Making Trait restrictions.

So, from that wage problem..... I fixed this by making negative income trait with production reduction bonus.

 

Now, the problem is I want to restrict this trait... there are some traits which should not be together with a new trait I made. As usual, I don't see such tag/method from the original file.

 

For example, If a unit has "Mercenary" (-10 gold when quene, -2 gold per turn, -50 production), I don't want the unit to be able to have "Fast" or "Ironskin". I will be thankful for any input for this particular issue.

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Reply #1 Top

I've done this with my summoner mod. If you choose an earth summoner you cannot choose an ice summoner. One could only have one of these traits at a time.

Edit: Although, looking at your situation it may be that you need to work out a system of pairs of traits... one or the other.

Reply #2 Top

Quoting parrottmath, reply 1

I've done this with my summoner mod. If you choose an earth summoner you cannot choose an ice summoner. One could only have one of these traits at a time.

Edit: Although, looking at your situation it may be that you need to work out a system of pairs of traits... one or the other.

 

Yes, I looked your code and I know this... but obviously this is not really going to work well with my situation. I guess I have to give up on my idea for now.

Reply #3 Top

Not knowing exactly what you are doing, you can produce a similar effect by utilizing the special slot. Create a special unit for particular race. Mercenaries should be hirable from the Capitar and thus, you can add another unit (like the Golem and Juggernaut) and call this one Merc. If you choose merc you get a variety of traits that you can force this unit to have and not have utilizing supported model type. You can then reproduce all the traits and abilities and add these special requirements for this particular unit. For example, you choose this unit you cannot get ironskin or fast, but you do get the cheap bonus.

Reply #4 Top


For example, If a unit has "Mercenary" (-10 gold when quene, -2 gold per turn, -50 production), I don't want the unit to be able to have "Fast" or "Ironskin". I will be thankful for any input for this particular issue.
 

I am curious. Would you be so kind to explain how you achieve that structure of costs? That sounds very smart and impressive!

Reply #5 Top

Quoting parrottmath, reply 3

Not knowing exactly what you are doing, you can produce a similar effect by utilizing the special slot. Create a special unit for particular race. Mercenaries should be hirable from the Capitar and thus, you can add another unit (like the Golem and Juggernaut) and call this one Merc. If you choose merc you get a variety of traits that you can force this unit to have and not have utilizing supported model type. You can then reproduce all the traits and abilities and add these special requirements for this particular unit. For example, you choose this unit you cannot get ironskin or fast, but you do get the cheap bonus.

 

Well, the problem is there is a hard-coded limit on how many designed units I can set up. It's male/female/other and that's it.

So races like Ironeers and Yithril are screwed because they have both Golem and Jugg for 'other' slot.

 

 

 

Quoting OliverFA_306, reply 4


quoting post
For example, If a unit has "Mercenary" (-10 gold when quene, -2 gold per turn, -50 production), I don't want the unit to be able to have "Fast" or "Ironskin". I will be thankful for any input for this particular issue.
 

I am curious. Would you be so kind to explain how you achieve that structure of costs? That sounds very smart and impressive!

 

Yes, here is my crappy code.

 

Code: xml
  1. <AbilityBonus InternalName="MercenaryAbility">
  2. <AbilityBonusType>Unit_Design</AbilityBonusType>
  3. <AbilityBonusOption InternalName="Mercenary">
  4. <DisplayName>Mercenaries</DisplayName>
  5. <Description>Very fast recruitment with upfront cost and additional wages</Description>
  6. <Icon>Ability_Zealotry_Icon.png</Icon>
  7. <ProductionRequirement>
  8. <Type>Resource</Type>
  9. <Attribute>Gold</Attribute>
  10. <Value>3</Value>
  11. </ProductionRequirement>
  12. <GameModifier>
  13. <ModType>Resource</ModType>
  14. <Provides>-2 Gilders per season</Provides>
  15. <Attribute>Gold</Attribute>
  16. <Duration>-1</Duration>
  17. <PerTurn>1</PerTurn>
  18. <Value>-2</Value>
  19. </GameModifier>
  20. <AdditionalTrainingTurns>-50</AdditionalTrainingTurns>
  21. <Type>Army</Type>
  22. <AIData AIPersonality="AI_General">
  23. <AIPriority>5</AIPriority>
  24. </AIData>
  25. </AbilityBonusOption>
  26. </AbilityBonus>

Reply #6 Top

Quoting kwm1800, reply 5
Well, the problem is there is a hard-coded limit on how many designed units I can set up. It's male/female/other and that's it.
So races like Ironeers and Yithril are screwed because they have both Golem and Jugg for 'other' slot.

This I know... but there are ways around this fact, take my female hencman mod... I need the slot of other2 (not there) so the only work around is to either remove male henchmen or give them a pre-designed model that they can edit to their desired triats... which works fine, but not the desired effect. The point is does Yithril need a merc when they've got Juggs, and would Ironeers need mercs when they got Golems... surely the Altar will just override the mercs for their henchmen types. The real point is that these mercenary units do not have to be good for all races, in fact you can design them for a particular race (Krax) comes to mind, or even (Capitar) giving them a special unit that they don't have. Similar for Prociponee and such by making neat troops for these people.

So the point is you can set it up so they cannot design one from scratch, but they can design one from an already existing mold.

Reply #7 Top

Quoting parrottmath, reply 6


Quoting kwm1800, reply 5Well, the problem is there is a hard-coded limit on how many designed units I can set up. It's male/female/other and that's it.
So races like Ironeers and Yithril are screwed because they have both Golem and Jugg for 'other' slot.

This I know... but there are ways around this fact, take my female hencman mod... I need the slot of other2 (not there) so the only work around is to either remove male henchmen or give them a pre-designed model that they can edit to their desired triats... which works fine, but not the desired effect. The point is does Yithril need a merc when they've got Juggs, and would Ironeers need mercs when they got Golems... surely the Altar will just override the mercs for their henchmen types. The real point is that these mercenary units do not have to be good for all races, in fact you can design them for a particular race (Krax) comes to mind, or even (Capitar) giving them a special unit that they don't have. Similar for Prociponee and such by making neat troops for these people.

So the point is you can set it up so they cannot design one from scratch, but they can design one from an already existing mold.

 

Yes, it's just my opinion, but pretty much all of Stardock's 4X games have one fatal flaw = super boring early game. I play other 4X games and just surprised by so many early game options compared to GalCiv Or Elemental series. Not to mention, the game process speed is super unbalanced.... very slow early game and suddenly at some point, the things get happen real fast and finally go into very slow late game. This is just one of my efforts to play not-so-frustrating balance.