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Added a new slider, now there is one for 'Adults' (13+), one for 'Children' (1-12) and one for 'Babies' (0-1).
Made the possible span bigger for Children and Babies.
@ayy lmao: Pretty much. Though, not identical. But very similar.
But, the good news is I couldn't keep my paws of looking into this, and I now have an updated version running locally.
Settings for three categories:
Babies (completely off or 0-10)
Children (completely off or 0-10)
Adults (1-10)
I'm just gonna run it for a bit playing my current save and see if I happen upon any errors or other shenanigans. If not, I will pus the update tonight and tomorrow, and I suppose we will find out of there are any outlier issues I haven't seen.
I also found a bug with trait generation present in the current build - but since it was about trying to force FEW traits, I guess none of us trait junkies have ever seen it happen (I guess one uses this mod to allow MORE traits, not force the game to use fewer).
Enjoy your vacation!!
That will probably be the best way to make sure everyone can tailor it to their liking. Perhaps I will take a look at it some time over the coming weeks, as I'm off work for a long, glorious sommer vacay!
A solution would be to use the base game growth moments (7, 10 and 13 years old): under 3 they are babies so no traits, then 1 trait between 3 and 7, 2 between 7 and 10, 3 between 10 and 13 and then 4. Of course it would be better if that was set in settings, and capped by the adult maximum trait slots.
Another way to be to have the slots as a percentage of max adult slots (33%, 66% and 100%) but it may be less configurable.
And thanks for 1.6. <3
@t0m4s1t0: Why, thank you!
@Moonshrooms: I don't know. I guess it could be done. The breaking point now is 1 year old, so 'babies' really are just babies, all other pawns are treated the same (although the setting is called 'adults'). What would be the preferred way to deal with this? Simply another category called 'Children', age 1-12 or something, meaning all children are treated the same (friendly, neutral and hostile)? Or specifically for spawned children from raids and slave traders?
I was able to work around it by using a mod such as Vanilla Traits Expanded and just disable the Ally trait from spawning on new pawns. I expect there are also ether mods that can do this as well. I also just disabled all the VTE traits, so that essentially, all that VTE was doing is preventing traits from spawning, since all the traits it added were also disabled as well.
Buuut I found it little bumpy that a colony-born pawn can only have maximum of 6 traits (3 when born, 3 while growing up), while any random guy can have at most 10.
Could you remove the seemingly arbitrary limit of 3 for the babies?
Ignore the text boxes where you can input numbers. That is from another mod.
Also, would love the idea you floated in the description of extra random traits on growth moments. Sounds fun!
I seem to remember that working just fine, and the pawns that I added the Ally trait to manually still kept the trait, but it prevented any new pawns with that trait from spawning.
Just FYI, I would be very interested in your what if scenario - sort of a "growing into a personality" option. Would be most interested in full random, but also might be worth exploring traits that are influenced by something (growing similar or opposed to caretaker, affected a little by passion/traits, etc.)
@Critical32: Yes, that sort of mods can be wonky together with this one. If it's an actual problem, consider the mods incompatible.
@rumble rumble: No additional languages built-in!
Ya'll didn't do the configs right, you gotta go and edit the probability distribution (it does default to 0 rather than an even spread, which could be changed on the developers side). I can confirm that there's nothing wrong with the mod in that aspect otherwise, working as intended so far.
Being able to let babies or children have your custom amount of traits, and then growing up to adult and gaining a few more as they age, is a neat idea though. it's a bit more organic than just "surprise here's a handful of new traits welcome to adulthood."
@Naraxa: There is some WBR info in the description. From what I've seen they seem to mostly work together with some wonkiness. If that's not acceptable, consider the mods as incompatible!
On the bright side, I did find a 1.4 mod that appears to work fine in 1.5 and it does not spawn pawns with the Ally trait. ([KV] More Trait Slots [1.4])
Thanks again for your hard work on this mod!
I can then go to dev mode and spawn a raid with a hostile faction for 10,000 points and 5 of the 50 pawns that spawned have the Ally trait, but none of them are the ones I gave it to. If I go dev mode again and "Do incident x10 (Map)" and choose "Reunion_AllyJoin" I expect for my 8 pawns to all show up, but only 2 of them show up along with 8 other random pawns.
When I get a reunion event not using dev mode, the joiner will probably not be one of the original 8 that I gave the trait to, but rather a random pawn that spawned with the trait.
Here is a list of the mods I am using: https://rentry.co/idnov48a