(80) Txt Tweaks for Europe 1200 Updated 06-20-2016

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Cool thx dude,

In hindsight, im not sure I realized what u were asking.  Basically, all the twks r local within
E1200 folder files.  So they shouldn't affect other Mod files that r in different folders. (Obviously)

Doing things like editing the music files:  was kind of my next idea.  By that I mean a
Guide for dummies (or lazy people) like me on how to dn-load from youtube yr fave music
N convert to mp3.  Then exactly in spoilers how to place them in game.  Ive only done it once, n I had
To do allot of trial n error to get it working.    One typo n it suked, it seemed simple but it's easy to
Mess up.  Idk, took me one too many read throughs to get rt for my taste.
 
I really would dig some new music in the game. I wouldn't mind trying to put it in myself either. The problem with just playing background music is that it doesn't start and stop at the right time.
 
Hey Subitai, do you have any idea how to add the import/export NPC's feature to the camp menu? I really like that one.
 
Adrale said:
Hey Subitai, do you have any idea how to add the import/export NPC's feature to the camp menu? I really like that one.

Ok...so supposedly there is a way to do it via scripting a mini mod.  Which means I can't do it =  :oops:

But I know another way to do it, with Morgh's Troop editor.  I've done this before when I was doing my project to make all lords have 5 shield skill:  http://forums.taleworlds.com/index.php/topic,300147.msg7118799.html#msg7118799

But you'll need to do some fancy file switchin ...mostly tedious.  Problem is, you'll notice that E1200 troop file will be too big for Morgh's and you'll get an error. 

Here's the work around:
1) make a back up copy of your "Troops.txt" and save it in a separate place in case all goes to hell.

- You will have to REMOVE the Troops.txt file (to a safe place) from your E1200 module folder...it can't be in there when you want to make the new one
- Take special note that (in windows) and using Notepad...the Troops file is in  " UTF-8 " format.

2) open up troops file and search find all the NPC companions you want to edit. 

3) copy and save them into a  NEW troops.txt file = NOTICE it's the same file name and make sure it's the same format! 

-The purpose of this is to make the file smaller so that Morgh's editor can actually see and utilize the file.

- this new (smaller) file will be saved in your E1200 module folder temporarily while you access it through Morgh's.

- Essentially you will edit the qualities of the companions so that when you start a new game they are like as you left them.  You will have to start a new game to see your changes.

** You may have to just cut the file in half or any other way to make the file smaller...so long as the companions are there is all that matters. 

4) If you can manage to successfully create a smaller file and then edit your companions: SAVE  :wink:

- you then have to copy them and OVERWRITE their entries into your original Troops.txt file and then replace it as the normal troops file in your E1200 module folder.


So when you start a new game and encounter the companions, they will be as Jacked up as you made them.    That's all I got right now bro... 
 
Well at least it is possible, so thanks for chasing up this workaround for me. I am still quite a ways off from a new game but I have morghs and will probably use your solution. I'm sure other people will appreciate it too. I remember 1257 ad and some other mods have it in the camp menu but I can imagine that would take some doing. I think it is part of the floris mod structure, which scares me because I've never played a floris mod-mod that did not lag heavily in battles (I just can't stand it) and I would not want to trade this mods fight performance for any collection of cool features. I'm hoping they might find a way to incorporate diplomacy or something like it and we will just have to console ourselves with the memories of the other stuff.

BTW, I used your tweak to join the defenders during a siege and it is probably my favorite tweak ever now.
 
Dude glad to hear it.  :wink:  Also that twk is far more of a game changer than some might realize.

I dont think of it as a hack either...as I said, its just a role-playing experience.  At least I try to think of it that way.  For example, you act as if you're a band of mercenaries who joined in the fight. 

By using that twk,  you can change the balance of the map and influence dynasties.    Also very helpful when yr in a small faction and need to weaken stronger enemies. 
 
2 New Tweaks today:

Increase the number of prisoners that you can carry in a party (for each point of prisoners management)
- Not really too Necessary IMO because Korinov had already increased the number per prisoner mngt point to = 10.  But just for those folks who like to be SLAVE DRIVERS!


Tweak to make farmers & townsmen recruitable form the tavern.  WITH PIC

-  In theory this one could also increase the random # of Mercs. 

Edit: HOLY COW IT WORKS!!  I adjusted the number range of mercs from 3-8 to 9-20 just to try it...it worked!!  Check out the 19 Hired Blades!!

mb13.jpg
 
I created my own NEW TWEAK based off something I read from TML.  You can see it 2nd tweak down on the 1st page.:smile:

Tweak to access your companions inventory as storage

Notes:
- What this does it give you access to the Inventory of your companions. So you can use them for storage, even for horses!  This has an interesting side effect:  It's almost like your heros are a pawn shop! You can see how much cash they have. 

*I tested this on one of my games at about 300 days and Arn de Gothia had 180k + for his personal money!!! 

- It uses a script that deals with buying and selling, so technically when you give them something it pays you the value of the item (even a horse).  But when you take it back you then have to pay the same value for it.  Thus it's an even trade. 

