Logo Platform
logo amplifiers simplified

[MOD] More Faction Traits

Reply
Copied to clipboard!
9 years ago
Oct 8, 2015, 11:37:00 PM
Hey, thanks!



Having things which activate in winter/summer is actually really easy. There's a single global variable that you can tap into that makes making such things trivially harder than a normal buff/debuff.



The only thing which limits me is the style of established traits. Amplitude tend to split everything up into only-positive and only-negative traits, so you can pick and mix them for yourself. For example; the Bulldozers trait is something you'd never see in an Amplitude trait, since it has both upsides and downsides. So if I want to keep with the established style I'd have to split the winter buffs from the summer debuffs. Or I could not, because nothing's enforcing that.



If you have any ideas for traits you want, tell me and I'll have a go at putting them in!
0Send private message
9 years ago
Nov 22, 2015, 1:23:49 AM
Yeah, I get those along with these:

[code]12:15:37:440STACKCannot find a subcategory for the faction trait FactionTraitZenMinor1Negative[/code]

but it doesn't seem to actually matter, as far as I can tell. If the log file has it in orange (as a warning) then the game will still run, just glossing over whatever happened without too much issue.
0Send private message
9 years ago
Nov 21, 2015, 6:27:21 PM
Hi zentractor !



I saw something strange at both ours traits mods.

In the diagnostic file, there is some warning



Extract :



[CODE]19:13:13:431STACKCan't find the element 'FactionTraitEnchanteurPositiveBoxFoodLevel1' in database of 'FactionTrait'.

19:13:13:431STACKCan't find the element 'FactionTraitEnchanteurPositiveBoxDustLevel1' in database of 'FactionTrait'.

19:13:13:431STACKCan't find the element 'FactionTraitEnchanteurPositiveBoxScienceLevel1' in database of 'FactionTrait'.

19:13:13:446STACKCan't find the element 'FactionTraitZenEconomy1' in database of 'FactionTrait'.

19:13:13:446STACKCan't find the element 'FactionTraitZenArmy1PositiveLevel3' in database of 'FactionTrait'.

19:13:13:446STACKCan't find the element 'AENegative6Level2' in database of 'FactionTrait'.

19:13:13:446STACKCan't find the element 'FactionTraitZenCityVision1' in database of 'FactionTrait'.

19:13:13:446STACKCan't find the element 'AEPositive7Level1' in database of 'FactionTrait'.

19:13:13:446STACKCan't find the element 'AENegative2Level1' in database of 'FactionTrait'.[/CODE]



I don't know if it's normal.

The mod work well for me, I can launch game.

Someone report a problem when launching mod in steam, but i don't know if the problem come from there.

Have you an idea why there is these warning ?



Cheers
0Send private message
9 years ago
Nov 19, 2015, 11:26:30 PM
Mod has been updated and put on the steam workshop. Previous version will be kept here for people still using Bulldozers, which has been removed from the steam version.
0Send private message
0Send private message
9 years ago
Oct 31, 2015, 9:44:27 PM
Thanks for the plays!



I don't really like the idea of you posting my mod up within a compilation. I don't mind if you use the mod and compile it for your own personal use, but having it up and shared publicly within another mod isn't something I really want.



I know this is rather annoying, but hopefully it will no longer be necessary when the new mod architecture hits.



-----



Yep, that's a typo. I've fixed it for the next release. You've got it correct in the French.



Currently the tooltips are just placeholders. They just tell you more or less exactly what the game automatically does. If the mod gets big enough I had planned on adding 'fluff'-y descriptions about why the traits do what they do, like all the standard traits.



Bulldozers is really, really, really good, there's no doubt about it. I'd have had the downside have an even larger FIDS penalty, but it would mean storing a big table of data just for one trait, which I didn't think was really worth it. It's power is somewhat mitigated by a few things, however: I've read that most multiplayer games play with high anomaly odds, so factions without it benefit more there, and Bulldozers' power really comes into effect in the late-game, when you have sprawling cities. However most multiplayer games are decided well before that actually happens. I'll bump the points cost up to 25, I think.



-----



As for the missing GUI element, yeah. I wasn't sure what to do there. There's no existing gui element for "Item: Weapon". In vanilla the game doesn't ever need it, and the dual-wield capacity which I took the structure from simply suppresses the automatic tooltip and creates an override one. I believe you just need to add something like this:

[code]



Weapon

Items that are weapons

[/code]

but I can't check it at the moment.
0Send private message
9 years ago
Oct 31, 2015, 5:11:23 PM
I'm testing your mod.



