More Traits

how to add entry which adds Health but only in capital?
How to add precise constant amount of food production to capital?
It would require new tags. I think.
 
Could you just adjust the benes and malus on the palace?
 
I could, but IDK how to add for example +9 to the palace.
I did it another way. +250% food production for the capital and -100% for everywhere. Player would need second tier of trait which add +100% for everywhere and -250% for everywhere.

If you write how to add + constant food to the building please send quote. I already can add +happiness for building and +production on the improvement, but can't add +production to building from traits xml. I also can increase speed of production of building.

Maybe i can do it another way... Can you add speciic specialist to capital city? or to all cities?
any new useable tags would be nice :)
 
what is in-story difference between impeialistic and expansive? (i will read the spreadsheet i promise)

Also I am adding "god" traits which require three differen tier II traits :) If multiplier is lowered I may increase them to 3x3. the "god" traits won't be win-the-game but very-powerfull

I saw new PROMOTIONLINES doesn't work, so I think they are hardcoded in DLL. I may add new positive traits from spreadsheet, once you add their promotionlines. I am not a fan of negative traits. I already done all tier 3 positive traits but I need some polishing :)

EDIT: How to replace a trait without an option? I use Advanced Traits option, but maybe this is wrong?
 
what is in-story difference between impeialistic and expansive? (i will read the spreadsheet i promise)
Imperialistic:
Take what they have and make it your own. Establish proper governance in the foreign lands and the world falls like dominoes at your feet.

Expansive:
Only a large and populace nation can command great power. Land is the only real commodity.

That was how I defined them. Imperialistic is more about taking charge in as many places as possible whereas Expansive is about growing into as many places as fast as they can.

Manifest Destiny in the US, for example, would've been Imperialism disguised as Expansive. German SS Ideology would've been extremely Imperialist. Mexican cultural values promoting huge families would be Expansive.

Also I am adding "god" traits which require three differen tier II traits :) If multiplier is lowered I may increase them to 3x3. the "god" traits won't be win-the-game but very-powerfull
I wanted to do Tier IV traits that were crossovers of 2 other Tier 3 traits. So kinda similar thinking there.

I saw new PROMOTIONLINES doesn't work, so I think they are hardcoded in DLL. I may add new positive traits from spreadsheet, once you add their promotionlines. I am not a fan of negative traits. I already done all tier 3 positive traits but I need some polishing :)
They work through xml alone but you need to build them according to the promotionlines that are already defined for that purpose. I think a unique boolean declares the promotionline as being one for traits. PromotionlineInfos.xml is in the Units folder as well so that may make it a little elusive to find.

What is hardcoded in the dll is the meaning of the iLinePriority. IF the iLinePriority tag is 0 then the trait is valid only on non-developing leader games. Any other # and the trait does NOT apply to such games and ONLY applies to developing leaders.

A NEGATIVE iLinePriority defines the trait as a Negative trait overall whereas a positive iLinePriority defines the trait as a Positive trait overall.

Negative traits are just as necessary to develop since some game option arrangements would fail without them being defined. Example: Playing with negative traits in play with Developing Leaders. If there are no negative traits or if they are just as imbalanced, then the whole system is still imbalanced or the required pick for a negative trait only allows the removal of a previously selected positive trait (or crashes outright possibly.)

EDIT: How to replace a trait without an option? I use Advanced Traits option, but maybe this is wrong?
Modular is another way but if you want to use my Advanced Traits for now that's fine. I can always eventually work on the core.
 
If you are having multiple levels now in traits please consider that I want to be able to specify that a building requires level i of trait x or level j of trait y. This is for merging in the "Faces of God" mod.

We would need a pedia page for traits that handles levels also. I don't think we have that at the moment.
 
Pedia page is preparing automatically if ingame (it doesn't catch replaces from main menu).
I do traits both modular and AdvancedTraits.
Please help me, how to make them modular, but not requiring Advanced Traits?
if I remove all *Replace* tag would it work the way I want?

