Compilation of 82 little tweaks to the text files to change your gameplay(links)

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Hardrada,
Looks good, I added it to the list.

Makute,
You'd have to find the appropriate dialog in conversation.txt for the different choices where it rewards you with the money. Whenever a dialog gives money or relation there will be a bit of code right after it with the number to give, you could just edit that number and it would give a different amount.

CatalystDestiny,
Looking into troop numbers in towns/castles, it appears it's all based on wealth. It checks daily if they have 2005 wealth or more, and if they do it gives them troops from their reinforcement party (in party_templates) based on kingdom, and it reduces wealth by 400. Then every week they get added wealth. The wealth calculation is 15x prosperity (a number from 0 to 100) + 700, 50% more if it's a city, and then subtract out their troop costs. So a very rich city (100 prosperity) would get ((15x100) +700)*1.5= 3300 wealth, minus all troop costs, per week. A 0 prosperity city would only get 1050. The minimum wealth is 0, so even if they get troop costs over the income they won't go into negatives. So it appears the best way to modify garrisons would be to modify how much wealth places receive. This is in simple_triggers.txt:
168.000000  25 6 3 1224979098644774912 360287970189639861 360287970189639971 520 3 1224979098644774913 1224979098644774912 21 2107 2 1224979098644774913 101 2108 2 1224979098644774913 100 500 3 1224979098644774912 21 1224979098644774913 1 2 936748722493063286 1224979098644774912 3 0 6 3 1224979098644774914 648518346341351443 648518346341351501 2147484189 3 1224979098644774914 7 360287970189639680 561 3 1224979098644774914 7 1 521 3 1224979098644774915 1224979098644774914 49 521 3 1224979098644774916 1224979098644774914 50 2122 3 1224979098644774917 1224979098644774916 15 2105 2 1224979098644774917 700 4 0 541 3 1224979098644774914 0 3 2107 2 1224979098644774917 3 2108 2 1224979098644774917 2 3 0 2105 2 1224979098644774915 1224979098644774917 1 2 936748722493063284 1224979098644774914 2106 2 1224979098644774915 72057594037927936 2111 2 1224979098644774915 0 501 3 1224979098644774914 49 1224979098644774915 3 0
The 3 and 2 are the +50% for cities (multiply by 3, divide by 2) and the other two are mentioned above. Increasing them should make garrisons grow larger over time, since the cities/castles will have more wealth to recruit with. I haven't actually tested it, though.

As far as weather, I looked before and never did find anything relating to weather - I think thats all hardcoded.

Pongo,
The easiest way would be to just get rid of the relation hit when you capture someone. Shatari has actually pretty much answered how to do this, you just find the -10 in the "You_are_my_prisoner_now" dialog. The actual line is:
1 3 936748722493063319 144115188075855885 -10
It's the first instance of that in the conversation.txt file.

Shatari,
Correct on both. There wouldn't be any effect changing them other than the obvious (the relation hit will be what you change it to! :smile:).

SirStalker,
You just have to find that exact series of numbers in menus.txt. Use your text editor's search function, and copy/paste the numbers in to find them.

SantasHelper,
I believe the support skills benefit them, I know pathfinding benefits them - my cattle speed hack gives them 10 riding and pathfinding, and that speeds up cattle herds by quite a bit more than just 10 riding. I believe tactics works too, but I haven't really done any experiments in this area. I believe heroes all show up before regular troops, which is why you get all heroes when you have an all hero party - and why you always face an AI lord in the first fight. As far as relation, you'd have to look at the specific dialog. I don't believe sea raiders even have a dialog hit, they're just always hostile. If a script is called to change any relation it should be displayed on the screen, then you just go to whatever dialog it was that caused it to display and see how it works.
 
TheMageLord said:
I looked into reinforcements, and it's set to give 2 waves on a normal battle and 7 on a siege.

