Author Topic: Compilation of 82 little tweaks to the text files to change your gameplay(links)  (Read 536099 times)

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Hawkwing

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Okay I have another request, maybe more within the realm of plausibility.

Mills gives a one time bonus of 5%, which I admit kinda sucks... Changing it to a recurring means you have to add a new trigger (so might not be savegame compatible).

Heres a simple trigger that I made from scratch that you can add that will keep applying the bonus:
Quote
720.000000 3 6 3 1224979098644774912 648518346341351501 648518346341351591 541 3 1224979098644774912 131 1 1 3 936748722493063465 1224979098644774912 5
What this does is: Every 720 hours (30 days) it runs a check through all the villages. For each village with a mill, it triggers a script that increases prosperity by 5%.

What you do is open up simple_triggers.txt and paste that whole thing in at the very bottom, then go up to the very top and increase the very first number in the file (84, on line 2) by 1 (so 85 unless you've added other triggers). That way it will read the trigger. Again, I don't know if this is savegame compatible - I don't have a save with a mill built to see if it is or not. Also note that while this trigger *should* work, im only human. I'll be using it myself, though - so I do trust it :)


This trigger is great but I don't know if I want the prosperity of my village to increase exponentially.  Already I have a village that is creating quite a bit of wealth, almost too much.

So my request is, could you alter this trigger so that it adds wealth instead of multiplying it (ie prosperity increases linearly rather than exponentially)?


EDIT:  Or maybe you can show where the game implements the initial 5% and how to change that to 20%?
« Last Edit: October 13, 2008, 01:31:48 AM by Hawkwing »

TheMageLord

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I guess I could've worded that better. What it actually does is increase prosperity BY 5. It's on a 0-99 scale, so I just said 5%. It's 5% of the maximum, but it doesn't build exponentially.

So if your current prosperity in village is 20, it will add 5 to make that 25, and then another 5 to be 30, and so on. Eventually it will reach 99, at which point it will no longer raise.

I'm not sure if the 0-99 clamp is intentional, it might have been intended to be 0 to 100. It's a similar thing with village loyalty - some scripts clamp it from 0 to 100, others from 0 to 99 - causing a bit of confusion when you have a village given to you and it raises loyalty to 100, then you do a quest for them and it "raises" it to 99 :)
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...

Hawkwing

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Oh ok I see now thanks for clearing that up :)

Azeltir

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TheMageLord, how much control could you have over the Persuasion skill? Is it possible to make the skill points spent in it more useful, or could we at least see how its results are calculated for debt/rebellion/desertion checks?

Ben

Tachyon

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Congrats on the sticky, TheMageLord. It was long overdue (I did propose the first sticky :P)

Zandman

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Thanks a million times for fixing that "losing honor when refusing" thing - it's one of the stupidest things in the game. Seriously.

Scenario:
* Enemy lord raids your village. Plunders poor peasants, burns, kills.
* I catch the bastard, but I allow him to live (well, lords are impossible to kil, aren't they?).
* After a short while, my enemies want their raiding bastard lord back, for a ridiculously low price.
* I refuse. I've just caught him, and feel he and the enemy faction should be punished for this cruel act of violence. At least, that the lord be kept out of the game for a long time.

That's dishonorable?
I didn't know it ought to be that easy to buy free P.O.W.s in the middle of a war.

Oh well, I'd better go repair all that, then, by kicking my allied lords' asses because they never take back those allegations (that I have no way of proving true or false in the first place) about ladies I hardly know. Honor restored!
(download HERE! )

StuRob

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Thank God that Clear Sky was awful else I would never have found this game .....  :D

Well, no, but you know what I mean .. but anyway, just wanted to say that this is a great thread with some amazing information and tweaks in it. I am not going to change my game too much, as I love it how it is, but I am tempted to adjust the prisoner amount.

Again, thank you for such an informative thread.

Amnio

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Quite a few of your tweaks have been very helpful to me. Thanks for taking time out of your day to dig through the game's files.

While siegeing I sometimes find myself wishing to make a change to the party setup or my loadout after I've built the siegetower, only to find that I have to abandon the siege and my siegeequipment to do so. Is there a way to allow access to the inventory and/or party screens while in the siege menu? An alternative just as nice method would be allowing the siegeequipment to stay like it does if you get attacked while siegeing. That way you could temporarily abandon to switch your setup then resume where you left off without having to start from scratch. (assuming you don't go awandering).

killer-blead

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they all look very helpfull and im trying the player faction name tweak but if i may ask why isnt it possible for a lord of a defeated nation to join your rebel nation? because without lord running freely the bandits realy are building up strenght
Hello, I am paper. I think rock is OK but scissor needs some nerfing.

