Hello modding community, I hope this help you out.
Ok, so easiest thing first, go to module_scripts.
We are going to change the maximum party size for AI Lords.
Search for: party_get_ideal_size
You'll find this code:
Lets look at this.
The blue number is the base troop size.
The red number is how many troops are added for every 1 point of the "leadership skill" category.
The purple number is how much renown it takes to increase the troop size by 1.
The green number is the troop bonus to kings.
The orange number is the troop bonus to the marshal.
The yellow number is the troop bonus lords get for owning a castle or town.
The teal number is the "final divider for AI lord maximum party size.
Ok, the easiest way to increase the maximum party size of every AI character is to edit the teal number. If you want to double the maximum party size, you change the teal number to 40. The lower you go, the higher the maximum party size.
Everything else is straight forward, increase the number of any of the colored numbers, except for teal, then that will increase what ever it does.
Ok, now remain in module_scripts.
We are going to change the maximum party size for the player.
Search for: game_get_party_companion_limit
You'll find this code:
The blue number is the base troop size.
The red number is how many troops are added for every 1 point of the "leadership skill" category.
The purple number is how much renown it takes to increase the player's party size by 1.
Well, now there is no easy way out, you just have to increase the number of the color numbers to increase the maximum party size of players.
Ok, now for the "fun part". (Sarcasm) Why is it "fun", well there is going to be A LOT of nerfing/trial and error/etc to do.
This is going to allow the AI Lords to spawn with as many troops as possible, and it'll let towns/castles have more troops as well.
So now go to module_party_templates
Scroll down a bit (or search for: Reinforcements) and you'll find this code:
Now, all we need to look at is the numbers that appear after the troops. The lower number (for the trp_swadian_recruit its 5) is the minimum number of tries this troop gets to spawn. The higher number (for the trp_swadian_recruit its 10) is the maximum number of tries this troop gets to spawn. Of course, the higher the number, the higher the spawn.
The problem is, if you edit these, the really advance troops get left out in the cold (meaning they may spawn way less than these guys.) For example, trp_swadian_knight isn't up there. If you edit these numbers significantly, then this troop may only spawn once per party. To counter this problem, you need to add every troop that isn't up there, while also editing the numbers.
The other problem is nerfing. You can't just times every number by 10 (trust me, I tried), because certain troops will spring ahead. For example, when I tried it the Swadian Recruits outnumbered their Militia friends by 500 troops. (Recruit count in one city: 1000|Militia count in that same city:500) So you will need to try and find a balance at higher numbers of tries.
Thats all the the problems I know about.
So I hoped this has helped! Thanks for looking!
Ok, so easiest thing first, go to module_scripts.
We are going to change the maximum party size for AI Lords.
Search for: party_get_ideal_size
You'll find this code:
("party_get_ideal_size",
[
(store_script_param_1, ":party_no"),
(assign, ":limit", 30),
(try_begin),
(party_slot_eq, ":party_no", slot_party_type, spt_kingdom_hero_party),
(party_stack_get_troop_id, ":party_leader", ":party_no", 0),
(store_faction_of_party, ":faction_id", ":party_no"),
(assign, ":limit", 10),
(store_skill_level, ":skill", "skl_leadership", ":party_leader"),
(store_attribute_level, ":charisma", ":party_leader", ca_charisma),
(val_mul, ":skill", 5),
(val_add, ":limit", ":skill"),
(val_add, ":limit", ":charisma"),
(troop_get_slot, ":troop_renown", ":party_leader", slot_troop_renown),
(store_div, ":renown_bonus", ":troop_renown", 25),
(val_add, ":limit", ":renown_bonus"),
(try_begin),
(faction_slot_eq, ":faction_id", slot_faction_leader, ":party_leader"),
(val_add, ":limit", 100),
(try_end),
(try_begin),
(faction_slot_eq, ":faction_id", slot_faction_marshall, ":party_leader"),
(val_add, ":limit", 20),
(try_end),
(try_for_range, ":cur_center", castles_begin, castles_end),
(party_slot_eq, ":cur_center", slot_town_lord, ":party_leader"),
(val_add, ":limit", 20),
(try_end),
(try_end),
(store_character_level, ":level", "trp_player"), #increase limits a little bit as the game progresses.
