Thunderbrd
C2C War Dog
@Sgt Slick:
A quick glance indicates we're going to have some problems with a few of the current proposals. As you know, I've been working on the No Negative Traits and Pure Traits game options. They work wonderfully on my system now. However, there are two rules we can't violate in the generation of traits that would cause a problem for the Pure Traits option. One of them, in particular, is probably going to irritate you a bit but its not my fault!
AIAndy programmed the Property Manipulators and he did so in a manner which is pretty far beyond my own abilities to fully grasp. He rerouted the loading sequence for that data coming into the game and I have some fears that I could end up creating problems for other sources of property manipulators, or for other kinds of properties (not just crime and pollution etc...) if I pulled the same tricks there that I'm pulling in the rest of the tag loading that allows me to make the Pure Traits functional.
Pure Traits takes out any detrimental values on Positive Traits and any benefiting values on Negative Traits. It only does so for the specific game using this option. And, to be clear, the two kinds of tags I could not effectively address with this was Property Manipulators and free Promotions. The promotions because I wouldn't be able to easily determine the values on the promotions themselves without a huge amount of added processing and the Property Manipulators because of the unique way in which they are programmed.
So that leaves us unable to put a negative property manipulator function on a positive trait (like crime going up in any way on an positive trait) or a positive property manipulator on a negative trait (like pollution decreasing on a negative trait). And it forces us to put free promos on traits with the full understanding that they should be clearly beneficial on Positives and clearly detrimental on Negatives (mixed bag stuff would be fine really as long as its more positive on a positive trait or more negative on a negative trait.)
I'm sorry for those enforced limitations but its going to obviously require some rethinking of some of these trait proposals. Perhaps AIAndy can help us break through the Property Manipulator limitation there but its outside of my ability and he's not going to be around till Feb (and already has a lot on his plate as it is...)
Now, the one thing that stood out to me on first glance, and I'll be looking through the proposals far more thoroughly later (I've a few to suggest to add as well as I can see some cause to...):
+WarWeariness for Charismatic??? I would figure a charismatic leader would reduce war weariness! Charismatic was always about having more general happiness and the improved xp to level gain was based on the troops being so devoted to their leadership.
Obviously, Charismatic has always been my favorite trait so I'm a little biased to look there first.
Anyhow, otherwise, see what you can do to adjust the traits meaningfully based on the limitations we have there and I'll go through with another round of full proposals this weekend.
BTW, my update for this is coming very soon. I just need to merge the code on my project into the updated SVN version and push the changes. ls612 has a project he wanted me to wait on because there's a hint of overlap in some of the files but if he needs help to merge I can do that for him if I've gotten this merged in and updated before he gets a chance.
A quick glance indicates we're going to have some problems with a few of the current proposals. As you know, I've been working on the No Negative Traits and Pure Traits game options. They work wonderfully on my system now. However, there are two rules we can't violate in the generation of traits that would cause a problem for the Pure Traits option. One of them, in particular, is probably going to irritate you a bit but its not my fault!
AIAndy programmed the Property Manipulators and he did so in a manner which is pretty far beyond my own abilities to fully grasp. He rerouted the loading sequence for that data coming into the game and I have some fears that I could end up creating problems for other sources of property manipulators, or for other kinds of properties (not just crime and pollution etc...) if I pulled the same tricks there that I'm pulling in the rest of the tag loading that allows me to make the Pure Traits functional.
Pure Traits takes out any detrimental values on Positive Traits and any benefiting values on Negative Traits. It only does so for the specific game using this option. And, to be clear, the two kinds of tags I could not effectively address with this was Property Manipulators and free Promotions. The promotions because I wouldn't be able to easily determine the values on the promotions themselves without a huge amount of added processing and the Property Manipulators because of the unique way in which they are programmed.
So that leaves us unable to put a negative property manipulator function on a positive trait (like crime going up in any way on an positive trait) or a positive property manipulator on a negative trait (like pollution decreasing on a negative trait). And it forces us to put free promos on traits with the full understanding that they should be clearly beneficial on Positives and clearly detrimental on Negatives (mixed bag stuff would be fine really as long as its more positive on a positive trait or more negative on a negative trait.)
I'm sorry for those enforced limitations but its going to obviously require some rethinking of some of these trait proposals. Perhaps AIAndy can help us break through the Property Manipulator limitation there but its outside of my ability and he's not going to be around till Feb (and already has a lot on his plate as it is...)
Now, the one thing that stood out to me on first glance, and I'll be looking through the proposals far more thoroughly later (I've a few to suggest to add as well as I can see some cause to...):
+WarWeariness for Charismatic??? I would figure a charismatic leader would reduce war weariness! Charismatic was always about having more general happiness and the improved xp to level gain was based on the troops being so devoted to their leadership.
Obviously, Charismatic has always been my favorite trait so I'm a little biased to look there first.
Anyhow, otherwise, see what you can do to adjust the traits meaningfully based on the limitations we have there and I'll go through with another round of full proposals this weekend.
BTW, my update for this is coming very soon. I just need to merge the code on my project into the updated SVN version and push the changes. ls612 has a project he wanted me to wait on because there's a hint of overlap in some of the files but if he needs help to merge I can do that for him if I've gotten this merged in and updated before he gets a chance.