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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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
Quote
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
Quote
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! :)). 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 :D

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

And you do have to make the change before making the kingdom, as your kingdom's name is set when player kingdom is activated.
« Last Edit: October 19, 2008, 12:36:38 AM by TheMageLord »
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Tamerlan

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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.
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terrorib

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is there a way to lower the morale it takes per unit
that would be great

greetz Terrorib

TheMageLord

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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:
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Hardrada

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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
(click to show/hide)

Thyr

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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 :) )
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Swadia Nutt

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Hey MageLord, I'm trying to find out how to increase relation gained from villages through schools. What file do you think its in?

I'm already pretty sure its not in Scripts.txt...

Raamon

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Pagan,
You could make the dialog possible just by removing what restricts it from being there.
Quote
dlga_lord_talk:lord_join_rebellion_suggest 69631 204  9 32 2 144115188075855901 0 31 2 144115188075855948 144115188075855887 540 3 144115188075855885 140 0 2147484190 3 144115188075855887 10 144115188075855885 560 3 144115188075855885 10 1 2322 2 12 144115188075855901 2335 2 14 144115188075855948 522 3 1224979098644774912 144115188075855948 10 2322 2 15 1224979098644774912 {s12}_is_the_rightful_ruler_of_{s14}._Join_our_cause_against_the_usurper,_{s15}!  277  0
Remove the red, change the 9 to a 7.

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.
About this "hack" thing, it's actually working not too bad.
I came to the city of Curaw, requested a meeting with a local lord and persuaded him to join my "kingdom". As a result, I got a city with 387 defenders and a 152 lord's army for free without a fight. :D
But that's not the point, as 2 more things happened:
1) All captured lands were still owned by the lord.
2) I got a bunch messages, as a king, asking who should get villages, all that belonged to the captured city, 1 by 1: the lord I persuaded, me, as a lord or me, as a king. :roll:
So the texts needed for player to be the king are already there and a request to choose a ruler for a captured object is generated, probably when there is a non-zero amount of lords in the player's kingdom.

And also, there is yet no way of recruiting lords from your prison, auto-recruitment option for prisoners in town/cities every 48 hours(there is a version for normal units, but not the lords) and a recruitment option for AI - so that AI lords could "torture" their lord prisoners into joining their country, with some minor chance every 24/48 hours.

But one thing that converted AI lords cant do is thinking. If you tell them to "do whatever they want" - they just stand in one place and do nothing(unless an enemy passes by and they chase him|run away).
So real kings probably generate tasks for lords and assign marshals to help them giving tasks to other lords.
« Last Edit: October 19, 2008, 11:54:05 AM by Raamon »

Gabeed

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Jesus, this thing just keeps growing and growing . . . . :)

Anyway, I was wondering how to edit the chances of desertion for prisoners that you have recruited into your army.
If anyone tries to mess with my old clan they will have to dabble with The Golden Legion soon

bob505

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Quote
So the texts needed for player to be the king are already there and a request to choose a ruler for a captured object is generated
So your saying we can be kings?
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ScoobyDooby

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Hey TML, me again :D

wondering if you could help me with something. i want to change my light lance so it will allow me to swing it from side to side and not just downwards (on a blunt attack) just like i can with the shortened spear or even the poleaxe. this is the only thing forcing me to equip a 2hander otherwise id could melee with the lance (i can melee with a poleaxe np, but i like to have a shield when mounted...).

so heres the script for the lance i want to change:

Quote
itm_light_lance Light_Lance Light_Lance 1  spear_b_2-75m 0  138772484 4222124851987200 89 8202 2.500000 100 0 0 0 0 16384 90 0 175 0 283 528
0

and here are the scripts for shortened spear and poleaxe that have this ability(for reference)

Quote
itm_shortened_spear Shortened_Spear Shortened_Spear 1  spear_g_1-9m 0  138772484 4222131026005760 53 8202 2.000000 100 0 0 0 0 19456 102 0 120 0 281 531
0

Quote
itm_poleaxe Poleaxe Poleaxe 1  pole_ax 0  6651908 4222124851990272 384 8202 6.500000 100 0 0 0 0 37888 77 0 180 0 277 37
0

i think poleaxe does cutting dmg on swing not sure though...

oh and one more thing, i have a lord who joined my rebellion quite a while ago, and he has had the "+" sign for leveling on him for ages so i guess he is ready to level but the game wont assign points for him. i think it does it normaly so maybe because we are rebels it has some effect on the game?
anyway...can you add the dialog to "Tell me about your skills" for lords under my rebellion (or maybe you need to change it for all lords..idk)

Again, thanks for you efforts much appreciated   :D
(you made this game much more enjoyable for sure!)

« Last Edit: October 19, 2008, 05:29:08 PM by ScoobyDooby »
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bravesirknight

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The item editor will let you make those kinds of changes to weapons. http://forums.taleworlds.net/index.php/topic,27735.0.html

ScoobyDooby

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ok thanks, ill give it a try ;)

edit: darn! the repository download is offline...  :cry:
« Last Edit: October 19, 2008, 08:21:21 PM by ScoobyDooby »
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TheMageLord

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Thyr,
Actually they use spawn point 1 for the bandit raid, and visiting villages uses point 0. So it wouldn't conflict by moving 0 to the elder.

Swadia Nutt,
It's in simple_triggers.
Quote
720.000000  7 6 3 1224979098644774912 648518346341351501 648518346341351591 541 3 1224979098644774912 7 360287970189639680 521 3 1224979098644774913 1224979098644774912 26 2105 2 1224979098644774913 1 2110 2 1224979098644774913 100 501 3 1224979098644774912 26 1224979098644774913 3 0
is the trigger to add 1 relation a month. You could change the 720 to make it more often, or the 1 to make it add more than 1 relation.

Raamon,
I never realised that. I didn't use it to have a lord give me his land, and when I took a castle it was immediately given to me. If a system is already in place someone could probably edit the capture code to make it stay unassigned when the player captures it, thus always using the code to assign who gets it.

Gabeed,
Open up simple_triggers.txt and search for
Quote
2107 2 1224979098644774912 5 2121 3 1224979098644774913 66 1224979098644774912
Thats the bit of code that assigns the chance of escape. It takes your leadership skill multiplied by 5 and then subtracts that from 66 as the chance of them running away. So 66 is the base chance and it's 5% less chance per leadership point.

ScoobyDooby,
As bravesirknight said, the item editor is the best for that. Since the repository is down I uploaded the item editor to filefront and will list the mirror on the 1st page of this thread.
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Vicrry

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Does the AI lord party size tweak affect bandits as well? It's rather tiring to see 30 or 40 man bandit parties near the start of the game - I wouldn't mind finding smaller but more frequent parties of bandits to make the lower levels easier (Less running away from most of the bandit parties) and the mid/late levels less annoying (bandits ambush my castle sieging party less frequently)