There is something missing, maybe here :

[CODE]



[/CODE]



When choosing the trait, there is a missing description about the attribute malus, in popup information.



Another thought : isn't buldozzer too strong ?



If you are agree with that, i would like Merge your mod into a big merge mod i'm currently testing with :

- Auriga expanded

- World generator customization

- HellFrost (my season overall mod).



If my tests are ok, and with your agreement, I will release it on this forum, and maybe realase my hellfrost mod as standalone too.



EDIT : i've made a full french localization in the mod merge, i give it here :

[CODE]





MoreTraits

Nouveaux traits ajoutés par le Mod "More Traits".







Bulldozers

+1 pour le FIDS concerné sur terrain Aride/Foret/Roche/Plaine, -2 pour le FIDS concerné sur les anomalies.

Fête balnéaire

+4 d'approbation sur exploitation sur mer ou lac durant l'été.



Anomalie avec Nourriture

Anomalie avec Industrie

Anomalie avec Brume

Anomalie avec Science





Tapette

-5% aux attributs des armes

Tapette

-10% aux attributs des armes

Tapette

-15% aux attributs des armes



Frappes Franches

+5% aux attributs des armes

Frappes Franches

+10% aux attributs des armes

Frappes Franches

+15% aux attributs des armes



Mondain

+1 de population par village pacifié

Xénophobes

Pas de population par village pacifié



Sans fenêtres

-1 de vision sur les villes durant l'été

Scouts citoyens

+1 vision sur les bâtiments régionaux.[/CODE]



FactionTraitZenCityVision2Description : instead of "+1", your file contains "=1". I suppose it's a misstext.
0Send private message
9 years ago
Oct 9, 2015, 2:01:38 AM
Thank you, as always, Zen...Worked like a charm! And, now I understand the negative trait concept.



In my case, I had to make up the folder called "Community". Therefore, my finished path for all mods now will be: C>Users>Marc>Documents>Endless Legend>Community



Like you said...this is not apparently obvious!



Marc
0Send private message
9 years ago
Oct 9, 2015, 1:07:35 AM
1:

It's installed following the standard procedure for mods!

...which, now that I look into it, isn't actually published anywhere sensible.



For windows:

- Go to /My Documents/Endless Legend/Community

Create the community folder if it isn't there.

- Extract the zip to this community folder



The mod should be in its own folder, called "ZenFactionTraits"



You launch the game as normal, and it should then appear in your mod list, called "More Faction Traits". The filenames and the in-game names are different for technical reasons, mainly uniqueness.



2:

Currently Endless Legend only allows you to launch one mod at a time.



However, I suspect that you would be able to hack the two mods together into one, but you'll have to do this manually. You will also have to manually update it every time either mod releases an update.



I am kinda making my mods with the hope that Amplitude will release multiple-mod capabilities when they introduce the steam workshop. Then everything would be modular and fantastic forever.



3:

Negative traits gain you points instead of costing you them! So if you take a few negative traits you can take more positive traits than would usually be allowed!
0Send private message
9 years ago
Oct 9, 2015, 12:39:09 AM
Zen,



Three questions...



1. Where do we place the files in your zip in order to use this or any mod?

2. Can the 105 point mod (MAX CUSTOM POINTS) be used with this mod?

3. Why would a person pick a negative trait for their custom faction, or, it this some type of spell one can place on another faction/unit?



Regards,



Marc
0Send private message
9 years ago
Sep 18, 2015, 6:10:05 AM
This mod is intended to add more faction traits that are within the scope of what is currently moddable.



-----

Current version of the mod can now be found on the steam workshop. This version is retained for legacy reasons only.

-----



Currently the mod only includes a single Faction Trait: Bulldozers. This is likely to change.

Now with actual content!



The traits can be found within a new category on the faction creation screen: MoreTraits. I might reword them and shuffle them around if there's enough to warrant splitting into new categories.





Included Traits:

Bulldozers: - cost 10

  • +1 smiley: dust on Arid
  • +1 smiley: food on Plains
  • +1 smiley: industry on Forest
  • +1 smiley: science on Rocks
  • -2 to smiley: fids on Anomaly with smiley: fids



True Strikes & Limp Wristed: - cost 5/10/15 & -4/-8/-12 respectively

  • +-5/10/15% attribute bonuses from weapons



Socialites: - cost 8

  • +1 population gained from pacified minor villages



Xenophobes: - gain 5

  • -1 population gained from pacified minor villages



No Windows: - gain 7

  • -1 vision on city districts and city centre



Citizen scouts: - cost 10

  • +1 vision on regional buildings (extractors, villages and watchtowers)



Beach Party: - cost 8

  • +4 smiley: approval on tiles with sea or lake





bugs:

- none known!



