Author Topic: Compilation of 82 little tweaks to the text files to change your gameplay(links)  (Read 536090 times)

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SirStalker

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Honor lost for refusal to ransom lords is in menus.txt, search for
Quote
1 2 936748722493063326 -1
The -1 is the amount of honor to subtract. It's only 1 honor lost by default.
[/quote]


I cant find the place to edit the #'s.

I found menus.txt but i cant find the proper spot to edit.

TheMageLord

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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:
Quote
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:
Quote
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! :)).

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.
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Swadius

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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:
Quote
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:
Quote
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?
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TheMageLord

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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.
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anifreak

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Just a question

Does the lords party level up with the training skill, or is it only when they win a fight :?:
When does a relationship begin with the ladies? I've never been able to get one started.
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Tachyon

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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.

weelillad

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Thanks for these MageLord!

TheMageLord

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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.
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...

anifreak

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Hey tnx for that TML, atleast i now know i didn't waste my time putting training skill in all the lords :D
When does a relationship begin with the ladies? I've never been able to get one started.
Story of my life, mate.

TheMageLord

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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 :D
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...

Sorkenlol

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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.
« Last Edit: October 18, 2008, 01:02:54 PM by Sorkenlol »

ScoobyDooby

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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 :D

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?
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Tachyon

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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.. :P )
« Last Edit: October 18, 2008, 02:41:08 PM by Tachyon »

Johann the Younger

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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...").

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?

Johann the Younger

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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
Quote
qstr_{s1}_Rebels {s1}_Rebels
Change this to
Quote
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?