-The Pawn part is cool, because I often have to spend my own money to UPgrade my heros equipment.  Now with this tweak you can "BORROW" some cash and then get it back.  SWEET!!

- This makes total sense to me.  Now I don't have to spend 5000+ of my own money to upgrade my Medics (Hildegard) armor.  She can help with the costs...dang straight! 
 
NEW TWEAK Tweak the percentage that leadership reduces troop wages

On the main thread page of tweaks >>>> the 4th page down

I haven't actually applied this tweak yet to E1200 but got this to work perfectly on another MOD i'm playing part time..."The Sword and the AXE" by changing it to "9" and it worked great... But I put it back to default :smile:

Please post feedback if you notice it's working for you.

also

New Part B added ....Tweak the Relation loss for refusal of Ransom

One the main thread page..1st page scroll down.

-Again not verified for E1200 but it works perfectly on the mod "the Sword and the Axe" ...the lines are the pretty much the same so I have every reason to believe it would work for Europe1200.


P.S.  I read some interesting trivia. 

question: 
Does the lords party level up with the training skill, or is it only when they win a fight :?:

answer: Reply #486 
Actually, theres a trigger that has a 30% chance to upgrade Lord party troops every 48 hours using their trainer skill. It generates a number between 0 and 99, then checks if that number is less than 30. If it is it takes their trainer skill +2, multiplied by 500, and then calls a script to upgrade the party with that much xp. The same trigger also has a 10% chance of upgrading castle and town troops with a set 3000 xp.


= If this is still true...it lends credence to the need to able to level up your lords.
 
If I wanted to add any more Tweaks in the near future.

Here's a list of the next ones I could possibly have done:

Tweak the relation increase for visiting a lady and dedicating her a victory (7)

Tweak to increase chance of recruiting prisoners from your party (37a)

Tweak to decrease time in training Peasants vs Bandits (3:cool:

Way to edit the odds you are caught when trying to sneak in an enemy town (49)

Tweak amount to pay for Peace (53)

Change the amount of time to appoint a new marshal in your kingdom (56)

Change the amount of relation loss with the lord's faction you attack (57)

Tweak % chance to be offered ransoms & Frequency. (69)

Tweak the divisor for garrisoned wages  (74)

PART A:  tweak to make the volunteers in villages based on the faction that owns the village (76a)

PART B: If you want to change the troops given to lords based on faction (76b)
    - Untested but it seems possible based on the success of part a

How to increase relation gained from villages through schools. (83)
    - UNTESTED but the trigger is there to change the frequency and the relation gain amount


Here is a list of some Tweaks that I'm unsure about, but i'm interested in pursuing:

See the equipment of prisoners (84)

way to set what/who spawns in a deserter party. (81)

Make lords persuadable to join your faction even as an isolated warlord "Bandit King" (74)
  * UNTESTED, but if this does work, it will be a total hack:  the dialog will say "Playername is the rightful ruler of No Faction. Join our cause against the usurper, Playername!" and you can convince them like normal, then they'll join you. But doing this you'll be able to ask any lord from any faction to join. You also wouldn't have any way of giving them fiefs, so they'd be permanently landless.

  ** Again, I have NOT even tried this in E1200 to see how the game would react.  But it would be kind of cool if your just playing as a bandit king!  :cool:

Tweak the Relationship with lady increase from reciting poems (7:cool:
    - UGHH, looks a little tedious but possible.  :roll:

Alter the troop tiers of Caravans (64)
    - I'm unsure about this one...i've failed on my 1st attempt.

The amount of days to not repeat a quest (33)

relation hit when you capture someone (13.5)

Change the amount of renown gained after battles (10.6)

How to stop Renown from draining away (10)
    - Unsure on this one



Have done very little to No research but have some data on these:

Persuasion Skill Info and Data Tweaks ( 8 )
    - Various things that Persuasion does

Change persuasion to be based on charisma (or any stat) (20)
    - Actually i'm probably not really interested in this one
 
Subitai said:
The amount of days to not repeat a quest (33)
This is probably among those which I personally like the most. There are some quests that I like doing more often and some that I'd rather not see in another year, so I like setting them up that way. :smile:
 
4 More tweaks today, on 1st thread page .... 4th post of tweaks down.

NEW TWEAK Tweak the divisor for garrisoned wages (Ref# 74)

NEW TWEAKS Tweak % chance to be offered ransoms(A) & Frequency (B)  (Ref# 69)

NEW TWEAK Tweak the relation increase for visiting a lady and dedicating her a victory (Ref# 7)
 
Ok I've been off for 2months from forum and I didn't play EU12 for a bit longer. Too bad the update isnt anywhere to be seen, but I saw this tweek post and I didnt pay much attention to them since I didn't had a good PC to be able to play game on best performance, but now I bought new one and first off twek I used is Blood tweek. And I must say "I love it". Will try other tweks as soon I can, but sadly I wont be playing EU12 till new version comes out. I hope this mod dont die. And I hope Subitai gets promoted to a EU12 moderating team.
 
