Author Topic: Compilation of 82 little tweaks to the text files to change your gameplay(links)  (Read 536098 times)

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TheMageLord

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Wraithcat,
I'm not sure if you can sell prisoners from a menu or not, I've never tried it. The actual code to go to the prisoner exchange menu is
Quote
2044 0
which in python is (change_screen_trade_prisoners). All you'd have to do is have a menu option with that and it should work (if you can sell them from a menu at all, that is).

It likely wouldn't be compatible with the prisoner value based on level script unless you changed it around, though - it has an npc check. You could probably just remove the npc check - just delete the
Quote
33 3 144115188075855885 360287970189639821  360287970189639831
part near the front of it and decrease the number at the start of it by 1 (since you removed 1 line).

Next_Pls,
The battle size option does exactly that, why would you want to bypass the battlesize option? You could rewrite the spawning trigger for all the missions, but all that would do is make them all spawn the same amount no matter the battlesize. All that does is lessen your options... what would be the point? If you mean that you want higher than 100, use Janus' battle size changer.

CBCRonin,
Both are possible. The release option wouldn't be too difficult, you'd just have to add a dialog that removes the prisoner and sets the slot_troop_is_prisoner to 0.

Adding recruitable troops in cities could be done in several ways. You could have it generate the troops when you go to the menu to recruit them, and just have it record and check the date to keep you from recruiting them too often. Or you could make a trigger that sets slots in the town and have it pull the troop type and number from the slot, the way villages work. I'd have to look into exactly how slots work - I've never really tried messing with them. I'm not sure if theres a hardcoded list of slots on different things, or if you can just make them up on the fly.
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Lord Kinlar

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If it's possible to add a "recruit volunteers" option to town/castle menus then here's a simple idea...

When you click on the "recruit volunteers" button when you're in a castle or town, the game can trigger "recruit villagers" for all the villages tied to that castle/town. So you wouldn't need to visit each and every village to recruit volunteers, just visit the town/castle they belong to.  :)

Iorya Dragon

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Good Job MageLord, some of these tweaks helped a lot.
"I remember the first days of M&B. The sun rose, and when I looked at the window again, The Darkness"  Sarejo

jocan2003

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If it's possible to add a "recruit volunteers" option to town/castle menus then here's a simple idea...

When you click on the "recruit volunteers" button when you're in a castle or town, the game can trigger "recruit villagers" for all the villages tied to that castle/town. So you wouldn't need to visit each and every village to recruit volunteers, just visit the town/castle they belong to.  :)

Waow thats a long list MageLord, another one and im sure you will hate me :P, Klinlar made me think about something, trainning troops is boring and i have lot lot lot of cash i dont know what to do with, i guess it wouldnt be easy but its up to you :).
My idea is to add a menu to the guild manager or whatever the name in the town to recruit troops based on the side you are and only if you are the *owner* of the town but you could also choose the tier of the troop and ou would have to pay lot more to have them. ( Like if you did a recruiting campaign followed by a massive trainning program hence the price ;) )

Menu from the guild manager

1. Bla blah.
2. Blah bla.
3. I would like to start a recruiting campaign.

(Clicked on 3)
1. Tier 1 troop
2. Tier 2 troop
3. Tier 3 troop
etc etc.

After choosing the tier you get

1.1000 Denar
2.2000 Denar
etc etc etc

I guess it would be easier to just wait for the module files bu hell im asking anyway :) I could even throw you some bucks for it :D

macethump

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What all numbers did you actually set? I just changed my party size by making base size 50 leadership bonus 10 and renown per leadership point 10, giving me a party size of 385 on my current game, and can't seem to replicate any of the problems people have been reporting. A week gone by and no abandoning me, no shrinking or randomly growing party sizes. No problems at all.

The only oddity that I notice is just a peculiarity with the basic morale script, in that it limits it to being at the minimum 0 - so even if you have 500 troops reducing morale the lowest you can go is 0, which is then modified by current events giving me a 71 - so I have this ridiculous menu giving me numbers that add up to a massive negative (especially after the food morale bug struck, which just happened again while I was testing this - but it corrected itself due to my fix), then saying +71 current events = 71.

Obviously something is wrong if your party size is jumping way up and then into the negative, but I don't know what it might be. You didn't set the default 25 to a 0 or anything, did you?
In the size script I replaced 10 with 30, 3 with 5 and 25 with 10.  In the morale script I replaced 3 with 0 and 7 with 15.  I changed these last two back to the original values, but the bug kept happening.  So I reloaded the game and will try some experiemnts.
Holy ******** shit... I am agreeing with Macethump :shock:
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Lord Kinlar

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TML, is it possible to make "Calradia Conquered by One Kingdom..." screen appear only once? It keeps nagging constantly after you defeated all the other factions and it's quite annoying.

