Gaping Angus said:Rhineville said: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:(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.
Rhineville said:thanks Angus but I already kinda sorta knew that
Livonya said:The player has a positive relationship with a faction.
The player is not at war with that faction.
The player decides to raid a caravan from that faction.
- Livonya
The 31 2 144115188075856037 0 is an operation checking if $encountered_party_friendly equals 0. That global variable is set to 1 (thus the option to attack isn't available) if your relation is above 0. So if you remove the blue part and then minus 1 from each of the red numbers (since you're removing an operation) it will allow you to attack even if you have positive relation.mno_encounter_attack 2 31 2 144115188075856037 0 2147485156 1 360287970189639680 Charge_the_enemy. 23 2133 2 144115188075856016 0 2133 2 144115188075856041 1 1 1 936748722493063379 1 1 936748722493063270 1691 1 72057594037927936 1020 0 4 0 31 2 144115188075856036 1 1911 1 792633534417207307 521 3 1224979098644774912 144115188075856035 10 1910 1 1224979098644774912 5 0 31 2 144115188075856036 2 1911 1 792633534417207307 521 3 1224979098644774912 144115188075856035 10 1910 1 1224979098644774912 5 0 1911 1 792633534417207305 1 1 936748722493063345 3 0 2133 2 144115188075856040 864691128455135265 2060 1 864691128455135270 2048 0 . mno_encounter_order_attack 3 31 2 144115188075856037 0 1 2 936748722493063239 648518346341351424 30 2 72057594037927936 4 Order_your_troops_to_attack_without_you. 1 2060 1 864691128455135268
TheMageLord said:Valcus,
I know I saw a post about decreasing font size before. A quick search reveals this post.
menu_town_trade_assessment_begin 0 You_overhear_several_discussions_about_the_price_of_trade_goods_across_the_local_area._You_listen_closely,_trying_to_work_out_the_best_deals_around. none 0 1
mno_continue 0 Continue... 9 2133 2 144115188075855963 144115188075856056 2133 2 144115188075856093 1 1 2 936748722493063457 1369094286720630784 2108 2 72057594037927936 2 2121 3 1224979098644774912 6 72057594037927936 2133 2 144115188075856089 144115188075856056 2133 2 144115188075856101 -1 1030 3 1224979098644774912 5 0 2040 0 .
menu_town_trade_assessment_begin 0 You_overhear_several_discussions_about_the_price_of_trade_goods_across_the_local_area._You_listen_closely,_trying_to_work_out_the_best_deals_around. none 0 2
mno_continue 0 Continue... 9 2133 2 144115188075855964 144115188075856060 2133 2 144115188075856097 1 1 2 936748722493063451 1369094286720630784 2108 2 72057594037927936 2 2121 3 1224979098644774912 6 72057594037927936 2133 2 144115188075856093 144115188075856060 2133 2 144115188075856105 -1 1030 3 1224979098644774912 5 0 2040 0 . mno_back_to_town_menu 0 Forget_about_it. 1 2060 1 864691128455135333 .
bob505 said:This is kind of a stupid question but how do you people find these tweaks? Like how do you know what texts to change and stuff.
Hardrada said:Have you ever gone into a town, gone into the merchant's menu and clicked on assess prices by mistake, then had to it around for a few hours before you find out you can make money trading furs from Khudan to Praven? I have and it annoys me, so I've added a cancel option. Here's how to do it:
Open up Menus.txt and search for menu_town_trade_assessment_begin It should look like this.
menu_town_trade_assessment_begin 0 You_overhear_several_discussions_about_the_price_of_trade_goods_across_the_local_area._You_listen_closely,_trying_to_work_out_the_best_deals_around. none 0 1
mno_continue 0 Continue... 9 2133 2 144115188075855963 144115188075856056 2133 2 144115188075856093 1 1 2 936748722493063457 1369094286720630784 2108 2 72057594037927936 2 2121 3 1224979098644774912 6 72057594037927936 2133 2 144115188075856089 144115188075856056 2133 2 144115188075856101 -1 1030 3 1224979098644774912 5 0 2040 0 .
Change it to this.
menu_town_trade_assessment_begin 0 You_overhear_several_discussions_about_the_price_of_trade_goods_across_the_local_area._You_listen_closely,_trying_to_work_out_the_best_deals_around. none 0 2
mno_continue 0 Continue... 9 2133 2 144115188075855964 144115188075856060 2133 2 144115188075856097 1 1 2 936748722493063451 1369094286720630784 2108 2 72057594037927936 2 2121 3 1224979098644774912 6 72057594037927936 2133 2 144115188075856093 144115188075856060 2133 2 144115188075856105 -1 1030 3 1224979098644774912 5 0 2040 0 . mno_back_to_town_menu 0 Forget_about_it. 1 2060 1 864691128455135333 .
That's kingdom 1's reinforcements_a. 35 is the troop type, followed by 2 6 which is the amount of that troop (a range). It then has a 0 for whether or not they are a prisoner (1 = prisoner, 0 = regular member), and repeats for the second troop type. The four -1s are the other potential slots for members. To add another troop type you would change one of the -1's to a troop number and then add in two numbers for the amount and a 0 so they aren't prisoners. You can have a max of 6 troop types in a template.pt_kingdom_1_reinforcements_a kingdom_1_reinforcements_a 0 0 1 0 35 2 6 0 34 4 7 0 -1 -1 -1 -1