SP Tutorial Module System Recruit your custom troops in your own Kingdom

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@ Topper. Your code is being used in a minor troop tree mod of mine which should appear on the repository some point tomorrow. Just thought I'd let you know you'll be credited for your code :smile:
 
Ruarz said:
@ Topper. Your code is being used in a minor troop tree mod of mine which should appear on the repository some point tomorrow. Just thought I'd let you know you'll be credited for your code :smile:
Thanks Ruarz, I am glad I could help.
 
I'm sorry, but I just have a simple question and I can't seem to make out what I need to do..

I'm playing warbands 1.113 and I have just recieved Narra (default khargit something rather) and I'm a vassal to Sarranid Sultanate.. when I recruit from the villages I got with Narra I get Khargit recruits.. (I'd like Sarranid Recruits)
I gathered as much as that is what this tweak addresses.. but you mention custom troops?

I haven't added any custom troops, infact, the only thing I've done with troops is change what skills the companions start with..

What do I need to do to get Sultanate recruits from the villages I take over?

Note: I do not have the module system installed, but I can edit text files :smile:

kuriherbaarius said:
  Very cool, thanks a lot, Topper!

  Can you hint which values in your compiled code corresponding to values, which are used to determine number of recruits? I mean this part from module system
     
Code:
(assign, ":upper_limit", 7),
       (try_begin),
         (ge, ":player_relation", 5),
         (assign, ":upper_limit", ":player_relation"),
         (val_div, ":upper_limit", 2),
         (val_add, ":upper_limit", 10),
       (else_try),
         (lt, ":player_relation", 0),
         (assign, ":upper_limit", 0),
       (try_end),

is it possible to tweak recruitable troops values in your compiled txt without using module system?

You can use a little tool called Tweak MB to modify how many recruits you can find from a village..
You can find the tool here: http://forums.taleworlds.com/index.php/topic,101731.0.html
this tool lets you change a lot of things, (including reward amount from tournaments/arena) but is still surprisingly easy to learn..
 
kuriherbaarius said:
  Very cool, thanks a lot, Topper!

  Can you hint which values in your compiled code corresponding to values, which are used to determine number of recruits? I mean this part from module system
     
Code:
(assign, ":upper_limit", 7),
       (try_begin),
         (ge, ":player_relation", 5),
         (assign, ":upper_limit", ":player_relation"),
         (val_div, ":upper_limit", 2),
         (val_add, ":upper_limit", 10),
       (else_try),
         (lt, ":player_relation", 0),
         (assign, ":upper_limit", 0),
       (try_end),

is it possible to tweak recruitable troops values in your compiled txt without using module system?

Hi. It is possible, but you should specify precisely what you need. I can think of two alternatives.

1. Adding a fixed value.
Use this code instead of the usual script:

44 23 2 1224979098644774912 1 521 3 1224979098644774913 1224979098644774912 26 521 3 1224979098644774914 1224979098644774912 19 522 3 1224979098644774915 1224979098644774914 41 2204 2 1224979098644774916 1224979098644774912 4 0 33 3 1224979098644774916 432345564227567631 432345564227567637 522 3 1224979098644774915 1224979098644774916 41 5 0 31 2 1224979098644774916 432345564227567630 2133 2 1224979098644774915 360287970189640610 3 0 2133 2 1224979098644774917 1 2123 3 1224979098644774918 1224979098644774913 10 6 3 1224979098644774919 0 1224979098644774918 2136 3 1224979098644774920 0 100 2147483678 2 1224979098644774920 10 2136 3 1224979098644774920 0 2 1561 3 1224979098644774921 1224979098644774915 1224979098644774920 4 0 2147483680 2 1224979098644774921 0 1561 3 1224979098644774921 1224979098644774915 0 3 0 32 2 1224979098644774921 0 2105 2 1224979098644774917 1 2133 2 1224979098644774915 1224979098644774921 3 0 2133 2 1224979098644774922 7 4 0 30 2 1224979098644774913 5 2133 2 1224979098644774922 1224979098644774913 2108 2 1224979098644774922 2 2105 2 1224979098644774922 10 5 0 2147483678 2 1224979098644774913 0 2133 2 1224979098644774922 0 3 0 2107 2 1224979098644774922 3 2120 3 1224979098644774923 2 1224979098644774917 2108 2 1224979098644774922 1224979098644774923 2136 3 1224979098644774924 0 1224979098644774922 2105 2 1224979098644774924 10 501 3 1224979098644774912 92 1224979098644774915 501 3 1224979098644774912 93 1224979098644774924