This can be changed by opening up mission_templates.txt and finding:
2147483678 2 144115188075856126 #
(search for it without the #, I just put that there to explain). That's a check to see if defender reinforcements is below the #. Every reinforcement wave adds 1 to the number, so it sends # reinforcement waves. There should be 4 instances of it: Lead charge, village raid, castle with belfry, and castle with ladder. On lead charge and village raid it's set to 2, while on the castles it's set to 7. Changing those numbers will increase or decrease the number of reinforcement waves available to the defender.

For the lead charge:
mst_lead_charge lead_charge 2  8
You_lead_your_men_to_battle.

...

30.000000 0.000000 0.000000  0  1 1 1 936748722493063517
2.000000 0.000000 0.000000  0  1 1 1 936748722493063362
1.000000 0.000000 5.000000  5 2147483678 2 144115188075856126 2 2370 1 1224979098644774912 30 2 1224979098644774912 10 2385 2 1224979098644774913 0 2147483678 2 1224979098644774913 6  2 1930 2 0 7 2105 2 144115188075856126 1

If I assign a negative number to the red number, will that increase the number of waves the enemy will spawn?
 
Thats a less than check, if total reinforcement waves is less than the red number it creates another wave. The number starts at 0 and gets added to in the process of creating the reinforcements, so 2 means it creates 2 reinforcement waves.

A negative number would always be less than 0, so it just wouldn't create any reinforcements - you have to increase it to a big number if you want more waves. If you set it to 50 it would keep creating reinforcements until it has either created 50 waves or the enemy army is out of men.
 
anifreak said:
Just a question

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

As far as I know, Lords do not use their training skill to level up their troops. I think it's the fights that do it.
 
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.
 
A new UnReal World just released, so I'll probably be playing it over M&B until the module system is out, so if I get a bit unresponsive that's why. I will probably still take time to reply, just saying if I don't...

So many game releases, so little time :grin:
 
Would it be possible to make it so that you get higher reputation with the owner of a castle/town if you help defend it against enemies?

Also TML, is it possible to fix so lords help you in sieges and battles even if they don't like you? Your factions lords that is. I seem to have a bug or something, even if the lords are "Fiercely Devoted" to me, they wont help me in sieges.
 
TheMageLord said:
A new UnReal World just released, so I'll probably be playing it over M&B until the module system is out, so if I get a bit unresponsive that's why. I will probably still take time to reply, just saying if I don't...

So many game releases, so little time :grin:

I downloaded this URW and ....umm.... was this game made in the 80's? i didnt really get into it past the few first screens (and walking in the wilderness a bit...) seems old boring (graphics look like old Atari graphics)...  is this game really any good?
 
Yes, Unreal World is a good game if you prefer games that prefer gameplay over graphics.

To put it shortly, it's a survival adventure game. You can do a lot of things, hunt prey, set traps, skin prey to stitch your own clothes, trade with NPCs, explore caves, build your own home even and marry e.t.c. . It's definitely worth buying (though I haven't yet.. :razz: )
 
TheMageLord said:
Heres another one for convenience. A change to the conversation.txt to allow asking a merchant for another quest after you already asked for one (so if you don't like bringing a caravan to X, ask him if he has another job - without having to travel to another city first).

Open up conversation.txt and find:
dlga_mayor_talk:merchant_quest_requested 69631 692  3 2240 1 1224979098644774912 2147483678 2 1224979098644774912 0 2147483679 2 144115188075855993 144115188075855885 Do_you_happen_to_have_a_job_for_me?  712  4 2133 2 144115188075855993 144115188075855885 1 2 936748722493063254 144115188075855885 2133 2 144115188075855997 72057594037927936 2133 2 144115188075855994 144115188075855997
Remove the red, change the 3 to a 2.