(store_add, ":level_factor", 80, ":level"),
(val_mul, ":limit", ":level_factor"),
(val_div, ":limit", 80),
(assign, reg0, ":limit"),
]),
Lets look at this.
The blue number is the base troop size.
The red number is how many troops are added for every 1 point of the "leadership skill" category.
The purple number is how much renown it takes to increase the troop size by 1.
The green number is the troop bonus to kings.
The orange number is the troop bonus to the marshal.
The yellow number is the troop bonus lords get for owning a castle or town.
The teal number is the "final divider for AI lord maximum party size.
Ok, the easiest way to increase the maximum party size of every AI character is to edit the teal number. If you want to double the maximum party size, you change the teal number to 40. The lower you go, the higher the maximum party size.
Everything else is straight forward, increase the number of any of the colored numbers, except for teal, then that will increase what ever it does.
Ok, now remain in module_scripts.
We are going to change the maximum party size for the player.
Search for: game_get_party_companion_limit
You'll find this code:
Lets look at this.("game_get_party_companion_limit",
[
(assign, ":troop_no", "trp_player"),
(assign, ":limit", 30),
(store_skill_level, ":skill", "skl_leadership", ":troop_no"),
(store_attribute_level, ":charisma", ":troop_no", ca_charisma),
(val_mul, ":skill", 5),
(val_add, ":limit", ":skill"),
(val_add, ":limit", ":charisma"),
(troop_get_slot, ":troop_renown", ":troop_no", slot_troop_renown),
(store_div, ":renown_bonus", ":troop_renown", 25),
(val_add, ":limit", ":renown_bonus"),
(assign, reg0, ":limit"),
(set_trigger_result, reg0),
]),
The blue number is the base troop size.
The red number is how many troops are added for every 1 point of the "leadership skill" category.
The purple number is how much renown it takes to increase the player's party size by 1.
Well, now there is no easy way out, you just have to increase the number of the color numbers to increase the maximum party size of players.
Ok, now for the "fun part". (Sarcasm) Why is it "fun", well there is going to be A LOT of nerfing/trial and error/etc to do.
This is going to allow the AI Lords to spawn with as many troops as possible, and it'll let towns/castles have more troops as well.
So now go to module_party_templates
Scroll down a bit (or search for: Reinforcements) and you'll find this code:
("kingdom_1_reinforcements_a", "{!}kingdom_1_reinforcements_a", 0, 0, fac_commoners, 0, [(trp_swadian_recruit,5,10),(trp_swadian_militia,2,4)]),
("kingdom_1_reinforcements_b", "{!}kingdom_1_reinforcements_b", 0, 0, fac_commoners, 0, [(trp_swadian_footman,3,6),(trp_swadian_skirmisher,2,4)]),
("kingdom_1_reinforcements_c", "{!}kingdom_1_reinforcements_c", 0, 0, fac_commoners, 0, [(trp_swadian_man_at_arms,2,4),(trp_swadian_crossbowman,1,2)]), #Swadians are a bit less-powered thats why they have a bit more troops in their modernised party template (3-6, others 3-5)
("kingdom_2_reinforcements_a", "{!}kingdom_2_reinforcements_a", 0, 0, fac_commoners, 0, [(trp_vaegir_recruit,5,10),(trp_vaegir_footman,2,4)]),
("kingdom_2_reinforcements_b", "{!}kingdom_2_reinforcements_b", 0, 0, fac_commoners, 0, [(trp_vaegir_veteran,2,4),(trp_vaegir_skirmisher,2,4),(trp_vaegir_footman,1,2)]),
("kingdom_2_reinforcements_c", "{!}kingdom_2_reinforcements_c", 0, 0, fac_commoners, 0, [(trp_vaegir_horseman,2,3),(trp_vaegir_infantry,1,2)]),
("kingdom_3_reinforcements_a", "{!}kingdom_3_reinforcements_a", 0, 0, fac_commoners, 0, [(trp_khergit_tribesman,3,5),(trp_khergit_skirmisher,4,9)]), #Khergits are a bit less-powered thats why they have a bit more 2nd upgraded(trp_khergit_skirmisher) than non-upgraded one(trp_khergit_tribesman).
