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Hellbent's Traits, Talents, and Toadies: A Character Mod Overhaul v.1.6
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Oct 18, 2013 @ 9:03am
Oct 29, 2013 @ 1:51am
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v.1.6 is out! (10/29) - Greek/Eastern/Egyptian Ancillaries Done! (See changes tab for a full list)

Just a note that the range increase fix for "Experienced Archer" and "Tenacious Defender" might seem like a lot, but there's a vanilla bug in which you need to have very high values for this to take effect. So 500% is actually only 5%.

Hey all.

Like most of you, I've been wholly disappointed with the way generals and agents have been portrayed in Rome II. The family tree is gone, marriage is currently broken, and characters die much faster with CA's decision to make the game 1 turn per year. Besides those, a lot of their retinues, traits, and skills had very negligible effects; 5% reduction on building temples? How useful is that exactly?!

The aim of this mod is create a more immersive system for character management, in particular by revamping the traits, skills, and household of generals and agents. Family trees might be in CA's hands for now, but I was playing around with the files and discovered that the values for several retinue modifiers can be changed, so that's what I did. In v1.2 I've also come up with a completely new skill tree overhaul that aims to replace the vanilla skill "ladder" for a skill tree with more branching options and more player choices.

Features:

1. A completely overhauled skill tree for generals:

*Color-coded and unique skill cards for ease of use
*Increased skills per general level from 1 to 2
*Streamlined most skills and combined similar skill effects
*A separate skill tree dedicated to city management and politics
*Took out boring and redundant skills
*More RPG and immersion options!

The problem that I've found with the vanilla skill trees is that it was too limited and becomes redundant across a long playthrough; you start off with the same basic skills, and it wasn't really a skill "tree" as much as it was a skill "ladder." I've tried to remedy that with this overhaul by giving the player more options from the outset.

After ranking up, each general will have access to all the red skill cards. As of now, this only gives the basic authority/cunning/zeal increases. After investing a single skill point in a red skill, all of the branching skills from that will open up to the player.

Each skill still has 3 levels each and each rank will yield 2 skill points, with each general at max level theoretically being able to gain 6 full skill cards. Each level 3 skill gives it's corresponding attribute increase along with its powerful bonuses. This new system allows the player to have more options for specialization and RPG purposes. A general might be heavily invested in tactical skills (affecting the battlefield map aspects of war) while another might be more inclined for logistical capabilities (affecting the campaign map aspects of war).

2. Governors and Generals:

To complement the civil skill tree, generals can now be governors! They can gain slow but steady experience just by being in a settlement, facilitating trade, building structures, and keeping the peace!

1) +1 XP for just being in a garrison
2) +1 XP for having the second to the highest tax level
3) +1 XP for having >25 public order in a region

3. Ancillary Overhaul (WORK IN PROGRESS)

Most basic combat values from retinues/ancillaries have been doubled from 5% to 7%-10% (morale, melee, defense, charge, etc.).

Slight variations exist; for instance, the 'loaded die' gives a much lower morale bonus than a 'barbarian hero' retinue (as it logically should), charge-modifying retinues for Germans are higher than their Roman/Greek counterparts, while Greek defensive retinues are also higher than Roman/Barbarian counterparts.

If a retinue is highly specialized, as in the case of values that modify temple construction costs or attack values for generals, their values have been upped significantly (sometimes from the meager 5% to upwards of 20%-30%)

The modifiers that increase chances to evade/wound agents that harm your generals have also been upped significantly from 5% to 10%-20% depending on the quality of the retinue. For instance, the 'slave bodyguard' might have some issues of loyalty in terms of protecting his master, but a 'roman veteran centurion' should be able to lay down his life for his master willingly.

As you can see from the sample images above, I've further revamped the effects for each ancillary. Although it might look like a lot, the stats are really aimed for flavor while still providing slight bonuses. After all, 'Gallic Bards' tend to increase public order and spread some culture when in towns and taverns and not on the front lines.