So it should look like:
dlga_mayor_talk:merchant_quest_requested 69631 692  2 2240 1 1224979098644774912 2147483678 2 1224979098644774912 0  Do_you_happen_to_have_a_job_for_me?  712  4 2133 2 144115188075855993 144115188075855885 1 2 936748722493063254 144115188075855885 2133 2 144115188075855997 72057594037927936 2133 2 144115188075855994 144115188075855997

What this does is remove the check for if he has already offered you a quest. You'll still have the "About that job..." option if you asked him before, this just lets you see "Do you happen to have a job for me?" along with that. Clicking it generates a new job (and overwrites the job saved as the "About that job...").

Thanks for the tweak, but unfortunately, mine doesn't have the same string... is this a tweak for version 1.003? here's the string in mine:

dlga_mayor_talk:merchant_quest_requested 69631 692  3 2240 1 1224979098644774912 2147483678 2 1224979098644774912 0 2147483679 2 144115188075855993 144115188075855885 Do_you_happen_to_have_a_job_for_me?  712  4 2133 2 144115188075855993 144115188075855885 1 2 936748722493063254 144115188075855885 2133 2 144115188075855997 72057594037927936 2133 2 144115188075855994 144115188075855997

Will it screw things up if I change it to the settings you have?
 
TheMageLord said:
Seekster, I looked into the way the kingdom name is set and wow, I found a really easy way to make ANY custom name for your kingdom. Heres how:

Open up quick_strings.txt and find
qstr_{s1}_Rebels {s1}_Rebels
Change this to
qstr_{s1}_Rebels {playername}

After this very simple change is done, go and start your kingdom (either by talking to a claimant and accepting rebellion, or taking your own land). As soon as you do this, your kingdom is created - and since we changed the string, the name is set to YOUR name. All you have to do is name yourself whatever you want the kingdom to be named and that will be your kingdom name.
Like if I named myself "Kingdom of Better Nords" and then rebelled against the nords, my player kingdom would be named Kingdom of Better Nords. Then you just change your name back and you have your very own custom named kingdom!

The name is set as the player name at the time that the script fires (when you join a claimant or take land without a kingdom). After that you can change your name to whatever you want - it won't keep changing with the player's name.

Does that tweak also work AFTER one has already formed their rebel kingdom or is it necessary to do it beforehand?
 
Sorkenlol,
You could make it give a higher reputation. You'd have to find the dialog that thanks you for helping them and add lines to get the lord of the castle and add relation. I was thinking there was already something like this, I seem to remember defending a castle and later talking to the lord and him thanking me for it and boosting relation. That could've been defending a fief, though... I can't remember.

As far as joining sieges, it looks like it's a check for greater than or equal to 0 - so anything but negative. Are you the faction marshall? You have to be the faction's marshall to lead sieges. It has a check that if it's a siege and you aren't the marshall they won't join. Other than that I'm not sure what might be your problem.

If you want to try removing the relation check, find and remove
30 2 1224979098644774929 0
from the let_nearby_parties_join_current_battle script (it should be right near the end), making sure to reduce the number at the beginning of the script by 1 (since you're deleting a line). That's the greater than or equal to 0 check, so removing it should make it disregard relations.

If that still doesn't work you might try avoiding the marshall check, search for
2133 2 1224979098644774927 0 31
Change the 0 to a 1 and it will let them join you even if you aren't the marshall.

ScoobyDooby,
The original version very well could have been from the 80s, it's been in development for a good many years - I'm not sure when the first versions came out (edit - it actually started in 1990, still quite a while though! :smile:). It's the developer's life long hobby which he plans to keep making into the forseeable future. I bought the lifetime registration several years ago and have been coming back to it for a while, and theres a few old time players that first played the game when they were children and found it again later when they were adults. The game is a roguelike survival game, and the developer definitely values gameplay over graphics (As do I!). It's certainly different from mainstream games, but I enjoy it. I also like playing Dwarf Fortress, and the graphics on that game consists of ASCII characters. They both have great gameplay hiding underneath, though.

Anyway, I didn't mean to turn the thread into a URW discussion, I was just saying if my replies start getting late blame URW :grin:

Johann the Younger,
Your string looks like the first example. It shouldn't look like the second example until you make the changes :grin:

And you do have to make the change before making the kingdom, as your kingdom's name is set when player kingdom is activated.
 
