Author Topic: Compilation of 82 little tweaks to the text files to change your gameplay(links)  (Read 536091 times)

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Audun

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Just a suggestion, how about changing: "Compilation of 29 little tweaks to the text files to change your gameplay(links)"

To: "Compilation of small tweaks for your text files"

Methinks it sounds a bit better.
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Sleepyfox

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Eh magelord, i can't find the repeat timer for the "escort caravan" quest. Do you know where it is in the scripts file?

Really good work by the way...

TheMageLord

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Just a suggestion, how about changing: "Compilation of 29 little tweaks to the text files to change your gameplay(links)"

To: "Compilation of small tweaks for your text files"

Methinks it sounds a bit better.

But then it wouldn't fit with my evil plan to take over the world by making people read overly long titles!

Sleepyfox, the escort caravan doesn't have a repeat timer. You can keep repeating it constantly.

If you meant that you want to add one, find:
Quote
2133 2 144115188075855999 0 2133 2 1224979098644774920 1224979098644774939
This is the last 2 lines of the section dealing with the caravan quest. Just add 2133 2 1224979098644774938 # right after the 0, where # is the repeat timer. It should look like:
Quote
2133 2 144115188075855999 0 2133 2 1224979098644774938 # 2133 2 1224979098644774920 1224979098644774939
Then you have to go to the beginning of get_random_quest and change the 778 there to a 779 (so it will read the line of code you added in without crashing).
« Last Edit: October 05, 2008, 09:07:48 PM by TheMageLord »
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TheMageLord

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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:
Quote
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:
Quote
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...").
I shall destroy you! I shall cleave off your limbs with a dull axe, rip off your head with my bare hands, tear out your eyes with a rusty SPOON! So please stand there while I find the time. Oh, so busy...

cobrakral

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Hmm, 1000 virgins? Tempting, but 1000 women is just too much to handle - it'd make my dream into a nightmare. I'll settle for 10 :P

Haha, your all welcome.

I've been enjoying making these. It started out as just tweaking things to make my own gameplay better. Then it got to where tweaking the game became as much fun as playing it. Now I'm running my M&B game in windowed mode, checking the forums and making tweaks between battles. :D

do AI lords has income ? does it effect the quality of the troops they have ? if we increase he income for towns does it effect other lords ?

Seekster

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Hmm I tried the tweak that makes it so you can still get missions from the Town Elders even after you refuse a mission. I did get a few missions earlier but lately Ive gone to dozens of towns and they all say they dont have a mission for me. Ill look back at the tweak but is there anything that comes to mind that I could have done wrong there.

Also is there a way to change the name of your kingdom if you become a warlord. So for example instead of "Kingdom of Khergit Khanate rebels" you can be "The New Empire of Calradia"?
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Collie

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Some great tweaks here. Easy to unbalance the game, but great to just play around with things.

About this change, however : 2. Allow village elders to give quests again after refusing one

It's a surefire way to make villages lose their cattle much quicker than usual, as many of the quests they give will destroy their cattle stocks. Ie they have 100 cattle, then suddenly they're asking you to bring them 8 heads of cattle because bandits took them all...not a lot you can do about it though really without much more modding.

A tweak to increase the reputation gains you get might be nice though.....
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Thyr

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Seekster, it might just be that you've solved every quest that can be given by an elder and just have to wait for the timer to kick in and reset. Because if you only tweaked that part but not changed the actual "quest respawn rate", you'll still have to wait 20-30 days for most solved quests to become available again.
« Last Edit: October 05, 2008, 10:21:48 PM by Thyr »
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Seekster

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Ah I see thank you
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EasyCo

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So, with the latest tweak (the "Do you have any other job?" tweak), you said to use it for towns. Can it also be done with villages, lords, ladies, etc?
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TheMageLord

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Some great tweaks here. Easy to unbalance the game, but great to just play around with things.

About this change, however : 2. Allow village elders to give quests again after refusing one

It's a surefire way to make villages lose their cattle much quicker than usual, as many of the quests they give will destroy their cattle stocks. Ie they have 100 cattle, then suddenly they're asking you to bring them 8 heads of cattle because bandits took them all...not a lot you can do about it though really without much more modding.

A tweak to increase the reputation gains you get might be nice though.....

Actually, villages can only offer the cattle quest when they have under 50 cattle. If you did my cattle tweak for them to spawn more cattle, most villages will have 50 or more and won't offer the quest.


Seekster, the problem is probably a combination of what Thyr said and the fact that 2 out of 3 of the village quests have requirements before they can be done. The cattle quest requires less than 50 cattle, as I said above. The grain quest requires that the village elder has no grain in his inventory. I haven't looked into how it calculates giving or taking grain away from the elders, but I think it's something to do with the village's prosperity - as from experience the low prosperity ones are the ones that ask for grain. The train against bandits quest should show up, though - you just have to wait for the previous timer to expire, which is 40 days by default.

EasyCo,
That one is for towns alone, the others don't store the last quest. They just won't give you another after you refuse. For the elders this is permanent, for the lords and ladies a trigger resets it every 36 hours. My tweak "2. Allow village elders to give quests again after refusing one" is what you need for them. It's meant for elders (since their change was permanent, and probably a bug), but it mentions how to make lords and ladies still give quests after you refuse them too.
« Last Edit: October 05, 2008, 11:01:43 PM by TheMageLord »
I shall destroy you! I shall cleave off your limbs with a dull axe, rip off your head with my bare hands, tear out your eyes with a rusty SPOON! So please stand there while I find the time. Oh, so busy...

Sleepyfox

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Heres another one for convenience. A change to the conversation.txt.......


That's even better. You are my savior.

Seekster

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Ok thank you I think I got the village quests taken care of but what about that other thing, is it possible to change some text somewhere to make your kingdom called something other than "Kingdom of ___ Rebels"
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Olorin

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i was wondering if there was an easy tweak for this issue i have,

i find enemy parties are just wayyy too cowardly, they never attack anyone unless they have an obvious numerical advantage, and if one has a lto of renown, good luck being attacked by someone. i remember the days where a party of 40 bandits actually *would* attack a lord with 60 troops, and sometimes even win. now i have to run after every party to get a fight, as everyone runs from me. heck even if i have 20 soldiers and the enemy group has 20, if i have too much renown they will still run. or if one of my castles get besieged and i run in to try and fight in a castle defense the enemy runs away. i would like to see more daring tactics by the parties out there, so as to allow for much more fighting without so much chasing, maybe have enemies  consider taking on slightly bad odds, would reflect arrogance, or superiority in RP too "psha we have half the troops the swadians do, but swadians are rotten fighters anyways, lets take them on, we should make out ok". or " oh look at this oh so renowned lord, if i can beat him, i will be the most renowned ever!" i dunno lol, but a tweak to make enemy parties less cowardly would be GREAT!

Folthrik

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Is there a way to change the script to make lords give quests more often?
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