The highlighted number in blue is what that you sum to the amount of troops that you should get. Change 10 to whatever you prefer.


2. Multiplying for a fixed value.
Use this code instead of the usual script:

44 23 2 1224979098644774912 1 521 3 1224979098644774913 1224979098644774912 26 521 3 1224979098644774914 1224979098644774912 19 522 3 1224979098644774915 1224979098644774914 41 2204 2 1224979098644774916 1224979098644774912 4 0 33 3 1224979098644774916 432345564227567631 432345564227567637 522 3 1224979098644774915 1224979098644774916 41 5 0 31 2 1224979098644774916 432345564227567630 2133 2 1224979098644774915 360287970189640610 3 0 2133 2 1224979098644774917 1 2123 3 1224979098644774918 1224979098644774913 10 6 3 1224979098644774919 0 1224979098644774918 2136 3 1224979098644774920 0 100 2147483678 2 1224979098644774920 10 2136 3 1224979098644774920 0 2 1561 3 1224979098644774921 1224979098644774915 1224979098644774920 4 0 2147483680 2 1224979098644774921 0 1561 3 1224979098644774921 1224979098644774915 0 3 0 32 2 1224979098644774921 0 2105 2 1224979098644774917 1 2133 2 1224979098644774915 1224979098644774921 3 0 2133 2 1224979098644774922 7 4 0 30 2 1224979098644774913 5 2133 2 1224979098644774922 1224979098644774913 2108 2 1224979098644774922 2 2105 2 1224979098644774922 10 5 0 2147483678 2 1224979098644774913 0 2133 2 1224979098644774922 0 3 0 2107 2 1224979098644774922 3 2120 3 1224979098644774923 2 1224979098644774917 2108 2 1224979098644774922 1224979098644774923 2136 3 1224979098644774924 0 1224979098644774922 2107 2 1224979098644774924 2 501 3 1224979098644774912 92 1224979098644774915 501 3 1224979098644774912 93 1224979098644774924

The highlighted number in blue multiplies the amount of troops that you should get. Change 2 to whatever you prefer.

Be aware that the second method is more "sound" with respect to the game: if you have a negative relation with the village you won't be able to recruit any troop.

Let me know if this is what you were looking for.
 
Plasmatic said:
I'm sorry, but I just have a simple question and I can't seem to make out what I need to do..

I'm playing warbands 1.113 and I have just recieved Narra (default khargit something rather) and I'm a vassal to Sarranid Sultanate.. when I recruit from the villages I got with Narra I get Khargit recruits.. (I'd like Sarranid Recruits)
I gathered as much as that is what this tweak addresses.. but you mention custom troops?

I haven't added any custom troops, infact, the only thing I've done with troops is change what skills the companions start with..

What do I need to do to get Sultanate recruits from the villages I take over?

Note: I do not have the module system installed, but I can edit text files :smile:

The script should do exactly that: you should recruit Sarranid recruits from your villages if you are vassal to Sarranid Sultanate. Are you sure you have done everything correctly? Remember that you have to wait 72 hours of game time before the new recruits are available.
 
Topper said:
Plasmatic said:
I'm sorry, but I just have a simple question and I can't seem to make out what I need to do..

I'm playing warbands 1.113 and I have just recieved Narra (default khargit something rather) and I'm a vassal to Sarranid Sultanate.. when I recruit from the villages I got with Narra I get Khargit recruits.. (I'd like Sarranid Recruits)
I gathered as much as that is what this tweak addresses.. but you mention custom troops?