Muglebust

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This works, but it's just a 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.
does this hinder their ability to generate/recruit troops? or is the only downside you have to collect taxes yourself  :D

Roland9

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Just to add another echo: What an amazing thread, great work. Keep them coming. :)

ScoobyDooby

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Hi again TheMageLord  :)

i have a tweak request (kind of silly request but here goes...) :
you know when you kill the last enemy troop on a battle map it takes about 3-4 seconds for the you-win message to pop up. is there any way to make it appear faster (as in instantly after killing the last troop)? so i can hit tab as soon as last troop falls?
i'm having a case of premature tabbing the way it is now :P

probably hard coded but i figure if anyone would know it would be you ;)

edit: typo
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Lord Kinlar

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Hi again TheMageLord  :)

i have a tweak request (kind of silly request but here goes...) :
you know when you kill the last enemy troop on a battle map it takes about 3-4 seconds for the you-win message to pop up. is there any way to make it appear faster (as in instantly after killing the last troop)? so i can hit tab as soon as last troop falls?
i'm having a case of premature tabbing the way it is now :P

IIRC, there was much less delay in 0.960. That delay is longer now and it's probably intentional. Armagan probably wants us to watch the troops cheering.  :wink:

M.A.C.H.I.N.E

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Changing the arena melee winnings doesn't seem to work for me.. This is what I find at the:
arena_training_melee_intro_reward:
Code: [Select]
dlga_arena_training_melee_intro_2:arena_training_melee_intro_reward 69631 818  1 31 2 144115188075856002 0 Is_there_a_reward?  819  1 2133 2 144115188075856002 1
dlga_arena_training_melee_intro_reward:arena_training_melee_intro_2 4095 819  9 2133 2 72057594037927937 3 2133 2 72057594037927947 5 2133 2 72057594037927938 6 2133 2 72057594037927948 10 2133 2 72057594037927939 10 2133 2 72057594037927949 25 2133 2 72057594037927940 20 2133 2 72057594037927950 60 2133 2 72057594037927951 250 There_is,_actually._Some_of_the_wealthy_townsmen_offer_prizes_for_those_fighters_who_show_great_skill_in_the_fights._If_you_can_beat_{reg1}_opponents_before_going_down,_you'll_earn_{reg11}_denars._You'll_get_{reg12}_denars_for_striking_down_at_least_{reg2}_opponents,_{reg13}_denars_if_you_can_defeat_{reg3}_opponents,_and_{reg14}_denars_if_you_can_survive_long_enough_to_beat_{reg4}_opponents._If_you_can_manage_to_be_the_last_{man/fighter}_standing,_you'll_earn_the_great_prize_of_the_fights,_{reg15}_denars._Sounds_good,_eh?  818  1 2133 2 144115188075856003 1

I can't seem to find the: 1 3 936748722493063468 360287970189639680

Any help TML?
Thanks
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Slawomir of Aaarrghh

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The "1 3 936748722493063468 360287970189639680" is not in the "dlga_arena_training_melee_intro_reward" line. It apears few times in some lines below. Use "search" function.

TheMageLord

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Lord Kinlar, jocan2003,
Both good ideas, but I'd rather not do any serious modding until the module system is out. I may fool around with it later, but no guarantees :)

Macethump,
Are you sure it was the right number in the size script? I see you replaced 3 with 5, but in 1.003 that 3 was actually default 5 (I updated it to say that a while back but I never did update the actual bit of code in quotes). I just looked and realised that the 3 right before the 5 is telling it to take charisma for a bonus. If you changed that to 5 I'm not sure what it would do - there is no attribute 5. I need to go ahead and update that post since so many people are using it. I never use it anymore since the party sizes of npcs is more realistic now (back when I made that npcs would get like 400 and 500 man armies), but since so many others are I really need to fix it to reduce confusion.

Lord Kinlar,
That is annoying, isn't it? I actually already erased the line to stop it but didn't think to post it for others. Just open up simple_triggers.txt and search for
Quote
1 4 936748722493063341 864691128455135404 1224979098644774913 0
That's the line that calls up the script to make the menu show up. Just erase all that, then go up to
Quote
24.000000  71 2133 2 1224979098644774912 0
and change the 71 to 70 (since we removed a line). This prevents the menu from appearing at all, so don't do it if you like the menu for some reason :D

Muglebust,
I'm not sure if it hinders them or not. They might do fine recruiting in your castles. I know enemy lords with no lands still seem to have troops.

ScoobyDooby,
I actually tried to do that before, and couldn't get any difference. I was probably editing the wrong section, though - I'll look into it later.

M.A.C.H.I.N.E,
It isn't actually at that dialog, I just used that as a point of reference to get past all the stuff before it. It's actually in the dialogs following it, one dialog for each.
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...

Swadia Nutt

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Heres a tweak I'd like to contribute to your cause MageLord :D

-How to change the amount of Denars required to buy drinks for everyone in the bar. (Which means more town relation)

Search conversation.txt and and find this line:

Quote
dlga_tavernkeeper_buy_drinks:tavernkeeper_buy_drinks_2 4095 615  0 Of_course,_{my_lord/my_lady}._I_reckon_{reg5}_denars_should_be_enough_for_that._What_should_I_tell_the_lads?  616  2 2133 2 144115188075855905 1000 2133 2 72057594037927941 144115188075855905

The 1000 is the amount of denars required to buy the wine. I changed this to 250 to make it really cheap to buy wine for everyone. Comes in handly so I can gain easy relation with Dhirim now. :)

TheMageLord

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Swadia Nutt,
Alright, I added it. I put it under quests, it's not really a quest but it kinda goes hand in hand with the relation one above it (you can use the other one to change how much relation it gives you).
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...