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  1. #1

    Default Re: A Question about Character Traits

    Quote Originally Posted by Squid
    Those attributes (i.e. CombatVRomans, CombatVGreek) are hardcoded and cannot be altered. And since there's no way of adding new attributes (at least that I've heard) you have to make due with what is there.
    Actually this isn't true. I've seen it done by the team who work on the Three Kingdoms(China) mod. Infact I don't recall seeing a single character trait in their mod that was the same as Rome Total War or Barbarian Invasion and there were even some that worked in very different ways to traits in those games. The names, descriptions and basic effects (+Command, -public security, etc) are all easily modified. The question was about whether you could target specific factions rather than whole cultures.

    Well, you have to separate the factions into 6 "cultures" because that's the limit the engine can use for traits (the 7th culture slot cannot be included). So regardless of how many factions you have, they must fit into this 6 molds (or less) in order for those traits to work.

    You have the option of slotting only famous factions into 5 cultures and other non-famous or minor factions into the 6th.

    Of course, you also have the option of ignoring it completely (i.e. non-activate them).
    I take your point and will ask the other team members about how our factions are split or as you pointed out, if the culture system is active at all. Thanks for your input.

    *Currently working on Ran no Jidai*

  2. #2
    The Dark Knight Member wlesmana's Avatar
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    Default Re: A Question about Character Traits

    Ancillaries and traits can indeed be made for specific factions and not just cultures. But for the bonus/penalty in battle against factions, I'm afraid it's limited to the 6 culture slots and slaves (Combat_V_Slaves).

  3. #3

    Default Re: A Question about Character Traits

    Thanks, that's the concise answer that I was looking for.

    *Currently working on Ran no Jidai*

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