I haven't added any custom troops, infact, the only thing I've done with troops is change what skills the companions start with..

What do I need to do to get Sultanate recruits from the villages I take over?

Note: I do not have the module system installed, but I can edit text files :smile:

The script should do exactly that: you should recruit Sarranid recruits from your villages if you are vassal to Sarranid Sultanate. Are you sure you have done everything correctly? Remember that you have to wait 72 hours of game time before the new recruits are available.

You mean the "fast method" detailed in the very first post? I tried it and nothing changed.. but I can recheck again.

whats all the talk about custom troops? or is that what you call getting your own factions troops in place of the defaults?

This is what file looks like before the tweak:
update_volunteer_troops_in_village -1
35 23 2 1224979098644774912 1 521 3 1224979098644774913 1224979098644774912 26 521 3 1224979098644774914 1224979098644774912 19 522 3 1224979098644774915 1224979098644774914 41 2133 2 1224979098644774916 1 2123 3 1224979098644774917 1224979098644774913 10 6 3 1224979098644774918 0 1224979098644774917 2136 3 1224979098644774919 0 100 2147483678 2 1224979098644774919 10 2136 3 1224979098644774919 0 2 1561 3 1224979098644774920 1224979098644774915 1224979098644774919 4 0 2147483680 2 1224979098644774920 0 1561 3 1224979098644774920 1224979098644774915 0 3 0 32 2 1224979098644774920 0 2105 2 1224979098644774916 1 2133 2 1224979098644774915 1224979098644774920 3 0 2133 2 1224979098644774921 7 4 0 30 2 1224979098644774913 5 2133 2 1224979098644774921 1224979098644774913 2108 2 1224979098644774921 2 2105 2 1224979098644774921 10 5 0 2147483678 2 1224979098644774913 0 2133 2 1224979098644774921 0 3 0 2107 2 1224979098644774921 3 2120 3 1224979098644774922 2 1224979098644774916 2108 2 1224979098644774921 1224979098644774922 2136 3 1224979098644774923 0 1224979098644774921 501 3 1224979098644774912 92 1224979098644774915 501 3 1224979098644774912 93 1224979098644774923

I should replace all that with:
update_volunteer_troops_in_village -1
43 23 2 1224979098644774912 1 521 3 1224979098644774913 1224979098644774912 26 521 3 1224979098644774914 1224979098644774912 19 522 3 1224979098644774915 1224979098644774914 41 2204 2 1224979098644774916 1224979098644774912 4 0 33 3 1224979098644774916 432345564227567631 432345564227567637 522 3 1224979098644774915 1224979098644774916 41 5 0 31 2 1224979098644774916 432345564227567630 2133 2 1224979098644774915 360287970189640610 3 0 2133 2 1224979098644774917 1 2123 3 1224979098644774918 1224979098644774913 10 6 3 1224979098644774919 0 1224979098644774918 2136 3 1224979098644774920 0 100 2147483678 2 1224979098644774920 10 2136 3 1224979098644774920 0 2 1561 3 1224979098644774921 1224979098644774915 1224979098644774920 4 0 2147483680 2 1224979098644774921 0 1561 3 1224979098644774921 1224979098644774915 0 3 0 32 2 1224979098644774921 0 2105 2 1224979098644774917 1 2133 2 1224979098644774915 1224979098644774921 3 0 2133 2 1224979098644774922 7 4 0 30 2 1224979098644774913 5 2133 2 1224979098644774922 1224979098644774913 2108 2 1224979098644774922 2 2105 2 1224979098644774922 10 5 0 2147483678 2 1224979098644774913 0 2133 2 1224979098644774922 0 3 0 2107 2 1224979098644774922 3 2120 3 1224979098644774923 2 1224979098644774917 2108 2 1224979098644774922 1224979098644774923 2136 3 1224979098644774924 0 1224979098644774922 501 3 1224979098644774912 92 1224979098644774915 501 3 1224979098644774912 93 1224979098644774924

Or what do I need to do?`

If it's not too much to ask.. could you paste in what my file should look like when the tweak should be working?

