Dancing Hoskuld
Deity
Selecting no positive and no negative traits gives you just that. Every leader has no traits at all.
I'm quite certain I've answered this question 3 times already (once today).![]()
Yes. Sgt Slick's traits are the default.
Selecting no positive and no negative traits gives you just that. Every leader has no traits at all.
Was there a SGT Slick thread for traits, i cant find one??
Okay T-brd what is your answer to that!??This is what I thought I was getting too. Now you see the basis for the
?'s and why I keep asking?
JosEPh
Was there a SGT Slick thread for traits, i cant find one??
I'll bump the thread where most of the discussion was taking place. Gimme some time to find it.
I'd lik to see a system where each Civ has a set of leaders (with differing traits), and your leaders die off and are replaced by successors as the game goes on, so you get stronger and weaker leaders at different times. Ideally the traits would not be cast in stone, but perhaps set as the 'base level traits' for each leader, and get modified by your civilization's 'cultural values'. The kind of thing I have in mind is a 'score' for each trait, which is initially set to all 0s. Over time the civics you are in slowly adjust your trait scores (so spend a lot of time in militeristic civics and the militaristic trait score boosts up for example). As each leader dies off (one per era maybe??) another is randomly selected from your civikization's pool. The base traits of the new leader are then adjusted by your current civilization trait scores to give the effective traits for your new leader.
The idea here is to make your civic choices influence your historical progression, and give you something extra to think about in making those civic choices. Other things could also influence your cvilization trait scores too (random events maybe), though no one influence should be too large.
The main thing that would need to be done would be changing the trait mechanism to be weighted rather than just on or off for each trait, so that instead of just being 'militaristic' you'd have a 1-10 scale (perhaps in that case giving a probability of unit production exp bonuses say).
Rather than doing all this writing here, Joe make a NEW thread for traits, and YOUR advice like you did in that LONG post, for starters, or what ever you want just make sure you take the first 2-3 posts just incase you need to expand on current ideas, being thrown out, its easier looking a thet1st couple of posts rather than going through everything, OMPO
Currently there is only one layer of traits in Developing Leaders.
Now we need input from Toffer, DH, Sparth, alberts2 and any other team member that has not chimed in. Don't you think?\
JosEPh
So it seems that something like 60% of the active modders actively dislike (at best!) the current trait system, which makes me wonder why this discussion hasn't happened earlier.
The traits issue was exhausted by bickering long ago and we all know that it's a can of worms to open back up again. I've been putting it aside to move on with developing the combat mod and other checks and balances in the mod that need attending. And the truth is I don't think I'll be able to spare much distraction towards traits even now. It's pretty absorbing to work on.
Don't forget the removing options breaks save games because which options are on/off is stored in a set of 1s and 0s in a single string. We can only set them and hide them. We can get rid of all the stuff activated by them though so that if people go into WB and change those options nothing will happen.
The one I would like to see worked on it the developing leader ones. I currently play with all traits off as that seems to give the AI better chance at survival. Although even then some don't expand while others do.