More Traits

Sorry, I misunderstood what differences between Imperialistic and Expansive... willl fix

EDIT: probably fixed here https://www.dropbox.com/s/84qsn25u76f5cnh/majaczek_C2C_98_beta.7z?dl=0

EDIT: there is iFreeSpecialists in scheme but not those things

<SpecialistCounts>
<SpecialistCount>
<SpecialistType>SPECIALIST_ARTIST</SpecialistType>
<iSpecialistCount>1</iSpecialistCount>
</SpecialistCount>
</SpecialistCounts>
<FreeSpecialistCounts>
<FreeSpecialistCount>
<SpecialistType>SPECIALIST_CELEBRITY</SpecialistType>
<iFreeSpecialistCount>1</iFreeSpecialistCount>
</FreeSpecialistCount>
</FreeSpecialistCounts>
which is enabled for buildings... could you change this?
 
Have you considered cutting out the Crime modifiers for your set of Leader traits?

Would not hurt my feelings if you did. Crime can be adjusted elsewhere imhpo. Leaders don't need to give Crime to be Good or Bad leaders.

JosEPh :)
 
Have you considered cutting out the Crime modifiers for your set of Leader traits?

Would not hurt my feelings if you did. Crime can be adjusted elsewhere imhpo. Leaders don't need to give Crime to be Good or Bad leaders.

JosEPh :)

I agree, nor disease, flammability etc etc I think?:confused:?
 
<snip>

EDIT: Why oh Why Barbarian is negative trait? it has in lstraits almost only positive things (but barbaric is rather bad :( )

Because the original Trait Maker was influenced to make it that way. And ls612 tried to give an alternate set that was Not so radical as the 1st. Actually what you are going thru and re-doing was T-brd's attempt to mitigate the upheaval over that 1st Radical trait set from the original BtS traits.

Change it to what you feel is better. You after all are making this. And if you feel good about it so will others. Just don't be brought down when some complains, there will Always be complaints! ;)

JosEPh
 
Is there any chance it would come to trunk? I hope so.
I noticed that schema ls612 used was outdated, just replaced with the new.
there are some exotic entries i want to use :D

I wish feedback no matter positive or negative it is...

PS: I would make all negative traits impure. that way I may like it, but anyway I probably would use No Negative Traits option.
 
<EraAdvanceFreeSpecialistType>SPECIALIST_CITIZEN</EraAdvanceFreeSpecialistType>
<EraAdvanceFreeSpecialistType>SPECIALIST_ENGINEER</EraAdvanceFreeSpecialistType>
<EraAdvanceFreeSpecialistType>SPECIALIST_SCIENTIST</EraAdvanceFreeSpecialistType>
doesn't work... or just the pedia? it shows me only citizen :(
 
Is there any chance it would come to trunk? I hope so.
I noticed that schema ls612 used was outdated, just replaced with the new.
there are some exotic entries i want to use :D

I wish feedback no matter positive or negative it is...

PS: I would make all negative traits impure. that way I may like it, but anyway I probably would use No Negative Traits option.
All traits, positive and negative, should have some impurity (roughly equivalent amounts) or the impure traits option becomes imbalanced.

doesn't work... or just the pedia? it shows me only citizen :(
Check to ensure you have the right label for Engineers and Scientists.

Many of these newer tags are untested so could be bugged. I'd love to fix those bugs immediately but they would have to wait their turn in line with the rest of the bugs.
 
It is not a BtS tag nor is it an Afforess extension so it must be one of ours.

At a guess it gives a tow outcomes from exploring goody huts and islands rather than the normal one.

I added that one. I was going to do an Explorer Trait line.
 
Back
Top Bottom