TheMageLord

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To change the siege menu to allow access of party menu and inventory, search for:
Quote
menu_castle_besiege 4096
The 4096 is telling it to show a picture, we need to add 256 to that (256 tells it to enable hotkeys) so change it to 4352.

Update: For the module system, what you need to do here is add mnf_enable_hot_keys. All menus without that don't let you access inventory or party. So you need to change:
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"castle_besiege",mnf_scale_picture,
to
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"castle_besiege",mnf_enable_hot_keys|mnf_scale_picture,


Azeltir,
It's possible. I can just search for persuasion in the scripts, triggers, dialog, etc. I'll do that later today.

Zandman,
I think the game's "honor" is a different concept of honor. Obviously murdering the innocent doesn't play into it (Die villagers, die! MWahahahaha! Oh, nah you can keep your crappy food. Yay, I'm honorable!). "Honor" in the game just ties into how nice you treat rich people (lords and ladies), and for some reason it also applies to not taking a reward when offered (but taking everything they got when not offered is OK too). Being an ******* to the poor folk is just expected, but not releasing a rich guy who murdered your friends?! That's just dishonorable.

Amnio,
I had actually just looked into the siege menu before reading your post. Coincidence? :D

killer-blead,
It's just the way the game is coded. They could join your faction once you become a full empire again (if you're supporting the claimant) but they'll never join you while you're a rebel. It would kinda be annoying if they did though, I mean if your the leader and you really hate em, you don't want them to just go "Hi! I'm on your team." Someone would have to build some type of system that allows you to recruit them.

To everyone else I've not gotten around to replying to,
Thanks, Your Welcome, {insert generic reply to your post here}, etc.  Yes, I'm lazy.  :P
« Last Edit: November 01, 2008, 07:10:17 AM 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...

Rivacheg Raid

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7. Make all parties that dislike you (like bandits) group up against you.

My question is: Do we have to start a new game for the change to take effect? I followed directions exactly - it doesn't change anything. The largest bandit hoard I've seen is 48 men. I'd like to add that your other edits work wonderfullly and I am glad for them, especially for the one that increases our chance to capture Lords.

Edit: Perhaps it is working and I didn't notice. I expected to see bandit groups physically smoosh together to form a larger group.

Edit: I don't know if it's working or not. Will we be able to actually see on the map groups of bandits form into a larger group? So far the largest group I've seen is 48 sea raiders.
« Last Edit: October 13, 2008, 10:58:52 PM by Rivacheg Raid »

red.murder1

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Here's how to change how much you get per prisoner

Quote
game_get_prisoner_price -1
 11 21 1 1224979098644774912 2133 2 72057594037927936 50 4 0 33 3 144115188075855885 360287970189639821 360287970189639831 2171 2 1224979098644774913 1224979098644774912 2133 2 1224979098644774914 1224979098644774913 2105 2 1224979098644774914 10 2107 2 1224979098644774914 1224979098644774914 2108 2 1224979098644774914 6 3 0 2075 1 72057594037927936

Change the 50 to whatever you want and you're good to go
It's savegame compatible and works if you set it so that the inn keeper can buy prisoners
« Last Edit: October 13, 2008, 07:28:04 PM by red.murder1 »

bravesirknight

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That's dishonorable?
I didn't know it ought to be that easy to buy free P.O.W.s in the middle of a war.

It's a ransom system which was used in the middle ages, though. The Lords basically had a code of agreement because they felt they were better than torturing, keeping people in jail, that sort of thing... it was their code of ethics to sell the noble enemies back. Or maybe they just liked making a big fat profit on them instead of killing them.  :lol: I think it's kind of cool to add to the game, but not quite fleshed out. Once you're negative honor they should give you the bastard choices for instance to kill Lords, or keep them without possibility of ransom.

Sibilance

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Hey Magelord, what would it take to change the stat required for a player skill? Specifically, I'm thinking of Persuasion, which really ought to be in the Charisma skill tree, dammit.

Is that doable as a text edit, or would you need the module system? Nobody has done this yet, and I really want to get a feel for how the game would go with this change.

Tachyon

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TheMageLord,

redmurder1's fix lets us sell all prisoners for a higher price but....

Is it possible to design a tweak that lets you sell more decorated prisoners for a higher price? I mean, it seems awkward that a Swadian recruit and a Swadian knight both sell for 50 denars :P . Seems unrealistic to me.
« Last Edit: October 13, 2008, 10:00:30 PM by Tachyon »