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#1 Dyn. Traits Expanded

1.0
open
nobody
None
2015-02-02
2015-01-29
Lib Spit
No

I was wondering after seeing this tag:

iReligionFoundedCounterMod

How hard do you think it would be to add an:

iReligionSpreadCounterMod
iCorporationFoundedCounterMod
iCorporationSpreadCounterMod

We could have some cool traits like 'Democratic' 'Spin Doctor' 'Corporate Giant' etc.

Some other ones I was thinking about too, connected to events.

I am building a 'story event system' (I can tell you about it in more detail if you are ever interested)

Anyway, it basically is sets of interconnected events that will make up a story depending on your choices, and early choices will lead to later consequences.

I was wondering if it would be possible to add.

PrereqTrait

To Eventtriggerinfo

So that we can have some 'trait specific' stories, that will only pop if you have that trait.

As well as the ability to gain/lose traits/trait points from the choices you make.

So an

icountermod

in eventinfo.

With the prereqtrait for buildings, does that work like your prereqcivic tag?

Where you lose the civic, the building shuts down.

Could it work like that or not?

Also could prereq trait be extended to units and improvements and such as well?

So that traits(and possibly add this for civics as well[the improvement part]) can unlock special units and improvements and other such things while you have that trait.

This way we could 'reward' players for sticking to a particular play style or personality by unlocking special unique features.

I was also wondering, in the original Dyn. traits modcomp, he says he made it so that traits can have the same affects as civics.

Did you by any chance add this to make your super civics system 'available' to traits?

To have all that civic functionality for traits would be epic!

I also have chronic mod jealousy!

These were all features that FFH2 had for Traits, that flitz discovered when he did his original work on this.

Some of these would be cool to have to:

trade commerce mod (not sure what this is..)
specialist extra yield specialist type extra commerce (civic tags currently)
peace commerce mod (This would be neat, especially if we could have Peace/War to balance traits like that)
feature production change
feature growth change
Improvement production change
gain minor traits (all types they have defined) (Dunno?!?)
adaptive (dunno I think I have seen python traits like this)
agnostic (dunno I think I have seen python traits like this)
assimilation (dunno I think I have seen python traits like this)
barb ally (?!?)
ignore food (No idea what food this would ignore or what kinds of mechanic it effects)
insane (dunno I think I have seen python traits like this)
sprawling (I think this was big fat cross, x3 with a limit to number of citys. We have the first part of that already right?)
nomadic (dunno I think I have seen python traits like this)
IDW (influence driven war) features - would need us to enable those as well
- fixed borders, ... (IDW.. still can't remember everything this offers...)
max. cities
extra yield threshold (not sure what this means it sounds like the normal bts trait tag?!?)
religion spread chance
base yield from unit (not sure what mod these refer to....)
yield from unit mod (not sure what mod these refer to....)
base commerce from unit (not sure what mod these refer to....)
commerce from unit mod (not sure what mod these refer to....)
[It might be something like the hunter mods, where you get food for killing animals, etc.]

initial city cap
max city cap

Discussion

  • Lib Spit

    Lib Spit - 2015-01-31

    http://forums.civfanatics.com/showthread.php?t=447466

    I found this mod comp, that I think is the commerce/yield from units concept.

    It looks quite cool! :D

     
  • Archid

    Archid - 2015-02-01

    Yes, I have implemented that mod previously when I did a prehistoric era expansion to a mod once.

    I am going to split this ticket up into several smaller ones as it is really just another endless list of things to add. I really would like the tickets to be discrete manageable pieces of work. If they become huge lists then things get missed and they never get tested properly

     
  • Lib Spit

    Lib Spit - 2015-02-01

    Yeah, my feeling with these long tickets, is these are like future todo lists, so when the time comes that you are looking for todos, we can create new 'work' tickets that have 1 or more smaller connected parts.

    I didn't want to turn this into 20 individual bits, as it would make the list seem massive, but when the list is down to almost finished, I can come back and look through these idea lists and think about what would be most valuable and therefore be best priority.

    Perhaps what I will do in the future with a list like this, is put an (Idea) in the ticket heading, that way you can know it is only for you to look at, at your leisure, and when you are feeling like coming to it we can talk it through here(inside the idea ticket), and then I can break it up into the individual bits with best bits prioritised.

    Also working out together what tasks make sense to do at once, so for example all the tags that go with improvements would probably be worth doing as 'one job' as you will be working in the same places for each 'bit'.

    Does that sound like a good plan?

    I just don't want your list getting massive, and I can continue any rambling digressive thoughts on a topic in one easy to control area!

    So my point is, when you come round to being ready to tackle dyn. traits again, I can do the ticket writing work for you, rather than you digging through the list making sure you got everything.

     

    Last edit: Lib Spit 2015-02-01
  • Archid

    Archid - 2015-02-02

    Ticket moved from /p/falloutttw/tickets/19/

     

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