Edit: tried again with a fresh copy of scripts.txt and I think i got it working.. :razz:
 
I'm using this script change currently and my vassal lords don't seem to be recruiting any troops at all. Am I just being impatient? It's been almost a week since I got my first vassal and he doesn't seem to be raising any troops at all.

I'm wondering if I need to somehow create new party templates for the player supporters faction since I don't see one already present.
 
Topper said:
Hi. It is possible, but you should specify precisely what you need. I can think of two alternatives.



Let me know if this is what you were looking for.
  Hi. Yes it is, but not exactly. Originally, upper_limit for recruitment is 7, but if relation with village is more or equal 5, then there's a "large recruitment": upper_limit = player_relation (instead of 7) / 2 + 10. Is it possible to modify these values (default 7 for small recruitment, default divider 2 and default 10) in your code?

  Thank you, even if not, I will be able to do with adding fixed value, I think.
 
Plasmatic said:
You can use a little tool called Tweak MB to modify how many recruits you can find from a village..
You can find the tool here: http://forums.taleworlds.com/index.php/topic,101731.0.html
this tool lets you change a lot of things, (including reward amount from tournaments/arena) but is still surprisingly easy to learn..
  Thx, I tried it, but when I copypast Topper's code, recruitment feature in tweakMB becomes locked.
 
Go to magelords tweaks and do the changes manually. That is what I did. The reason it is locked in tweakMB is because the script is modified and it no longer recognizes it.
 
kuriherbaarius said:
  Hi. Yes it is, but not exactly. Originally, upper_limit for recruitment is 7, but if relation with village is more or equal 5, then there's a "large recruitment": upper_limit = player_relation (instead of 7) / 2 + 10. Is it possible to modify these values (default 7 for small recruitment, default divider 2 and default 10) in your code?

  Thank you, even if not, I will be able to do with adding fixed value, I think.

So you mean my latter work has been a waste... :mrgreen:
OK no problem, you can modify the original values (7, 2, 10) in my "base" code, they are highligthed here:

43 23 2 1224979098644774912 1 521 3 1224979098644774913 1224979098644774912 26 521 3 1224979098644774914 1224979098644774912 19 522 3 1224979098644774915 1224979098644774914 41 2204 2 1224979098644774916 1224979098644774912 4 0 33 3 1224979098644774916 432345564227567631 432345564227567637 522 3 1224979098644774915 1224979098644774916 41 5 0 31 2 1224979098644774916 432345564227567630 2133 2 1224979098644774915 360287970189640610 3 0 2133 2 1224979098644774917 1 2123 3 1224979098644774918 1224979098644774913 10 6 3 1224979098644774919 0 1224979098644774918 2136 3 1224979098644774920 0 100 2147483678 2 1224979098644774920 10 2136 3 1224979098644774920 0 2 1561 3 1224979098644774921 1224979098644774915 1224979098644774920 4 0 2147483680 2 1224979098644774921 0 1561 3 1224979098644774921 1224979098644774915 0 3 0 32 2 1224979098644774921 0 2105 2 1224979098644774917 1 2133 2 1224979098644774915 1224979098644774921 3 0 2133 2 1224979098644774922 7 4 0 30 2 1224979098644774913 5 2133 2 1224979098644774922 1224979098644774913 2108 2 1224979098644774922 2 2105 2 1224979098644774922 10 5 0 2147483678 2 1224979098644774913 0 2133 2 1224979098644774922 0 3 0 2107 2 1224979098644774922 3 2120 3 1224979098644774923 2 1224979098644774917 2108 2 1224979098644774922 1224979098644774923 2136 3 1224979098644774924 0 1224979098644774922 501 3 1224979098644774912 92 1224979098644774915 501 3 1224979098644774912 93 1224979098644774924
 
Topper have you had any luck with your vassal lords recruiting custom troops? Right now my lords are all just recruiting along default lines. I've tried setting reinforcement parties for kingdom 7 which I added to the factions as well as for players supporters faction. Neither seems to have the vassal lords recruiting my custom tree, but they did kick my lords off on recruiting after about 10 days of sitting around doing feck all. That may just be coincidence.
 
