Atamawood said:Yes that best describes what I want haha.
Atamawood said:Morale problems are always real easy to fix with a few minor changes in script.txt
dunde said:And no wonder that the "fac_player_supporters_faction" doesnt work for you, for you got the fiefs from editor, not from normal gameplay of native. As long as I know, "fac_player_faction" will be main party onlly, and if player has own kingdom later (as I use 1.011, with kingdom management mod) then it will be "fac_player_supporters_faction" and a global variable "$player_kingdom" that save the faction.
Atamawood said:So does anybody know a way of player faction villages producing a certain cultures troops?
(party_get_slot, ":center_culture", ":center_no", slot_center_culture),
(party_get_slot, ":center_lord", ":center_no", slot_town_lord), # Get Troop ID of center's lord
(try_begin),
(ge, ":center_lord", 0), # If Center has lord
(store_troop_faction, ":faction" , ":center_lord"), # Get Faction of the lord
(eq, ":faction", "fac_player_supporters_faction"),
(assign, ":center_culture", "fac_culture_1"), # Set Swadian units
(try_end),
update_volunteer_troops_in_village -1
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("village_recruit_volunteers_recruit",#KKM RECRUIT special from whichever faction you are.
[(store_faction_of_party, ":center_faction", "$current_town"),
(try_begin),
(eq,":center_faction","fac_player_supporters_faction"),
(assign,":volunteer_troop","trp_rebel_recruit"),#had to directly assign what volunteer troop would be. But it now works.
#(faction_get_slot, ":volunteer_troop", "fac_player_supporters_faction", slot_faction_tier_1_troop),
(else_try),
(party_get_slot, ":volunteer_troop", "$current_town", slot_center_volunteer_troop_type),
(try_end),
(party_get_slot, ":volunteer_amount", "$current_town", slot_center_volunteer_troop_amount),
(store_skill_level, ":skill", "skl_persuasion", "trp_player"),#persuasion addition
(val_add, ":volunteer_amount", ":skill"),#persuasion addition
(party_get_free_companions_capacity, ":free_capacity", "p_main_party"),
(val_min, ":volunteer_amount", ":free_capacity"),
(store_troop_gold, ":gold", "trp_player"),
(store_div, ":gold_capacity", ":gold", 10),#10 denars per man
(val_min, ":volunteer_amount", ":gold_capacity"),
(party_add_members, "p_main_party", ":volunteer_troop", ":volunteer_amount"),
(party_set_slot, "$current_town", slot_center_volunteer_troop_amount, -1),
(store_mul, ":cost", ":volunteer_amount", 10),#10 denars per man
(troop_remove_gold, "trp_player", ":cost"),
]),
Topper said:dunde said:And no wonder that the "fac_player_supporters_faction" doesnt work for you, for you got the fiefs from editor, not from normal gameplay of native. As long as I know, "fac_player_faction" will be main party onlly, and if player has own kingdom later (as I use 1.011, with kingdom management mod) then it will be "fac_player_supporters_faction" and a global variable "$player_kingdom" that save the faction.
What dunde said is true. You may have screwed the game by manually modifying it with the editor. You should debug your own game. Add a trigger that prints the faction your character belongs to. Can you do it?
Let us know, I'll try to help.
{str_store_faction_name,s33),":player_faction"),
(display_message, "@Your current faction is {s33}.")
dzorro said:from what i could see, there are 4 files to edit. the first one would be module_troops you need to first create your own troop types.
Then edit the party templates there you can set your own kingdom reinforcements seeing as to now we have 6 factions make it faction 7.
Then edit module faction create your new culture and name it culture_7
The last one will be module_scripts probably more difficult then the others.
I used beserker pride kingdom management for this one better look at his template first.
http://forums.taleworlds.com/index.php/topic,82591.0.html
it is far easier using his then edit it further to suit your own needs for warband.
As for the village vollenteer looks pretty good to one who wrote before me.
