From Code: the traits giving us so much trouble...follow on post connected

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Worldsprayer

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So like others I'm digging through code. here is what is SUPPOSED to happen:
Default consequences not mission related:
LordExecutedHonorPenalty = -1000;
TroopsSacrificedValorPenalty = -30;
VillageRaidedMercyPenalty = -30;
PartyStarvingGenerosityPenalty = -20;
PartyTreatedWellGenerosityBonus = 20;
LordFreedCalculatingBonus = 20;
PersuasionDefectionCalculatingBonus = 20;

Winning battles gives you valor based on your contribution, ie what you specifically did.
I have not actually found any code that EXECUTES the part that gives valor...this might be why we don't see a change. There is code to be executed on command to do it, but I can't find any place where said code is actually triggered.

Sacrificing Troops to escape costs you -30 valor per event. I have found code for this one, it was added.

Killing the boyfriend of the runaway girl costs both honor and mercy 50 points, no other outcome has an effect other than gold/renown
Landlord needs access to commons:
Succeed via troops (not you): honor +30, mercy -20
Betrayquestgiver for field owners: honor -3, mercy +20
Secure fields by talking down the locals: +30 honor

Defending against aggressive crimelord:
Success: +50 honor
Failure with rejection/timeout: -20 honor
Betray the questgiver, -100 honor

Deliver a herd:
sucess: +30 honor
timeout/faile: -30 honor
Test:
Delivering Herd did remove Honor tag
Keeping the Herd removed the Honor tag

Destory Bandit Camp:
+50 Honor for win, no penalty for loss.

FamilyFeud:
accept counteroff: -50 honor
startfightwithoutplayer = -50 honor...can't tell if this is the fight from losing the discussion or not.
Succeeding does not give honor. This is a trait sink, you can only lose on it

Escort merchant:
success gives +50 honor
failure by someone killing it: -20 honor
You killing the merchants: -80 honor

Currently testing with debug console mod:
Apparently the updating system for the traits is not actually updating with numbers, or if it is it's breaking somewhere else, as any change to a trait results in being reset to 0, or at least appears to.
The trait systems works just like skills: xp and levels. You are receiving xp from quests and there are associated levels.

Final: I think it is possible the system is not broken. i have another post im writing up right now after a code review. I think the character creator is messing up, but the values to actually level the traits...take a while.
 
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so im having to wait a bit to post my second post, but heres the brackets: the levels are -2 to 2 for any trait. -2=-6k to -4k, -1 = -4k to -1k, 0 = -1k to 1k, 1 = 1k to 4k, and 2 = 4k to 6k.
Obviously, assuming you do nothing to cost valor...you're looking at 50 released lords. That's a lot. you're looking at, minimum, 20 finished quests that offer 50 points.
I think only partial values are being set, look at this post for more info:
 
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