Changelog:

1.2.0 - Added No Windows, Beach Party, Xenophobes and Citizen Scouts

1.1.0 - Added Limp Wristed, True Strikes, Socialites

1.0.0 - Release, including Bulldozers



If you have any suggestions for Traits that you'd like to see in the game, let me know and I'll have a go at putting them in, or at least tell you why I don't think it's possible.





This is my first attempt at a mod. It's nothing fancy, but with some luck it'll end up alright. This mod is partly here for practice with modding EL's systems, and also to see what is actually possible within the scope of things that can be modded.
0Send private message
9 years ago
Oct 8, 2015, 8:50:15 PM
Greetings Creator,



This would open so much more flavouring for custom factions, I salute you!



Actually, since there's already one trait that involves winter, it would be interesting if custom traits can make a faction that is generally a weakling in summer then get buffed heavily in winter...would be a pain to play I guess? Have not play around with map settings that much though.



This have nothing to do with the fact that I just thought up a concept about a sect of Ardent Mages that worship coldness, nope, not at all...



Anyway, have fun creating whatever you have in mind!
0Send private message
0Send private message
9 years ago
Oct 2, 2015, 10:50:46 AM
Another update, and another four traits. Xenophobes is a negative version of Socialites (my condolences to anyone who plays a game as cultists with it), another two (No Windows and Citizen Scouts) are playing about with vision on cities and regions. The final one, Beach Party, is there to encourage long, sweeping beach-front cities, which I think are cool. If I could do an ElseIf sort of thing I'd have it reverse the approval you get when you build docks. After all; nobody wants their beach ruined by industrial shipping!
0Send private message
9 years ago
Sep 21, 2015, 2:17:40 PM
Yeah, I was looking through the bug report threads and saw the sticky that told me where the diagnostics were found, and after I had the diagnostic html then it was much, much easier to figure out why things were breaking.



It did throw me when it said "True is not an accepted boolean value", and then passed it all the way up through the code and several error checks before crashing out. I just kinda expected that with several fallback options there would have been a de-casing function somewhere, but apparently that's not how it works! Still, it's working now.



Now all I need are more suggestions for things to try to implement!
0Send private message
9 years ago
Sep 21, 2015, 2:05:36 PM
If that can be of any help, when you have such an issue it might be interesting to look at your diagnostics file.

There are some errors/warning entries in there that could point out the problem caused by xml typo (type of error, file name and line).

You will find such files in your EndlessLegend Documents, inside the Temporary Files folder.

I hope it will help!
0Send private message
9 years ago
Sep 19, 2015, 8:20:29 AM
New version up, with three new traits. Two are positive/negative versions of each other, and one rather complicated minor faction village one that I can't get the tooltips to work with.



It took me pretty much all day and most of last evening to get the third one working. All because I had a few little spelling errors. I rewrote the whole thing 4 or 5 times to no avail. Well, I may not have learned anything useful, but at least now I know that EL booleen values don't accept "True", only "true".
0Send private message
9 years ago
Sep 18, 2015, 9:43:08 AM
Ah! Thanks for the fix. I think how you've done it was neat. I had thought I'd have to build a table of anomaly types and reference that, but putting more tags on things is a better way of doing it. I will add that into the next version, along with



I would be honoured to be in the Mod Shopping Mall.



As for feedback in the thread, I am happy to help. Part of why I am looking into these mods as much as I can is because I know you're gearing up for possible workshop support, and I'd love to help you out on that. I am learning a lot and have a few things in particular that I think would really help, but I'm not sure if they're already possible in a way I don't know, so I haven't written up a second post yet. I am trying to see how well I can get mods to play together, and the outlook is... mixed. I feel like a few simple tweaks would help out a lot, and some more dedicated support would vastly expand the possibilities of what is capable with mods.
0Send private message
9 years ago
Sep 18, 2015, 8:55:39 AM
Hello ZenFactor,



Thanks a lot for the addition.

Here is an improvement in order to fix your bug.

To summary, I added a descriptor TerrainTagAnomalyTypeDust/Science/Food/Industry to each anomaly in order to apply the substraction only on the corresponding type of the anomaly.

You will only need to clean up the GUI of the trait.

Please have a look here:

ZenFactionTraits.rar



If you don't see any problem to it I will add your thread to the Mod Shopping Mall.



And thanks a lot for your feedback on the dedicated thread smiley: biggrin

Cheers,
0Send private message
?

Click here to login

Reply
Comment