("kingdom_3_reinforcements_b", "{!}kingdom_3_reinforcements_b", 0, 0, fac_commoners, 0, [(trp_khergit_horseman,2,4),(trp_khergit_horse_archer,2,4),(trp_khergit_skirmisher,1,2)]),
("kingdom_3_reinforcements_c", "{!}kingdom_3_reinforcements_c", 0, 0, fac_commoners, 0, [(trp_khergit_horseman,2,4),(trp_khergit_veteran_horse_archer,2,3)]), #Khergits are a bit less-powered thats why they have a bit more troops in their modernised party template (4-7, others 3-5)
("kingdom_4_reinforcements_a", "{!}kingdom_4_reinforcements_a", 0, 0, fac_commoners, 0, [(trp_nord_footman,5,10),(trp_nord_recruit,2,4)]),
("kingdom_4_reinforcements_b", "{!}kingdom_4_reinforcements_b", 0, 0, fac_commoners, 0, [(trp_nord_huntsman,2,5),(trp_nord_archer,2,3),(trp_nord_footman,1,2)]),
("kingdom_4_reinforcements_c", "{!}kingdom_4_reinforcements_c", 0, 0, fac_commoners, 0, [(trp_nord_warrior,3,5)]),
("kingdom_5_reinforcements_a", "{!}kingdom_5_reinforcements_a", 0, 0, fac_commoners, 0, [(trp_rhodok_tribesman,5,10),(trp_rhodok_spearman,2,4)]),
("kingdom_5_reinforcements_b", "{!}kingdom_5_reinforcements_b", 0, 0, fac_commoners, 0, [(trp_rhodok_crossbowman,3,6),(trp_rhodok_trained_crossbowman,2,4)]),
("kingdom_5_reinforcements_c", "{!}kingdom_5_reinforcements_c", 0, 0, fac_commoners, 0, [(trp_rhodok_veteran_spearman,2,3),(trp_rhodok_veteran_crossbowman,1,2)]),
("kingdom_6_reinforcements_a", "{!}kingdom_6_reinforcements_a", 0, 0, fac_commoners, 0, [(trp_sarranid_recruit,5,10),(trp_sarranid_footman,2,4)]),
("kingdom_6_reinforcements_b", "{!}kingdom_6_reinforcements_b", 0, 0, fac_commoners, 0, [(trp_sarranid_skirmisher,2,4),(trp_sarranid_veteran_footman,2,3),(trp_sarranid_footman,1,3)]),
("kingdom_6_reinforcements_c", "{!}kingdom_6_reinforcements_c", 0, 0, fac_commoners, 0, [(trp_sarranid_horseman,3,5)]),
Now, all we need to look at is the numbers that appear after the troops. The lower number (for the trp_swadian_recruit its 5) is the minimum number of tries this troop gets to spawn. The higher number (for the trp_swadian_recruit its 10) is the maximum number of tries this troop gets to spawn. Of course, the higher the number, the higher the spawn.
The problem is, if you edit these, the really advance troops get left out in the cold (meaning they may spawn way less than these guys.) For example, trp_swadian_knight isn't up there. If you edit these numbers significantly, then this troop may only spawn once per party. To counter this problem, you need to add every troop that isn't up there, while also editing the numbers.
The other problem is nerfing. You can't just times every number by 10 (trust me, I tried), because certain troops will spring ahead. For example, when I tried it the Swadian Recruits outnumbered their Militia friends by 500 troops. (Recruit count in one city: 1000|Militia count in that same city:500) So you will need to try and find a balance at higher numbers of tries.
Thats all the the problems I know about.
So I hoped this has helped! Thanks for looking!