Homusubi
Lafcadio Hearn Wannabe
- Joined
- Dec 21, 2012
- Messages
- 1,035
After seeing quite a few bad UAs out there by modders who couldn't make a good trait if their life depended on it, I thought I should write this. This is for people who can't use Lua, because people who can, although they invariably make better traits, they have to spend twenty years up a mountain learning how to use the damn thing. So here goes.
1. Percentages always look worse. Most traits use a percent in some way or another. The problem with this approach is that there are no actual new ways of playing with percent traits, they just help you with something as if they were a policy. Non-percentage traits, therefore, give a better reason to choose the civ. The best Firaxis example of a non-percentage trait I can think of is Austria; it introduces a new unique mechanic. Japan and Aztec are also good in this regard. On the other hand, traits like Germany's, which are almost completely %-driven (How bad would it be to always convert barbarians?) seem relatively amateur.
2. Combinations of small percentages look worse still. If non-percentage traits are too hard and you need a percent sign in the UA somewhere, keep them big and sparse. Whatever you do, don't make it so that you generate 10 percent more science and get 15 percent less unhappiness from population, for example (argh!). That is a textbook case of a bad trait. No offence to the modders involved in these bad cases coming up, but Okinaro Empire and Magyar Mod Vanilla (both on Steam) are both big offenders. So if you want a percentage, keep it above 30%. Putting it under 20% is a criminal offence. The 33% and 50% involved in Furor Teutonicus keep me from raging at Firaxis.
3. Use the tables, Luke, use the tables. Using the same effects as Firaxis traits but in different amounts is a recipe for disaster, in particular if they are T/F effects such as Bushido and Long Count. You may have noticed in XML that there are these tables under the <traits> row. Use them, no exceptions. Free unit promotion? Use a table. Improvement yield changes? There, it's in a table. Free building? Well, it's not a table, but it has a TXT_KEY string, so it might as well be. So use these things to make new traits. Say that you've seen a trait that gives all units the Amphibious promotion. You can them use a modified version of this to give all your units the Indirect Fire or Rival Territory promotions, say. You've seen a free harbour; give 'em a free granary or workshop when you're modding.
I'll continue this when I next have the chance.
1. Percentages always look worse. Most traits use a percent in some way or another. The problem with this approach is that there are no actual new ways of playing with percent traits, they just help you with something as if they were a policy. Non-percentage traits, therefore, give a better reason to choose the civ. The best Firaxis example of a non-percentage trait I can think of is Austria; it introduces a new unique mechanic. Japan and Aztec are also good in this regard. On the other hand, traits like Germany's, which are almost completely %-driven (How bad would it be to always convert barbarians?) seem relatively amateur.
2. Combinations of small percentages look worse still. If non-percentage traits are too hard and you need a percent sign in the UA somewhere, keep them big and sparse. Whatever you do, don't make it so that you generate 10 percent more science and get 15 percent less unhappiness from population, for example (argh!). That is a textbook case of a bad trait. No offence to the modders involved in these bad cases coming up, but Okinaro Empire and Magyar Mod Vanilla (both on Steam) are both big offenders. So if you want a percentage, keep it above 30%. Putting it under 20% is a criminal offence. The 33% and 50% involved in Furor Teutonicus keep me from raging at Firaxis.
3. Use the tables, Luke, use the tables. Using the same effects as Firaxis traits but in different amounts is a recipe for disaster, in particular if they are T/F effects such as Bushido and Long Count. You may have noticed in XML that there are these tables under the <traits> row. Use them, no exceptions. Free unit promotion? Use a table. Improvement yield changes? There, it's in a table. Free building? Well, it's not a table, but it has a TXT_KEY string, so it might as well be. So use these things to make new traits. Say that you've seen a trait that gives all units the Amphibious promotion. You can them use a modified version of this to give all your units the Indirect Fire or Rival Territory promotions, say. You've seen a free harbour; give 'em a free granary or workshop when you're modding.
I'll continue this when I next have the chance.