EDIT: I think I managed to make it work without AdvancedTraits, here is a link
https://www.dropbox.com/s/4gwo6gl6w7nevx0/majaczek_C2C_73_Full_Alfa_4.7z?dl=0

I made requirement for Replace <BoolExpr>1</BoolExpr>
 
Sorry, I have still to fix something..
I don't Like the Negative traits, do I have still to fix them?
Do You need tier 2 negative traits? (it would be marked as -2 of course) I would start without negative traits anyway :p

EDIT: Here first Beta https://www.dropbox.com/s/sf08s5b4eownj72/majaczek_C2C_77_beta_1.7z?dl=0

EDIT: Second beta, some polishing on imbalance https://www.dropbox.com/s/u8q63otaz0188d5/majaczek_C2C_79_beta_2.7z?dl=0

EDIT: It seems my mod is imbalanced, mostly Imperialistic and Expansive... any Ideas how to change them?

EDIT: Hope this is better :) https://www.dropbox.com/s/1f1htap7mga7onq/majaczek_C2C_80_beta_3.7z?dl=0
 
Better to post what you change.

The challenge would be a set of traits so balanced I dont always pick Creative first :D

I changed many things. I had once Imperialistic and Expansive so overpowered that Imp/Exp would be no-brainer. I nerfer them a bit. Both starts with bigger cities, and build bigger cities later.

I made even Nomad interesting :D. Seafaring may need a bit UP. I am afraid that my Aggresive/Protective is to weak, even I made them better than in original.

Instead of asking me for complete list of changes (which would be more than one post long for sure) please download, unpack start C2C start new single player game and enter civilopedia. (Note: starting new game is needed due to way how civilopedia treats replacements)

EDIT: A bit more balanced https://www.dropbox.com/s/kzdfpq7vl0bmp2r/majaczek_C2C_85_beta_4.7z?dl=0
 
I don't Like the Negative traits, do I have still to fix them?
They are necessary but it's not absolutely 100% required to have tiers for those although the original vision is that they would have them when positive traits do.

If you're doing things properly with modular adjustments you should be able to remove the replace tag entirely.
 
So I don't do properly the modular thing :( tried two ways and both has effect of game don't launch :( this way I do at least it works :)

How to do Modular properly?

I always play with No Negative Traits. If you don't mind I leave Negative Traits for someone else. Or if you prefer I would do them after Positive Traits would be enough balanced (this weekend or next week probably).
 
So I don't do properly the modular thing :( tried two ways and both has effect of game don't launch :( this way I do at least it works :)

How to do Modular properly?

I always play with No Negative Traits. If you don't mind I leave Negative Traits for someone else. Or if you prefer I would do them after Positive Traits would be enough balanced (this weekend or next week probably).

DH should be the one to explain modularism and how to make that work for ya.

You can rebalance the negative traits afterwards. It will still be a bit before I can evaluate your work so far.
 
I probably understand Modularity enough, but game doesn't like modularising Civ4traitinfos.xml :(

I may need final tweak for positive traits anyways ...

Note that my xml-code lands in Assets\Modules\majaczek\traits anyways
 
They should go in Assets\Modules\My_Mod\Your modifications Folder here (with what ever name you give it).

But these modules are placed in alphabetical order per DH. Your "Folder" should probably go last and New_Cultures is currently last in the list. So if your's is named majaczek then the folder name should be oMajaczek, etc..

JosEPh
 
They should go in Assets\Modules\My_Mod\Your modifications Folder here (with what ever name you give it).

But these modules are placed in alphabetical order per DH. Your "Folder" should probably go last and New_Cultures is currently last in the list. So if your's is named majaczek then the folder name should be oMajaczek, etc..

JosEPh

They are loaded in alphabetical order because that is the default if there is no MLF file. Since this folder is supposed to be for people to move mods in and out I felt that not having a MLF would be easiest to work with.

BtW - we should look at moving some of the things in there into core at some stage. Preferably before v37 for the older ones.
 
aha!
I thought it is something special when you pack into MyMods, but you tell me it isn't?
please help me what to fix so it replaces that way so it is loaded in civilopedia before game starts?

Does it need any special treatment or it have to replace the original files to work the way I want?
anyway i think I'll change the name to traits_majaczek :p

EDIT: I made Traits Powerful, but I worry it is not balanced enough, someone can review them? (note that civilopedia refresh after starting new game, and you need to refresh, to see what I changed)

EDIT: Renamed Folders
https://www.dropbox.com/s/nxp1gowgnkef358/majaczek_C2C_94_Beta.7z?dl=0
 
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