Hey Subitai. I need help with Tweak % chance of capturing enemy lords . The script.txt my is different from yours cf_check_hero_can_escape_from_player -1
28 21 1 1224979098644774912 2133 2 1224979098644774913 0 4 0 200 1 504403158265495622 1073742370 3 504403158265495622 2 1224979098644774912 546 3 504403158265495622 4 1224979098644774912 2133 2 1224979098644774913 1 5 0 30 2 1224979098644774912 360287970189644966 2147483678 2 1224979098644774912 360287970189644968 4 0 200 1 504403158265495678 2133 2 1224979098644774913 1 5 0 2133 2 1224979098644774913 -1 3 0 3 0 2133 2 1224979098644774914 0 4 0 31 2 1224979098644774913 0 2136 3 1224979098644774915 0 100 2147483678 2 1224979098644774915 70 2133 2 1224979098644774914 1 5 0 31 2 1224979098644774913 -1 2133 2 1224979098644774914 1 3 0 31 2 1224979098644774914 1

How you said should been is totally diferent. I even have -  .... I really am iritated with lords constantly escaping. I wanted to make lords have 65% chance of escaping. By the way, is there any way to make player able to escape instead of always getting captured when defeated? I really hate that and in native old MB you could escape.
 
Serbian Conqueror said:
Hey Subitai. I need help with Tweak % chance of capturing enemy lords . The script.txt my is different from yours cf_check_hero_can_escape_from_player -1
28 21 1 1224979098644774912 2133 2 1224979098644774913 0 4 0 200 1 504403158265495622 1073742370 3 504403158265495622 2 1224979098644774912 546 3 504403158265495622 4 1224979098644774912 2133 2 1224979098644774913 1 5 0 30 2 1224979098644774912 360287970189644966 2147483678 2 1224979098644774912 360287970189644968 4 0 200 1 504403158265495678 2133 2 1224979098644774913 1 5 0 2133 2 1224979098644774913 -1 3 0 3 0 2133 2 1224979098644774914 0 4 0 31 2 1224979098644774913 0 2136 3 1224979098644774915 0 100 2147483678 2 1224979098644774915 70 2133 2 1224979098644774914 1 5 0 31 2 1224979098644774913 -1 2133 2 1224979098644774914 1 3 0 31 2 1224979098644774914 1

How you said should been is totally diferent. I even have -  .... I really am iritated with lords constantly escaping. I wanted to make lords have 65% chance of escaping. By the way, is there any way to make player able to escape instead of always getting captured when defeated? I really hate that and in native old MB you could escape.

Hi Serbian Conqueror, thanks for using the tweaks...I'll help no problem.  Also, you better be careful using them...they work so very good that you'll fall in love with Europe 1200 all over again!  :lol:

Ok I think you were looking at the wrong text in my Spoiler.  The 1st Quote of lines is the Native version and the 2nd Quote of lines right after it says "...My file version looks like this:" is the one you want to look at.

- From what I see you have the exact same lines as me...so that is good. :smile:

All you have to do is look for  1224979098644774915 70 2133  = the Red 70 is the one you want to change.

That number highlighted red (70 the Europe 1200 default) is the % chance that heroes escape from the player. You could change it to anything from 0 to 100, 0 being capture them every time, 100 being escape every time. This doesn't affect the capture rate of npc v npc battles, only player v npc.

- If you change it to 0, enemy lords can NEVER escape.  I eventually kept mine set to 30, just to give them a chance.
That should work perfectly for you now :smile:

I can see how you thought that might be confusing so I changed the text to hopefully be MORE clear to people in the future.

Also, I will look into your other question about "player able to escape"  but right now I can't think of that tweak from my memory...i'll need to check.

===========================
Last tip for you: 

I highly recommend that before you go any further with the tweaking (just to be safe) Backup or save all your Europe 1200 Txt files into a separate folder.  For example, I put all mine in a folder called " Default E1200 txt ".  It's a really easy and painless step to do, just a "select all + copy and paste them in".    Then if you ever have any problems you can always go back.

Good Luck...you will have LOTS OF FUN!
 
Thanks. I will change it as soon as I get back home. I was always iritated how they always escape. 
The blood tweek was easy to do. And it works great. I keep my backup files in folder "Break glass in case of Error" xD

PS I really hope they take your tweeks in next patch release and you get credits for helping and making this mode awesome.
 
I really can't believe I've made it to 65 tweaks for a Warband Mod...pretty cool!

5 NEW TWEAKS Today!  On Main Thread...4th page down of tweaks

Tweak to increase chance of recruiting prisoners from your party (Ref# 37a)

Way to edit the odds you are caught when trying to sneak in an enemy town  (Ref # 49)

Tweak amount to pay for Peace (Ref # 53)

Change the amount of time to appoint a new marshal in your kingdom (Ref # 56)

Change the amount of relation loss with the lord's faction you attack (Ref #57)
 
Sure, that moral loss twk has been up for awhile already on the 3page of twks:

Tweak # of Hours before recruiting Prisoners (A)  and the morale hit (B) (Ref #1:cool:


NikeBG said:
Oh, I love recruiting prisoners! Is there also any way to change the morale loss from it? :smile:
 
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