Topper said:
So you mean my latter work has been a waste... :mrgreen:
OK no problem, you can modify the original values (7, 2, 10) in my "base" code, they are highligthed here
  Omg, sorry xD  And thank you very much again for your help.
 
Osium said:
Topper have you had any luck with your vassal lords recruiting custom troops? Right now my lords are all just recruiting along default lines. I've tried setting reinforcement parties for kingdom 7 which I added to the factions as well as for players supporters faction. Neither seems to have the vassal lords recruiting my custom tree, but they did kick my lords off on recruiting after about 10 days of sitting around doing feck all. That may just be coincidence.
Nope. The modified script I put in the main post for having vassal lords recruiting custom troops is not working. I'm sorry I haven't find time to investigate that. The only thing I was able to do was to surf through the module system and I discovered that the script is called nowhere!

To change other lords' recruitment we have to edit another script. As soon as I find the time I'll look into this thing.
 
Topper said:
Osium said:
Topper have you had any luck with your vassal lords recruiting custom troops? Right now my lords are all just recruiting along default lines. I've tried setting reinforcement parties for kingdom 7 which I added to the factions as well as for players supporters faction. Neither seems to have the vassal lords recruiting my custom tree, but they did kick my lords off on recruiting after about 10 days of sitting around doing feck all. That may just be coincidence.
Nope. The modified script I put in the main post for having vassal lords recruiting custom troops is not working. I'm sorry I haven't find time to investigate that. The only thing I was able to do was to surf through the module system and I discovered that the script is called nowhere!

To change other lords' recruitment we have to edit another script. As soon as I find the time I'll look into this thing.

This is where your answers may be. cf_reinforce_party -1

Just saying.
 
Atamawood said:
Topper said:
Osium said:
Topper have you had any luck with your vassal lords recruiting custom troops? Right now my lords are all just recruiting along default lines. I've tried setting reinforcement parties for kingdom 7 which I added to the factions as well as for players supporters faction. Neither seems to have the vassal lords recruiting my custom tree, but they did kick my lords off on recruiting after about 10 days of sitting around doing feck all. That may just be coincidence.
Nope. The modified script I put in the main post for having vassal lords recruiting custom troops is not working. I'm sorry I haven't find time to investigate that. The only thing I was able to do was to surf through the module system and I discovered that the script is called nowhere!

To change other lords' recruitment we have to edit another script. As soon as I find the time I'll look into this thing.

This is where your answers may be. cf_reinforce_party -1

Just saying.

Do you know what to change? ;p
 
Atamawood said:
Osium said:
Atamawood said:
Topper said:
Osium said:
Topper have you had any luck with your vassal lords recruiting custom troops? Right now my lords are all just recruiting along default lines. I've tried setting reinforcement parties for kingdom 7 which I added to the factions as well as for players supporters faction. Neither seems to have the vassal lords recruiting my custom tree, but they did kick my lords off on recruiting after about 10 days of sitting around doing feck all. That may just be coincidence.
Nope. The modified script I put in the main post for having vassal lords recruiting custom troops is not working. I'm sorry I haven't find time to investigate that. The only thing I was able to do was to surf through the module system and I discovered that the script is called nowhere!

To change other lords' recruitment we have to edit another script. As soon as I find the time I'll look into this thing.

This is where your answers may be. cf_reinforce_party -1

Just saying.

Do you know what to change? ;p

This little code was given to me by the Magelord, he said something along the lines of getting rid of a few things will cause the Player factions lords to recruit what the Player recruits, try this code, if it doesn't work then it doesnt.