Seems to be working. I manage to recycle kingdom management to work with warband.
if you copy the units from module troops and paste those from berserk pride in it and edit the other 2 files above and then
Code:("village_recruit_volunteers_recruit",#KKM RECRUIT special from whichever faction you are. [(store_faction_of_party, ":center_faction", "$current_town"), (try_begin), (eq,":center_faction","fac_player_supporters_faction"), (assign,":volunteer_troop","trp_rebel_recruit"),#had to directly assign what volunteer troop would be. But it now works. #(faction_get_slot, ":volunteer_troop", "fac_player_supporters_faction", slot_faction_tier_1_troop), (else_try), (party_get_slot, ":volunteer_troop", "$current_town", slot_center_volunteer_troop_type), (try_end), (party_get_slot, ":volunteer_amount", "$current_town", slot_center_volunteer_troop_amount), (store_skill_level, ":skill", "skl_persuasion", "trp_player"),#persuasion addition (val_add, ":volunteer_amount", ":skill"),#persuasion addition (party_get_free_companions_capacity, ":free_capacity", "p_main_party"), (val_min, ":volunteer_amount", ":free_capacity"), (store_troop_gold, ":gold", "trp_player"), (store_div, ":gold_capacity", ":gold", 10),#10 denars per man (val_min, ":volunteer_amount", ":gold_capacity"), (party_add_members, "p_main_party", ":volunteer_troop", ":volunteer_amount"), (party_set_slot, "$current_town", slot_center_volunteer_troop_amount, -1), (store_mul, ":cost", ":volunteer_amount", 10),#10 denars per man (troop_remove_gold, "trp_player", ":cost"), ]),
Paste this in module scripts you will be able to recruit your own player faction unit. so you can now edit your own player faction troops this way.
So now you can even use the tool troop editor and it will be easier to manage.
To those that want to try it, here is my copy, and source code included. i don't have much time to edit more stuff so use it as you will.
http://www.megaupload.com/?d=1RXM0Q4H
kirinelf said:Code:{str_store_faction_name,s33),":player_faction"), (display_message, "@Your current faction is {s33}.")
Edit: Gah, this gives me an Invalid Syntax error when compiling. I'm too n00b for this! T_T
(1,
[
(store_troop_faction, ":faction", "trp_player"),
(str_store_faction_name, s33, ":faction"),
(display_message, "@Your faction is {s33}"),
]),
dzorro said:Code:("village_recruit_volunteers_recruit",#KKM RECRUIT special from whichever faction you are. [(store_faction_of_party, ":center_faction", "$current_town"), (try_begin), (eq,":center_faction","fac_player_supporters_faction"), (assign,":volunteer_troop","trp_rebel_recruit"),#had to directly assign what volunteer troop would be. But it now works. #(faction_get_slot, ":volunteer_troop", "fac_player_supporters_faction", slot_faction_tier_1_troop), (else_try), (party_get_slot, ":volunteer_troop", "$current_town", slot_center_volunteer_troop_type), (try_end), (party_get_slot, ":volunteer_amount", "$current_town", slot_center_volunteer_troop_amount), (store_skill_level, ":skill", "skl_persuasion", "trp_player"),#persuasion addition (val_add, ":volunteer_amount", ":skill"),#persuasion addition (party_get_free_companions_capacity, ":free_capacity", "p_main_party"), (val_min, ":volunteer_amount", ":free_capacity"), (store_troop_gold, ":gold", "trp_player"), (store_div, ":gold_capacity", ":gold", 10),#10 denars per man (val_min, ":volunteer_amount", ":gold_capacity"), (party_add_members, "p_main_party", ":volunteer_troop", ":volunteer_amount"), (party_set_slot, "$current_town", slot_center_volunteer_troop_amount, -1), (store_mul, ":cost", ":volunteer_amount", 10),#10 denars per man (troop_remove_gold, "trp_player", ":cost"), ]),
Snutze said:Hey dzorro Just to understand properly ( sorry im nto really godo I downloaded your package ) do I need to edit anythign myself or simply copy paste some of the files included in the package you gave me ? ( also the package is exactly liek native just with a seventh kingdom right ?
And jsut to know do we have to start as the owner of that kingdom or can it be independant like any other ( even thought I want my units from that kingdoms I want to have to conquer it liek any other kingdom )
The problem with this code is that in the village menu it will display the name of the original troops: it's just a visual thing but it may bother someone. Besides, at line 5, "trp_rebel_recruit" must be substituted by the name of the recruit that you have added to the game, the same name in module_troops.py.
Other than these 2 details, it should work.
dzorro said:The problem with this code is that in the village menu it will display the name of the original troops: it's just a visual thing but it may bother someone. Besides, at line 5, "trp_rebel_recruit" must be substituted by the name of the recruit that you have added to the game, the same name in module_troops.py.
Other than these 2 details, it should work.
Yes i noticed this too, but i could not find mnu where to change that detail if you can, please do change it.
[(party_get_slot, ":volunteer_troop", "$current_town", slot_center_volunteer_troop_type),
(store_faction_of_party, ":center_faction", "$current_town"),
(try_begin),
(eq, ":center_faction", "fac_player_supporters_faction"),
(assign, ":volunteer_troop", "trp_your_recruit"),
(try_end),