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Difference between revisions of "Export descr ancillaries.txt - M2TW"

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(Unable to find the Spreadsheet vnv.txt)
 
(BTW JUST FINISHED LOOKING AT ALL ANCELLERIES. I've got pretty much every defenition for what anything can do.)
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It is suggested by CA to:  
 
It is suggested by CA to:  
 
"Please modify the spreadsheet and re-export the data, rather than editing this file directly"
 
"Please modify the spreadsheet and re-export the data, rather than editing this file directly"
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This file lists the different ancilleries and their effects.
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An example:
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Ancillary accomplice-This is the String reference
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    Type Security-This is the type... I'm guessing this refers to what type of characters can get it and what it does. Judging by this I'm guessing security is stuff that adds to subtefuge and for the most part is ment for spys/assasins.
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    Transferable  0 -This is not transferable... if this was a 1 then it would be.
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    Image sex_yangman.tga-The image displayed ingame
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    ExcludeCultures mesoamerican-These culture cannot get this ancillary... the rest can
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    Description accomplice_desc-This is the reference to the description string
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    EffectsDescription accomplice_effects_desc-This is the reference to the affects string
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    Effect Subterfuge  1-This adds one subtefuge to an agents skill level. Spies get better at spying, assasins get better at killing and sabotage.
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Not included above:
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Excluded ancillaries: This is the ancillaries the character must not have for this ancillary to be available. For example Alchemists and Astrologers don't mix
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What the different types appear to do:
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Security: Increases agent skill on agents. There are some that increas personal security (like bodyguards). Theres servants here that add to princess's charm as well. There are berserkers that add to command as well. As well as knights that add or remove chivalry and they can also add command. There are ancillaries that make agents cheaper to recruit too.
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Academic: These can do pretty much anything. Although common ones improve command or increase the amount of tax gotten or decrease squalor. There a few heroes under this category that add a lot of good stats (the military ones are under military).
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Entertain: These are actors and such... these add happiness to governing general's settlements. They can also decrease squalor... and some decrease the cost to bribe. These can also improve troop morale. As well as a rare few doing other things... most of them do the stuff described before though.
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Sex: These have sex with the general in question. They usually give the general a morale drop, piety drop, settlement happiness drop, chivalry drop and fertility drop. In vanilla m2tw you get these from having a general hang around a settlement with a brothel. Theres some sex things that also add to subtafuge. There are negative things for princesses in here as well.
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Health: These are generally docters or other similar people. They usually add to a generals hit points or fertility or allow troops to recover from wounds after battle... or all of them.
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Item: These are item type stuff. So obviously they will be things not people. For example theres a custom armour thing that imrpoves a generals hitpoints. Armour can improve or lower hitpoints... for the most part though these are positive so anything that lowers hitpoints will compensate for it in another way. In general generals have armour... and assasins have blades or weopens concidering the kill rate of a general cannot be increased. Blades can also increase personal security. Theres also explosives for assassins that add to sabotage. Theres items that also add to influence... probably not ingame though. Theres jewelary that adds to princesses charm as well. Theres handguns that add to security and law as well.
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Court: These add to authority or there are "judges" that cause unrest and squalor. These can also add to personal security as well as trade. Theres also stuff that adds to troop morale. Theres also explorers that add line of sight and move speed. In general this category has lots of different stuff good and bad... and a lot of it is quite detailed. With some stuff that is balanced by a lot of good and bad things.
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Pet: These I'd say are similar to items although they do different things. Theres some horses that increase movement speed here. As well as dogs that increase line of sight and personal security. Or monkeys that increase subterfuges.
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Money: This is an odd description for this class... but it consists of merchants. These can increase line of sight and movement. These are also things that make merchants better. There are constructers that make things cheaper to build. In general the non merchant stuff adds to trade though. There are also quite a lot of heroes under this category... these add a lot of stats and are usually trade or exploration wise.
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Magic: These are for Witches and add to their magic and or personal security. There are "enchanted broom"s that add to movement speed... rather silly. There are magicians that interetestingly add to troop morale and popularity. These can also add to hitpoints
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Religion: These add to piety on either generals or priests. There are also a few religous heroes... these add a lot of varias stats although some are bad.
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Family: These can reduce authority and troop morale
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Military: These add to line of sight, move speed and also personal security. These can also make recruitment cheaper. As well as increase the amount of loot taken. There are also ancilleries that are generally specialised in one area and increase command when conditions are met (example only increase command in a siege attack). These can also add to health. Famous heroes also come under this description. They generally add a lot of good stats and have a bonus vs a faction (command wise).
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Diplomacy: Theres an ancillery that adds to influence... probably not used
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Naval: These are things that go on admirals. These can only increase command, line of sight and movement speed.
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Politics: There are poiseners who increase subterfuge here.
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Relic: These add to command and piety for the most part. Some add to health and surgery. Some add to personal security. Some add to fertility. Some add to siege defence and some add dread.

