Author Topic: Compilation of 82 little tweaks to the text files to change your gameplay(links)  (Read 536089 times)

0 Members and 5 Guests are viewing this topic.

Rob de Hard

  • Sergeant
  • *
    • View Profile
  • Faction: Swadian
On the subject if text colours, would it be possible to tweak it so that your units 'number' shows on the campaign map as the same colour as the faction you are currently a vassal of? Not always white? White would be fine for mercenary/rebel ..
I bought one of those microwaveable burgers for lunch - am I going to be disappointed?

xpak

  • Recruit
  • *
    • View Profile
  • Faction: Swadian
thanks a lot Andargor!! :wink:

TheMageLord

  • The Handyman Can
  • Knight
  • *
    • View Profile
  • Faction: Neutral
  • M&BWB
Rob de Hard,
The 3 and the 2. The 3 multiplies and the 2 divides, so changing that to a 2 and a 1 or a 4 and a 2 would make it 2x.

atomik,
I don't think theres a way to add more troop slots. You just have to stick with less different types of troops.

Muglebust,
I figured it would be something like that. I'm happy with XP and don't really want to upgrade to vista... I'll put it off as long as possible :) I'll just keep upgrading this computer and keep using XP. Vista seems like a downgrade imho.

anifreak,
The trigger that gives npcs XP is:
Quote
48.000000  18 6 3 1224979098644774912 360287970189639861 360287970189639971 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 30 520 3 1224979098644774914 1224979098644774912 10 32 2 1224979098644774914 648518346341351591 132 1 1224979098644774914 2170 3 1224979098644774915 17 1224979098644774912 2105 2 1224979098644774915 2 2122 3 1224979098644774916 1224979098644774915 500 1673 2 1224979098644774914 1224979098644774916 3 0 6 3 1224979098644774917 648518346341351443 648518346341351501 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 10 521 3 1224979098644774918 1224979098644774917 7 2147483679 2 1224979098644774918 360287970189639680 1673 2 1224979098644774917 3000 3 0
The 48 is the number of hours between triggering. The 30 is the chance of them getting the xp (by default only 30% of the time). The 500 is the amount trainer skill is multiplied by to get the experience added (trainer skill + 2, then multiplied by 500). The rest of the trigger is adding XP to castles and towns. The 10 is the chance of adding XP to castles/towns. The 3000 is the amount of XP being added to the castles/towns.

Valcus,
I know I saw a post about decreasing font size before. A quick search reveals this post.

Rob de Hard,
I believe you can edit the color of your party by editing player_faction's color. See hardcode's post: 4. Change Faction Colors It wouldn't change with the player's faction, though. To do that you would have to put some kind of script in that checked your faction and then set your color based on that. You could probably add it to the dialog where you swear fealty to a king. It would have to be a bunch of try_begin eq $player_kingdom kingdom_1 else_try eq $player_kingdom kingdom_2 etc etc. With the line to change player_faction's color to whatever the faction's color is in each one.
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...

Rhineville

  • Veteran
  • *
    • View Profile
  • Faction: Neutral
Sorry to add to this mammoth thread but I have a quick question:

I know that when determining troop wages while in a castle, the wages are halved... but how does that work? Is it the total that's halved or each individual wage. Say if I wanted to effectively make troop wages while in a castle next to nothin, would changing the number from 2 to 1000 work, or would it hav deleterious effects?

Just asking, and thanks a ton for everything you do :)

Gaping Angus

  • Regular
  • *
    • View Profile
  • Faction: Neutral
I know that when determining troop wages while in a castle, the wages are halved... but how does that work? Is it the total that's halved or each individual wage. Say if I wanted to effectively make troop wages while in a castle next to nothin, would changing the number from 2 to 1000 work, or would it hav deleterious effects?

It's actually the total wages divided by 2, here is the line.
Code: [Select]
(val_div, ":garrison_wages", 2),#Half payment for garrisons
If you want to change it, the script is calculate_player_faction_wage in scripts.txt.

calculate_player_faction_wage -1
 32 2133 2 1224979098644774912 0 2133 2 1224979098644774913 0 11 1 1224979098644774914 2133 2 1224979098644774915 0 4 0 1073742365 3 1224979098644774914 0 3 541 3 1224979098644774914 0 2 541 3 1224979098644774914 7 360287970189639680 2133 2 1224979098644774915 1 3 0 1073741855 2 1224979098644774914 648518346341351424 31 2 1224979098644774915 1 1650 2 1224979098644774916 1224979098644774914 6 3 1224979098644774917 0 1224979098644774916 1652 3 1224979098644774918 1224979098644774914 1224979098644774917 1653 3 1224979098644774919 1224979098644774914 1224979098644774917 1 3 936748722493063177 1224979098644774918 1224979098644774914 2133 2 1224979098644774920 72057594037927936 2107 2 1224979098644774920 1224979098644774919 4 0 31 2 1224979098644774915 1 2105 2 1224979098644774913 1224979098644774920 5 0 2105 2 1224979098644774912 1224979098644774920 3 0 3 0 3 0 2108 2 1224979098644774913 2 2121 3 1224979098644774921 14 144115188075856335 2107 2 1224979098644774912 1224979098644774921 2108 2 1224979098644774912 14 2120 3 72057594037927936 1224979098644774912 1224979098644774913