There is really annoying thing. When you need to talk to guild master or village elder you have to go in town/village and walk/ride to them. And they all placed so different ways its nearly impossible to memorize them all and sometimes hard to find where they are. Is it possible to add them into town/village menu? Or maybe make player to spawn right next to them when you go in.
 
Tamerlan,
You can use edit mode to move spawn points around. Just enable edit mode in the advanced tab of the options menu (from the launcher) and then use ctrl e to enter edit mode and alt enter to go into windowed mode (need to be in windowed mode to use edit mode properly). In villages, spawn point 0 is where you spawn - you can drag it over to the village elder. I can't remember the village elder point in towns, but just find the elder and drag the spawn point directly under him to where you want him to show up.
It's a simple change but it makes things SO much more convenient.

terrorib,
You could add in a line to the code to divide the units by an amount. I have an old post here dealing with that. It should still work if you do it right, read the edit at the bottom for a bit of an update on it. One of these days I might go back and edit those posts to be more 1.003 friendly, but I'm too lazy at the moment :twisted:
 
Tamerlan said:
There is really annoying thing. When you need to talk to guild master or village elder you have to go in town/village and walk/ride to them. And they all placed so different ways its nearly impossible to memorize them all and sometimes hard to find where they are. Is it possible to add them into town/village menu? Or maybe make player to spawn right next to them when you go in.

Actually I've been working on adding a meet with the town elder/guild master option to the village and town menus in the last couple of days.  It works in 0.960, but I'm just getting errors when I try to use the code in 1.003.  Moving the spawn points around would do the job, but there are 90 villages and 18 towns to edit so it's quite a bit of work.  Of course if someone has already done the work they could presumably just zip up the altered files and put them on the repository, making this much easier for everyone else.

For anyone that's interested in trying to get my code to work, here's what I've added to the 0.960 module files
I put this in just before "village_buy_food"
      ("village_elder_meeting",[(neg|party_slot_eq, "$current_town", slot_village_state, svs_looted),
                                (neg|party_slot_eq, "$current_town", slot_village_state, svs_being_raided),
                                (neg|party_slot_ge, "$current_town", slot_village_infested_by_bandits, 1),]
      ,"Meet with the Village Elder.",
      [
        (try_begin),
          (call_script, "script_cf_enter_center_location_bandit_check"),
        (else_try),
          (modify_visitors_at_site,"scn_conversation_scene"),(reset_visitors),
          (set_visitor,0,"trp_player"),
          (party_get_slot, ":village_elder_troop", "$current_town",slot_town_elder),
          (set_visitor,11,":village_elder_troop"),
          (set_jump_mission,"mt_conversation_encounter"),
          (jump_to_scene,"scn_conversation_scene"),
          (change_screen_map_conversation, ":village_elder_troop"),
        (try_end),
        ]),

I put this in before "town_tavern"
      ("guild_master_meeting",
      [(party_slot_eq,"$current_town",slot_party_type, spt_town)],
      "Meet with the Guild Master.",
      [
        (try_begin),
          (call_script, "script_cf_enter_center_location_bandit_check"),
        (else_try),
          (modify_visitors_at_site,"scn_conversation_scene"),(reset_visitors),
          (set_visitor,0,"trp_player"),
          (party_get_slot, ":village_elder_troop", "$current_town",slot_town_elder),
          (set_visitor,11,":village_elder_troop"),
          (set_jump_mission,"mt_conversation_encounter"),
          (jump_to_scene,"scn_conversation_scene"),
          (change_screen_map_conversation, ":village_elder_troop"),
        (try_end),
        ]),
 
While moving spawn points certainly is an intuitive solution, couldn't it possibly mess up bandit raids? Like, spawning your army right next to where the bandits spawn or something? (Though I guess you could probably edit the bandit spawn point too, never tried Edit Mode beside changing some faces :smile: )
 
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