To recap, here's the overall goal for each ancillary:

1) Edit scripts/triggers to fix ancillary spam
2) Revamp effects to add more flavor
3) Create new ancillary portraits to cut down on reused pictures

So far, I've managed to script the 'ALL' ancillaries (applicable to all factions), the 'Barbarian' ancillaries, the 'Roman' ancillaries, the 'Eastern' ancillaries, the 'Egyptian' ancillaries, and the 'Greek' ancillaries in time for v.1.6. This means that (theoretically anyway) ancillary spam as well as revamped effects is currently fixed for barbarian, Roman, Eastern, and Greek factions! The only drawback to this is that the new portraits art style might clash a bit with the vanilla ones since they're all not replaced yet, but I don't think it's that much of a bother, and they will all be eventually replaced.

This particular part of the mod is a WORK IN PROGRESS and that means balancing changes will happen. And ancillary spam still occurs for non-barbarian factions until I can finish all of them!

So please, bear with me as I finish all of them. You can help me by reporting any ancillaries that tend to be spammed or if those that I've fixed don't trigger.

By my last count, that's 600/800. 200 more to go!

4. Cursus Honorum Changes

*Each rank will now retain the bonuses of the one before it
*The first cursus honorum rank is now accessible from level 1
*This is still experimental and is open to balancing tweaks.

Recommended: Dresden's 2TPY mod goes really, really, really well with this mod.

For more information (really, you should check this thread out first):
Full Features at Total War Center[www.twcenter.net]

Before posting a comment:

1) If you're asking about mod compatibility issues, save-game compatibility questions, or language localization, please check the FAQ in the discussion tab.

If you have a non-English version, check the Unit Pack Compatibility (UPC) Project here.[www.twcenter.net]

All the information you need is there, if you still ask here it's a waste of time for both of us, time that could be spent on the next TTT update, so for both our sakes questions that have been answered in the FAQ will be ignored.

Of course, if your question is not in the FAQ, please feel free to ask either here or in the discussion tab and I'll be more than happy to answer.

2) If you have a bug report or TTT is not working correctly for you, post in the "Bug Reports and Issues" threads also in the discussion tab. Answer the questions I've provided there and post as much information as possible
Popular Discussions View All (6)
140
Feb 27 @ 5:42am
PINNED: Bug Reports and Issues
Hellbent
28
Mar 11 @ 4:27am
PINNED: Feedback and Suggestions
Hellbent
6
Jan 6 @ 1:02am
How can i translate discription of skills? i cant see it in my version...
МорякСПечкиБряк!
637 Comments
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Portable Bacon Jun 2 @ 8:20pm 
Seems like it would be a cool mod, besides the fact that theres no description for anything so i have no idea what any of the traits do.
simonfitoussi.17 May 24 @ 7:39pm 
no offense guys, i love the graphical updates but i'd take content over eye candy any day. Can you please do something about useless upgrades such as night commander lvl 2 simply adds 1 cunning and the next lvl ands 2 cunning.... wow what a steal! I would much rather start a new skill chain and get bonuses alongside that plus 1 cunning.
ˢᵉʳᶦᵒᵘˢ May 24 @ 5:05pm 
Use the version uploaded by Dresden, it is regularily updated and compatible with radious.
[<<] SPiiTFiiRE88 May 13 @ 9:22am 
Does this work with radius mod? and do you have to start a new game for it to work?
talon (: May 10 @ 8:34pm 
anyone know if this is compatible with current build?
Alexis May 9 @ 9:06am 
update please
Vander Apr 28 @ 9:09am 
I used to like this... When it did not cause tared chain reactions.
Vander Apr 28 @ 9:08am 
so just a couple more months then this mod is more than a year old.whilst Rome updated a million times... -So either this will suck balls or this guy can predict the future.
ckay4ever Apr 20 @ 8:06pm 
good mod. thank u for your time and effort
ckay4ever Apr 20 @ 8:06pm 
lol
that was a joke