You would want to change the red number, no need to go as high as 1000.
« Last Edit: October 26, 2008, 11:01:22 PM by Gaping Angus »

Lord Kinlar

  • Sergeant Knight at Arms
  • *
    • View Profile
  • Faction: Neutral

anifreak,
The trigger that gives npcs XP is:
Quote
48.000000  18 6 3 1224979098644774912 360287970189639861 360287970189639971 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 30 520 3 1224979098644774914 1224979098644774912 10 32 2 1224979098644774914 648518346341351591 132 1 1224979098644774914 2170 3 1224979098644774915 17 1224979098644774912 2105 2 1224979098644774915 2 2122 3 1224979098644774916 1224979098644774915 500 1673 2 1224979098644774914 1224979098644774916 3 0 6 3 1224979098644774917 648518346341351443 648518346341351501 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 10 521 3 1224979098644774918 1224979098644774917 7 2147483679 2 1224979098644774918 360287970189639680 1673 2 1224979098644774917 3000 3 0
The 48 is the number of hours between triggering. The 30 is the chance of them getting the xp (by default only 30% of the time). The 500 is the amount trainer skill is multiplied by to get the experience added (trainer skill + 2, then multiplied by 500). The rest of the trigger is adding XP to castles and towns. The 10 is the chance of adding XP to castles/towns. The 3000 is the amount of XP being added to the castles/towns.


Ha ha! I've been experimenting on the same line of code and have just found a way to auto-upgrade garrisoned troops:)

As I said this is only an experiment but it works, though it seems a bit slow. Let me explain...

This is the line of code in the 0.960 module system that upgrades garrisoned troops (module_simple_triggers.py).

Code: [Select]
       
      (try_for_range, ":center_no", walled_centers_begin, walled_centers_end),
         (store_random_in_range, ":rand", 0, 100),
         (lt, ":rand", 10),
         (party_get_slot, ":center_lord", ":center_no", slot_town_lord),
         (neq, ":center_lord", "trp_player"),
         (party_upgrade_with_xp, ":center_no", 1000),
       (try_end),

It only upgrades the troops in castles/towns that doesn't belong to the player because of this statement...

Code: [Select]
(neq, ":center_lord", "trp_player")
If you remove it, it'll auto-upgrade your troops as well as others. But it's a really slow process because 90% of the time it doesn't do anything at all because of this piece of code...

Code: [Select]
(lt, ":rand", 10)
If you change the 10 to 100, the game will always auto-upgrade all the garrisoned troops whenever this script is called.

Here's how to do it...

Open simple_triggers.txt and find this line...

Quote
48.000000  18 6 3 1224979098644774912 360287970189639861 360287970189639971 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 30 520 3 1224979098644774914 1224979098644774912 10 32 2 1224979098644774914 648518346341351591 132 1 1224979098644774914 2170 3 1224979098644774915 17 1224979098644774912 2105 2 1224979098644774915 2 2122 3 1224979098644774916 1224979098644774915 500 1673 2 1224979098644774914 1224979098644774916 3 0 6 3 1224979098644774917 648518346341351443 648518346341351501 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 10 521 3 1224979098644774918 1224979098644774917 7 2147483679 2 1224979098644774918 360287970189639680 1673 2 1224979098644774917 3000 3 0

First, completely remove those four numbers that are in red. 2147483679 2 1224979098644774918 360287970189639680

Then change 18 to 17.

Replace 10 with 100.

48.000000 -> This script is called at every 2 days, change it to 24.000000 if you want a faster upgrade.
3000 -> This is the amount of XP to distribute. Increase it if you want.

Mind you, there's no way to control the upgrade path, so if there are multiple upgrade options for a certain troop, the game will probably pick the first one, but I'm not sure.






Lord Kinlar

  • Sergeant Knight at Arms
  • *
    • View Profile
  • Faction: Neutral
[But by doing that doesn't that mean that all of the lord's garrisoned troops get auto-upgraded as well? It's gonna be a bitch to siege some castles and towns :-P

Yes, it will upgrade all garrisoned troops of all factions. As I said it's kinda experimental. :)



Lord Kinlar

  • Sergeant Knight at Arms
  • *
    • View Profile
  • Faction: Neutral
When the player captures and rejects a center (town/castle), the game gives it to another lord and automatically assigns an initial garrison to that center which will grow and get upgraded in time depending on the wealth of the center. I want the same thing happen in centers that are given to the player. I still have no idea on how to do that, but that's why I was experimenting about the stuff above.