Just replace the whole line under cf_reindforce_party -1 with

34 21 1 1224979098644774912 2204 2 1224979098644774913 1224979098644774912 521 3 1224979098644774914 1224979098644774912 0 522 3 1224979098644774915 1224979098644774913 77 522 3 1224979098644774916 1224979098644774913 78 522 3 1224979098644774917 1224979098644774913 79 2133 2 1224979098644774918 0 2136 3 1224979098644774919 0 100 4 0 1073741855 2 1224979098644774914 3 31 2 1224979098644774914 2 4 0 2147483678 2 1224979098644774919 65 2133 2 1224979098644774918 1224979098644774915 5 0 2133 2 1224979098644774918 1224979098644774916 3 0 5 0 31 2 1224979098644774914 13 4 0 2147483678 2 1224979098644774919 50 2133 2 1224979098644774918 1224979098644774915 5 0 2147483678 2 1224979098644774919 75 2133 2 1224979098644774918 1224979098644774916 5 0 2133 2 1224979098644774918 1224979098644774917 3 0 5 0 3 0 4 0 32 2 1224979098644774918 0 1675 2 1224979098644774912 1224979098644774918 3 0

It may or may not work for what you are trying to do.

For you using the module system this is what cf_reindforce_party -1 looks like

("cf_reinforce_party",
    [
      (store_script_param_1, ":party_no"),
     
      (store_faction_of_party, ":party_faction", ":party_no"),
      (party_get_slot, ":party_type",":party_no", slot_party_type),

#Rebellion changes begin:
      (try_begin),
        (eq, ":party_type", spt_kingdom_hero_party),
        (party_stack_get_troop_id, ":leader", ":party_no"),
        (troop_get_slot, ":party_faction",  ":leader", slot_troop_original_faction),
      (try_end),

#Rebellion changes end

    (try_begin),
        (eq, ":party_faction", "fac_player_supporters_faction"),
        (party_get_slot, ":town_lord", ":party_no", slot_town_lord),
        (try_begin),
          (gt, ":town_lord", 0),
          (troop_get_slot, ":party_faction", ":town_lord", slot_troop_original_faction),
        (else_try),
          (party_get_slot, ":party_faction", ":party_no", slot_center_original_faction),
        (try_end),
      (try_end),

What he did was cut out the chunks in red.
 
Atamawood said:
This is where your answers may be. cf_reinforce_party -1

Just saying.

You are right, it's exactly that one. As I told you (I'm repeating myself :cry:), I don't have time now, but here are the theoretical steps.
The first step is to create a new reinforcement type in "party_templates.txt" or "module_party_templates.py". If you look at "module_party_templates.py" you'll see that it is pretty simple, just copy one from another faction (like from Swadian "kingdom_1_reinforcements_a") and put your custom units.
The second step is the script "cf_reinforce_party" to edit, but in this case, explaining what to do would require more time for me than actually doing it. :grin:
 
If you could build something like this

("Swadian",[],"Swadian.",
      [(faction_set_slot, "fac_player_supporters_faction",  slot_faction_tier_1_troop, "trp_swadian_recruit"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_tier_2_troop, "trp_swadian_militia"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_tier_3_troop, "trp_swadian_footman"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_tier_4_troop, "trp_swadian_infantry"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_tier_5_troop, "trp_swadian_knight"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_a, "pt_kingdom_1_reinforcements_a"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_b, "pt_kingdom_1_reinforcements_b"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_c, "pt_kingdom_1_reinforcements_c"),
      (jump_to_menu, "mnu_camp"),

But only for your custom troops, then you could add it to this:

("camp_action_change_troops",0,
  "Which faction?",
  "none",
  [],
    [
      ("Swadian",[],"Swadian.",
      [(faction_set_slot, "fac_player_supporters_faction",  slot_faction_tier_1_troop, "trp_swadian_recruit"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_tier_2_troop, "trp_swadian_militia"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_tier_3_troop, "trp_swadian_footman"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_tier_4_troop, "trp_swadian_infantry"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_tier_5_troop, "trp_swadian_knight"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_a, "pt_kingdom_1_reinforcements_a"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_b, "pt_kingdom_1_reinforcements_b"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_c, "pt_kingdom_1_reinforcements_c"),
      (jump_to_menu, "mnu_camp"),
        ]
      ),
     
