Platyping's Promotions and Traits

Your definitely one of the most creative people I've ever seen Platyping...:eek:

You have alot of traits in this pack. Extra mod had two traits you may want to consider adding to a future release if you ever revisit this though: Seafaring(bonus xp to sea units built, extra movement point for ship units) and Nomadic(mounted units gain extra xp).

That second one isn't very interesting though as is. Some ideas I had(I don't know if this is even possible or not) was for a Nomadic trait maybe to eliminate the need for horses for mounted units, or maybe provide a boast for tiles with things like pigs, sheep or other livestock.

There was a game called Age of Wonders 2: Shadow Magic that had a Nomad civilization. They were unique in that they could actually move their cities. You would build a unit called a Caravan, and the city would dissapear and in its place was a caravan unit. The caravan would act like a settler, only it would recreate the city that the caravan came from. This allowed the Nomads to move cities. I don't know if this is possible to do or not but I thought it was a cool feature in that game and worth mentioning.
 
Seafaring is a trait that is totally useless in maps with little or no oceans.
This is why I don't want to implement it although it isn't hard to code.
Effectively you are fighting handicapped leaders with 1 trait less.
Furthermore, the extra movement code if done via python is not a feasible idea for trait because that is a team ability. It is totally screwed in MP games.
The only way to do that feature properly is define a new promotion that grants the movement bonus and give it via XML trait promotions.
That however, does not require any python work.

Nomadic Trait if totally focused on Mounted Units will be another handicapped trait without horse resource. To build Mounted Units without horse is possible, but that requires a python callback.

I pretty much merged Nomadic and Seafaring into one trait Adventurous, since both of them are useless in some situtations.

@Caravans
Totally possible, but A.I. will not understand.
 
Makes sense. Looking it over I definitely see the merging of Seafaring/Nomadic.

I'm trying to think what else hasn't been done. Maybe an Ambitious trait that gives bonuses to projects, makes moving your capital easier, and gives Tank type units an experience boost.
 
Anyways I've encorporated the traitpack into my mod and I got to say the trait changes and new traits are really alot of fun to play with, so once again congrats on a job well done :)

I really like that adaptive trait that isn't part of the pack, going to see if I can't add that as well.
 
Those 2 are excluded mainly because they require python callback.
The Adaptive one requires canBuild callback which is actually rather performance taxing in big maps late game, so it is merely there for reference if there are new python modders who want to learn modding.

Personally, I still prefer to play with just the 11 BTS traits since I am lazy to modify the LeaderInfo XML to add new traits...
 
Personally, I still prefer to play with just the 11 BTS traits since I am lazy to modify the LeaderInfo XML to add new traits...

Hit it on the nose

Then you release a mod with a couple extra traits, and the only feedback you get is "why is leader X not trait y"
 
I went threw that xml actually, assigned the new traits as I saw fit. One thing I did was go back and look at the civ3 leader traits, leaders/civs that had Scientific or Agricultural for example, I gave those civs/leaders that trait.

I guess I don't mind boring xml editing lol
 
Hit it on the nose

Then you release a mod with a couple extra traits, and the only feedback you get is "why is leader X not trait y"

Now you know why I only bothered to release mod components and not full mods.
Whoever is not happy with any of the effects or name or graphics etc can adjust to suit their mods themselves.

But when you release a mod, you try to please everyone
 
Personally, I still prefer to play with just the 11 BTS traits since I am lazy to modify the LeaderInfo XML to add new traits...

Hit it on the nose

Then you release a mod with a couple extra traits, and the only feedback you get is "why is leader X not trait y"

I went threw that xml actually, assigned the new traits as I saw fit. One thing I did was go back and look at the civ3 leader traits, leaders/civs that had Scientific or Agricultural for example, I gave those civs/leaders that trait.

I guess I don't mind boring xml editing lol

I actually quite enjoy assigning traits and the discussion it generates. Helps improve HR for the most part. Maybe I'm just weird :p
 
I do too. Theres alot that can be done with the trait concept. I think the challenge is 1. Is the trait orginal(not too similiar to another), and 2. Is it interesting(I think a trait that simply makes a unit have xp or makes it faster is boring), for example, Platy's Adventurious trait is a ton of fun.

Some things from a couple mods I noticed:

Caveman 2 Cosmos and Realism Invictus both have negative traits, I think that has potencial. There could also be neutral traits as well, that simply give flavor, like a isolationist trait that gives both a bonus against enemy espionage but at the same time makes your espionage have a penalty.
 
I do too. Theres alot that can be done with the trait concept. I think the challenge is 1. Is the trait orginal(not too similiar to another), and 2. Is it interesting(I think a trait that simply makes a unit have xp or makes it faster is boring), for example, Platy's Adventurious trait is a ton of fun.

Some things from a couple mods I noticed:

Caveman 2 Cosmos and Realism Invictus both have negative traits, I think that has potencial. There could also be neutral traits as well, that simply give flavor, like a isolationist trait that gives both a bonus against enemy espionage but at the same time makes your espionage have a penalty.

Platy's traits here have been a lot of inspiration for new trait tags in C2C. I adapted many of his new concepts to dll driven mechanisms.

Furthermore, I'm not sure if you've taken notice of it or not but have you seen the Developing Leaders mechanism in C2C? If you haven't, no biggy, because its not even close to finished in full yet. The ultimate goal of it is to have traits able to develop deeper layers, much like promotions do. In promos, Combat I leads to Combat II etc... traits will eventually be very similar. And I'm incredibly inspired by Playtyping's ideas here.