TheMageLord

  • The Handyman Can
  • Knight
  • *
    • View Profile
  • Faction: Neutral
  • M&BWB
That's basically the same thing I said, yet with removal of 1 line to make it affect players :)

I guess some might like that, but I'd rather upgrade them myself. If it auto upgrades I can't be a cheapskate and load my castles with low tier units to save on wages. Plus you never know what it's going to upgrade them TO.
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...

Raamon

  • Recruit
  • *
    • View Profile
  • Faction: Swadian
Some russian guys here got a superb idea for some1 to script - make player's party behave like a Lord's party at some points of the game. More precisely - make it possible to turn on auto-follow command when the marshal/king gives you an order to follow them. Or at least, before the module system is out, make it so that IF you select follow mode just via right-click, no diaglogues appear when you catch up with the guy, when the military operation is taking place. Not sure its possible to code such a thing before the module system though.

Tachyon

  • Veteran
  • *
    • View Profile
  • Faction: Khergit
  • WB
Hello again, TheMageLord.

Now, most of the tweaks you've done involve tweaking the scripts... but this request might involve AI behaviour, I'm not sure if you can handle it, but here goes anyway :P

Someone pointed this out to me (in another thread). In battle, Cavalry armed with a spear and shield usually don't do couched attacks. They always jab their spears at the enemy, this kinda beats the purpose of Khergit Lancers and other heavy cavalry. Any way to force them to couch?

I noticed this behaviour with some Caravan guards that use no shields. They go couching right from the word go. Similar behaviour with Steppe Bandits.

anifreak

  • Squire
  • *
  • My soul will have to wait till I get back
    • View Profile
  • Faction: Nord
heyy tnx TML! im having an f'ing hard time sieging tihr and thats how i like it! :D
When does a relationship begin with the ladies? I've never been able to get one started.
Story of my life, mate.

tommylaw

  • Sergeant Knight
  • *
    • View Profile
  • Faction: Rhodok
  • M&B
how do you make it so that you bring your own armour into arena fights and torunaments
I do some days wish I was capable of having a parasitic growth in my stomach that caused me to throw up daily for nine months before tearing a whole through my genitalia and escaping.

Rhineville

  • Veteran
  • *
    • View Profile
  • Faction: Neutral
I know that when determining troop wages while in a castle, the wages are halved... but how does that work? Is it the total that's halved or each individual wage. Say if I wanted to effectively make troop wages while in a castle next to nothin, would changing the number from 2 to 1000 work, or would it hav deleterious effects?

It's actually the total wages divided by 2, here is the line.
Code: [Select]
(val_div, ":garrison_wages", 2),#Half payment for garrisons
If you want to change it, the script is calculate_player_faction_wage in scripts.txt.

calculate_player_faction_wage -1
 32 2133 2 1224979098644774912 0 2133 2 1224979098644774913 0 11 1 1224979098644774914 2133 2 1224979098644774915 0 4 0 1073742365 3 1224979098644774914 0 3 541 3 1224979098644774914 0 2 541 3 1224979098644774914 7 360287970189639680 2133 2 1224979098644774915 1 3 0 1073741855 2 1224979098644774914 648518346341351424 31 2 1224979098644774915 1 1650 2 1224979098644774916 1224979098644774914 6 3 1224979098644774917 0 1224979098644774916 1652 3 1224979098644774918 1224979098644774914 1224979098644774917 1653 3 1224979098644774919 1224979098644774914 1224979098644774917 1 3 936748722493063177 1224979098644774918 1224979098644774914 2133 2 1224979098644774920 72057594037927936 2107 2 1224979098644774920 1224979098644774919 4 0 31 2 1224979098644774915 1 2105 2 1224979098644774913 1224979098644774920 5 0 2105 2 1224979098644774912 1224979098644774920 3 0 3 0 3 0 2108 2 1224979098644774913 2 2121 3 1224979098644774921 14 144115188075856335 2107 2 1224979098644774912 1224979098644774921 2108 2 1224979098644774912 14 2120 3 72057594037927936 1224979098644774912 1224979098644774913

You would want to change the red number, no need to go as high as 1000.

thanks Angus but I already kinda sorta knew that :)

I was just wondering since I plan to conquer calradia on my own and though it's challenging, I don't particularly find shelling out thousands upon thousands for garrisoned recruits very much fun. Was just wondering if it divides each wage seperately (so that a troops who's wage is 1 would still be one, can't divide it any further thus negating my plan....)
--------------



Separate question (it will become apparent how noob I am at this scripts stuff so feel free to ignore):
I'm trying to field a companion army to start and they, along with other cavalry have the pesky habit of just trotting along when they have 10 enemies hacking away at them. Is there any way to force cavalry to use a different maneuvering script (like say, the horse skirmishing script) when their speed slows below 'x'? This way when they get slowed/stopped they'll know to high-tail it out of there rather than just sit there like idiots. :)

Gaping Angus

  • Regular
  • *
    • View Profile
  • Faction: Neutral
thanks Angus but I already kinda sorta knew that :)

Yeah, I just noticed this info on the first page.  Oops.  I'm not sure of your question, would you like to not pay them at all?  That is also a possibility.