      ("Vaegir",[],"Vaegir.",
      [(faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_1_troop, "trp_vaegir_recruit"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_2_troop, "trp_vaegir_footman"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_3_troop, "trp_vaegir_veteran"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_4_troop, "trp_vaegir_infantry"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_5_troop, "trp_vaegir_knight"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_a, "pt_kingdom_2_reinforcements_a"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_b, "pt_kingdom_2_reinforcements_b"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_c, "pt_kingdom_2_reinforcements_c"),
      (jump_to_menu, "mnu_camp"),
        ]
      ),
     
      ("Khergit",[],"Khergit.",
      [(faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_1_troop, "trp_khergit_tribesman"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_2_troop, "trp_khergit_skirmisher"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_3_troop, "trp_khergit_horseman"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_4_troop, "trp_khergit_horse_archer"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_5_troop, "trp_khergit_veteran_horse_archer"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_a, "pt_kingdom_3_reinforcements_a"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_b, "pt_kingdom_3_reinforcements_b"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_c, "pt_kingdom_3_reinforcements_c"),
      (jump_to_menu, "mnu_camp"),
        ]
      ),
     
      ("Nord",[],"Nord.",
      [(faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_1_troop, "trp_nord_recruit"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_2_troop, "trp_nord_footman"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_3_troop, "trp_nord_trained_footman"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_4_troop, "trp_nord_warrior"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_5_troop, "trp_nord_veteran"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_a, "pt_kingdom_4_reinforcements_a"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_b, "pt_kingdom_4_reinforcements_b"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_c, "pt_kingdom_4_reinforcements_c"),
      (jump_to_menu, "mnu_camp"),
        ]
      ),
     
      ("Rhodok",[],"Rhodok.",
      [(faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_1_troop, "trp_rhodok_tribesman"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_2_troop, "trp_rhodok_spearman"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_3_troop, "trp_rhodok_trained_spearman"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_4_troop, "trp_rhodok_veteran_spearman"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_5_troop, "trp_rhodok_sergeant"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_a, "pt_kingdom_5_reinforcements_a"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_b, "pt_kingdom_5_reinforcements_b"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_c, "pt_kingdom_5_reinforcements_c"),
      (jump_to_menu, "mnu_camp"),
        ]
      ),
     
      ("Sarranid",[],"Sarranid.",
      [(faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_1_troop, "trp_sarranid_recruit"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_2_troop, "trp_sarranid_footman"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_3_troop, "trp_sarranid_archer"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_4_troop, "trp_sarranid_horseman"),
      (faction_set_slot, "fac_player_supporters_faction", slot_faction_tier_5_troop, "trp_sarranid_mamluke"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_a, "pt_kingdom_6_reinforcements_a"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_b, "pt_kingdom_6_reinforcements_b"),
      (faction_set_slot, "fac_player_supporters_faction",  slot_faction_reinforcements_c, "pt_kingdom_6_reinforcements_c"),
      (jump_to_menu, "mnu_camp"),
        ]
      ),
     
      ("cancel",[],"Cancel.",
      [(jump_to_menu, "mnu_camp"),
        ]
      ),
      ]
  ),

And this:

("action_change_troops",[(eq, "$players_kingdom_name_set", 1),],"Change your kingdom's default troops.",
      [(jump_to_menu, "mnu_camp_action_change_troops"),
        ]
      ),

If you add those into module_game_menus and cut the chunks out of the cf_reinforce_party -1 like how I posed earlier then, when you have your own kingdom, you actually get to chose what they recruit (yay  :grin:)

These codes were provided to via TheMageLord
 
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