Revision as of 06:21, 12 October 2007

This file is generated from the Spreadsheet VnV.txt It is suggested by CA to: "Please modify the spreadsheet and re-export the data, rather than editing this file directly"

This file lists the different ancilleries and their effects. An example: Ancillary accomplice-This is the String reference

   Type Security-This is the type... I'm guessing this refers to what type of characters can get it and what it does. Judging by this I'm guessing security is stuff that adds to subtefuge and for the most part is ment for spys/assasins.
   Transferable  0 -This is not transferable... if this was a 1 then it would be. 
   Image sex_yangman.tga-The image displayed ingame
   ExcludeCultures mesoamerican-These culture cannot get this ancillary... the rest can
   Description accomplice_desc-This is the reference to the description string
   EffectsDescription accomplice_effects_desc-This is the reference to the affects string
   Effect Subterfuge  1-This adds one subtefuge to an agents skill level. Spies get better at spying, assasins get better at killing and sabotage. 

Not included above: Excluded ancillaries: This is the ancillaries the character must not have for this ancillary to be available. For example Alchemists and Astrologers don't mix

What the different types appear to do: Security: Increases agent skill on agents. There are some that increas personal security (like bodyguards). Theres servants here that add to princess's charm as well. There are berserkers that add to command as well. As well as knights that add or remove chivalry and they can also add command. There are ancillaries that make agents cheaper to recruit too. Academic: These can do pretty much anything. Although common ones improve command or increase the amount of tax gotten or decrease squalor. There a few heroes under this category that add a lot of good stats (the military ones are under military). Entertain: These are actors and such... these add happiness to governing general's settlements. They can also decrease squalor... and some decrease the cost to bribe. These can also improve troop morale. As well as a rare few doing other things... most of them do the stuff described before though. Sex: These have sex with the general in question. They usually give the general a morale drop, piety drop, settlement happiness drop, chivalry drop and fertility drop. In vanilla m2tw you get these from having a general hang around a settlement with a brothel. Theres some sex things that also add to subtafuge. There are negative things for princesses in here as well. Health: These are generally docters or other similar people. They usually add to a generals hit points or fertility or allow troops to recover from wounds after battle... or all of them. Item: These are item type stuff. So obviously they will be things not people. For example theres a custom armour thing that imrpoves a generals hitpoints. Armour can improve or lower hitpoints... for the most part though these are positive so anything that lowers hitpoints will compensate for it in another way. In general generals have armour... and assasins have blades or weopens concidering the kill rate of a general cannot be increased. Blades can also increase personal security. Theres also explosives for assassins that add to sabotage. Theres items that also add to influence... probably not ingame though. Theres jewelary that adds to princesses charm as well. Theres handguns that add to security and law as well. Court: These add to authority or there are "judges" that cause unrest and squalor. These can also add to personal security as well as trade. Theres also stuff that adds to troop morale. Theres also explorers that add line of sight and move speed. In general this category has lots of different stuff good and bad... and a lot of it is quite detailed. With some stuff that is balanced by a lot of good and bad things. Pet: These I'd say are similar to items although they do different things. Theres some horses that increase movement speed here. As well as dogs that increase line of sight and personal security. Or monkeys that increase subterfuges. Money: This is an odd description for this class... but it consists of merchants. These can increase line of sight and movement. These are also things that make merchants better. There are constructers that make things cheaper to build. In general the non merchant stuff adds to trade though. There are also quite a lot of heroes under this category... these add a lot of stats and are usually trade or exploration wise. Magic: These are for Witches and add to their magic and or personal security. There are "enchanted broom"s that add to movement speed... rather silly. There are magicians that interetestingly add to troop morale and popularity. These can also add to hitpoints Religion: These add to piety on either generals or priests. There are also a few religous heroes... these add a lot of varias stats although some are bad. Family: These can reduce authority and troop morale Military: These add to line of sight, move speed and also personal security. These can also make recruitment cheaper. As well as increase the amount of loot taken. There are also ancilleries that are generally specialised in one area and increase command when conditions are met (example only increase command in a siege attack). These can also add to health. Famous heroes also come under this description. They generally add a lot of good stats and have a bonus vs a faction (command wise). Diplomacy: Theres an ancillery that adds to influence... probably not used Naval: These are things that go on admirals. These can only increase command, line of sight and movement speed. Politics: There are poiseners who increase subterfuge here. Relic: These add to command and piety for the most part. Some add to health and surgery. Some add to personal security. Some add to fertility. Some add to siege defence and some add dread.