), e.g. Pagan Magician and Secret Lover being too common or the traits relating to corruption and negative traits for generals left in cities, e.t.c.


    I need them separating properly for a simple reason:

    Stuff in section 1 will almost certainly be fixed if I can do it, simply because they are genuine bugs.

    Most of the stuff in section 2 will likely be changed, but not all, it's a Little subjective here as some won't necessarily be bugs, and will thus require judgment on which is which, unfortunately thats subjective.

    Stuff in section 3 will only be changed if a very large number of people ask for it as it's highly subjective stuff, nonetheless one of the motto's of my ProblemFixer is "Give the People What They Want" so if I get a lot of requests for something it will make it into it. Thats how the Pike Fix got in, it's debatable weather Pikes where meant to be so powerful by CA, but everyone seems to feel they needed fixing so it got in anyway.

    Many thanks for the help as much of this is hard to spot on you own.
    Last edited by Carl; 02-01-2007 at 23:08.
    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

  2. #2
    has a Senior Member HoreTore's Avatar
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    Default Re: What are the Trait/Ancilliary/Guild Bugs?

    1. There is no way for the Russians to get a Swordsmiths Guild. There is no unit collecting points for it at all. Perhaps letting the dismounted Dvors collecting points, they do use a sword in addition to their bow. Also applies to the turks, with only the hashashim collecting points, who are only available with cities, which cannot be converted to castles because of the minimum stone wall level. Perhaps Ottoman Infantry is a suitable unit for them?

    Oh, and the thieves guild things in my thread...
    Still maintain that crying on the pitch should warrant a 3 match ban

  3. #3
    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.
    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

  4. #4
    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

  5. #5
    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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  6. #6
    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

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