Additionally, through Developing Leaders, traits that are more or less specific to terrain types, eras, etc... will be more applicable as leaders choose traits as they go.

All in all, my point is to express my deepest agreement that development on Traits is an extremely fertile ground for a great deal of enjoyable potential effects. Don't mean to turn this into a C2C plug or anything ;) More of a thanks for all the great inspiration!
 
There are 2 traits there which use dummy buildings to achieve their effects.
Philosophical one is like a wonder with global effects.
It does not matter which city it is in.
You can use this to do things like global religious commerce similar to Sistine chapel

Airborne uses dummy buildings in every city.
This is good if you only want effects to affect only certain cities, such as coastal cities, cities built in desert, cities built on hills.
Again the dummy can grant benefits such as air capacity, espionage defense, specialist slots.

The python codes only place and remove the buildings when necessary.
Effects are all in buildings themselves.

Thus, with these 2 codes, you can pretty much design a lot of new variety traits.

Would be good to modify main interface file to hide dummy buildings in city screen though.
 


Seeing that there is suddenly interest in these traits, time to review it since I am done with Natural Wonders.

1) Added some None Checks for some traits like Aggresive in the event that that civilization does not have any worker units for instance.

2) Scientific Trait
Added Double Speed for Labs since it looks pretty empty.

3) Adventurous Trait
Remove free Combat I since
A) Too many traits giving Combat I
B) There are 3 Combat Classes there, giving 2 promotions seems too much.
Added Double Production for Stables to compensate.

4) Organized Trait
New Benefit: Cities Start with Route Network

5) New Trait: Traditional Trait
Focused on Capital as requested, details as above.
Food and Production Bonus: 2 per Era

6) Added CvMainInterface with one line of code, just to hide dummy buildings.

7) Dummy Buildings given proper Art Defines so that they don't look dumb in World Builder

8) Added Platypedia just for users to see effects of new traits in Pedia Trait Page

9) Added a Dummy Leader with all new traits just for testing purposes.
Remove it when transporting to own mods.

10) Spiritual trait
Changed from 10% building and unit production bonus to simply 20% unit production.
Since there is already a civic that affects buildings.

Notes:
Looks like alot of python files in this mod component now, but the only one needed is CvEventManager, the rest are for Platypedia + CvMainInterface for hiding Dummies which are not necessary for the traits to function.

Changes only in the Trait Pack itself, when I bored then I update standalones.
 
Platy's traits here have been a lot of inspiration for new trait tags in C2C. I adapted many of his new concepts to dll driven mechanisms.

Furthermore, I'm not sure if you've taken notice of it or not but have you seen the Developing Leaders mechanism in C2C? If you haven't, no biggy, because its not even close to finished in full yet. The ultimate goal of it is to have traits able to develop deeper layers, much like promotions do. In promos, Combat I leads to Combat II etc... traits will eventually be very similar. And I'm incredibly inspired by Playtyping's ideas here.

Additionally, through Developing Leaders, traits that are more or less specific to terrain types, eras, etc... will be more applicable as leaders choose traits as they go.

All in all, my point is to express my deepest agreement that development on Traits is an extremely fertile ground for a great deal of enjoyable potential effects. Don't mean to turn this into a C2C plug or anything ;) More of a thanks for all the great inspiration!

The amount of creativity you and your team have really blows me away.

The Developing Leaders thing kind of reminds me of a "talent tree", like you'd pick as the game goes on various bonuses and make the kind of leader you want.
 


Seeing that there is suddenly interest in these traits, time to review it since I am done with Natural Wonders.

1) Added some None Checks for some traits like Aggresive in the event that that civilization does not have any worker units for instance.

2) Scientific Trait
Added Double Speed for Labs since it looks pretty empty.

3) Adventurous Trait
Remove free Combat I since
A) Too many traits giving Combat I
B) There are 3 Combat Classes there, giving 2 promotions seems too much.
Added Double Production for Stables to compensate.

4) Organized Trait
New Benefit: Cities Start with Route Network

5) New Trait: Traditional Trait
Focused on Capital as requested, details as above.
Food and Production Bonus: 2 per Era

6) Added CvMainInterface with one line of code, just to hide dummy buildings.

7) Dummy Buildings given proper Art Defines so that they don't look dumb in World Builder

8) Added Platypedia just for users to see effects of new traits in Pedia Trait Page

9) Added a Dummy Leader with all new traits just for testing purposes.
Remove it when transporting to own mods.

10) Spiritual trait
Changed from 10% building and unit production bonus to simply 20% unit production.
Since there is already a civic that affects buildings.

Notes:
Looks like alot of python files in this mod component now, but the only one needed is CvEventManager, the rest are for Platypedia + CvMainInterface for hiding Dummies which are not necessary for the traits to function.

Changes only in the Trait Pack itself, when I bored then I update standalones.

Nice. I really like what you've done with the new trait. So the new version has pedia entries for all the new traits?
 
Nope there isn't a pedia description if that is what you are thinking
It just comes with my pedia which has a trait page like sevopedia for you to see effects of each trait without going to leaders page and searching high and low for a leader with that trait to find out what that trait does.

Also, the trait page will also list all leaders with that trait so it helps you to distribute the traits evenly.

Edit:
1) Fixed Bug with Organized Trait in Trait Pack
2) Traditional Trait released on Standalone
3) Standalones updated
4) Text Tags added for all Languages in Trait Pack
 
Is there a list of negative traits somewhere to design some effects? :D
 
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