Tweaks for Viking Conquest (one for 2.028, others for 2.021, 2.012, 2.010 etc)

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So i DL'd the savegame editor, for the love of god i cant figure out what to change. Ive looked under the Faction and troops menu, cant find it. Could you help me out?
Thanks for all your help
 
w6nqL.jpg
This one, or player_supporters_faction (can't remember, just do both), which is #15 just underneath. Change it to be the same as an Angle kingdom.
 
I just tried that, changed both player/supporters faction number of culture, and i fast forwarded so option for recruiting appeared 4 times and i still got Norse. Or does it take even longer to take effect? I did not revert tweak back to original state though.
 
No, it should have worked by now. You changed this and the other for supporters faction both to a 9?
w6nqL.jpg
Not sure what else to try, I swear this worked for me.  Maybe track down the villages in the save (under party records) and see if you can change their culture to angle, then reverse the tweak. Bit of a pain to do for every one though.
 
Yes, i changed both entries to 9. Now i took a look under party records for Dunwic/Dun Ham North. What should i change here? party type? Dunwic has 3, village has number 4. Change those to 9?

edit: found culture entries for both and they are set to 9.  :cry:

edit2: I just reverted the tweak and now i get Angle recruits. I just wonder if i take West Seaxe village, will i get angle recruits now. Probably not right?
 
Damn. I know I got this to work somehow as I control Dublin and it's villages give me Irish rather than Norse (their faction at start of game).

boriss said:
edit2: I just reverted the tweak and now i get Angle recruits. I just wonder if i take West Seaxe village, will i get angle recruits now. Probably not right?

Probably not :sad:
 
I can confirm this. Just did a test, i took Hrofae Ceaster(original West Seaxe) castle and it gave me saxons(tried 2x) and its village.

Guess ill have to recruit only from original East Engle fiefs. Too bad tweak doesnt work for me.

edit: im at war with East Engle, so.. no Angle recruits for me for the time being. Nice  :grin: :party:
 
Ive come to the bottom of it yeey.

The tweak in the OP still applies, but you have to also edit the savegame further.



You have to edit player_supporter_faction culture plus troops numbers so the numbers match the culture you wish to have.
In the pic is the example for Angle recruits i just did and tested, and now it works.

Norse for example:
Culture number is 7
Troops are as follows
40
43
44
45
46

Saxons:
Culture number is 8
Troops are
65
67
68
69
70
And so on for all others.
 
Villages defended by faction recruits rather than generic farmers 2.005, but probably any version,

Different from the previous tweak which added predominantly tier 2-3 faction spearmen and skirmishers as village defenders, this one mostly adds faction tier-1 recruits. It will usually add a small handful of the tier 2-3 guys, with a 5% chance of higher tier soldiers, and replaces the boring generic farmers.

The difficulty will be slightly higher than with the generic farmers and will add some diversity to raiding in different kingdoms.

Make a backup of your scripts.txt file. Open it up and use ctrl+f to find the refresh_village_defenders -1 section. Replace the numbers below with this:
35 21 1 1224979098644774912 2133 2 1224979098644774913 50 1601 2 1224979098644774914 1224979098644774912 2204 2 1224979098644774915 1224979098644774912 2136 3 1224979098644774916 0 20 2136 3 1224979098644774917 10 20 2136 3 1224979098644774918 5 10 2136 3 1224979098644774919 0 8 4 0 2147483680 2 1224979098644774916 3 2147483678 2 1224979098644774914 1224979098644774913 522 3 1224979098644774920 1224979098644774915 77 1675 2 1224979098644774912 1224979098644774920 5 0 2147483680 2 1224979098644774916 4 2147483678 2 1224979098644774914 1224979098644774913 522 3 1224979098644774921 1224979098644774915 78 1675 2 1224979098644774912 1224979098644774921 5 0 2147483678 2 1224979098644774914 1224979098644774913 31 2 1224979098644774915 432345564227567635 1610 3 1224979098644774912 360287970189639803 1224979098644774917 1610 3 1224979098644774912 360287970189639850 1224979098644774919 5 0 2147483678 2 1224979098644774914 1224979098644774913 31 2 1224979098644774915 432345564227567639 1610 3 1224979098644774912 360287970189639720 1224979098644774918 1610 3 1224979098644774912 360287970189639772 1224979098644774918 1610 3 1224979098644774912 360287970189639850 1224979098644774919 5 0 2147483678 2 1224979098644774914 1224979098644774913 522 3 1224979098644774922 1224979098644774915 41 1610 3 1224979098644774912 1224979098644774922 1224979098644774917 1610 3 1224979098644774912 360287970189639850 1224979098644774919 3 0
19 21 1 1224979098644774912 2133 2 1224979098644774913 50 4 0 1601 2 1224979098644774914 1224979098644774912 31 2 1224979098644774914 30 2204 2 1224979098644774915 1224979098644774912 522 3 1224979098644774916 1224979098644774915 78 1675 2 1224979098644774912 1224979098644774916 5 0 31 2 1224979098644774914 55 2204 2 1224979098644774915 1224979098644774912 522 3 1224979098644774916 1224979098644774915 79 1675 2 1224979098644774912 1224979098644774916 5 0 2147483678 2 1224979098644774914 1224979098644774913 2204 2 1224979098644774915 1224979098644774912 522 3 1224979098644774916 1224979098644774915 77 1675 2 1224979098644774912 1224979098644774916 3 0

-If you don't start a new game you have to kill the existing garrison of generic farmers in battle (if they're frightened and just let you loot the village then it won't work, you gotta KILL EM). They should then be replaced by faction recruits next time you raid, with a small chance of tier-2 troops.

-If you want them to get more or less guys then change the 50 to something else. That's the number where it stops adding groups of guys, so at 49 it will add another 15 recruits, 50 or above it stops.

-Frisians get tier 2 Fresena as standard since they don't have a  tier 1 troop of their own (they use Norse), but it makes little difference.

-Northymbre uses half and half Angle and Norse recruits.


  ("refresh_village_defenders",
    [
      (store_script_param_1, ":village_no"),
   
      (assign, ":ideal_size", 50),
      (party_get_num_companions, ":party_size", ":village_no"),
      (store_faction_of_party, ":village_faction", ":village_no"),
      (store_random_in_range, ":chance", 0, 20), #0, 1, ..., 18, 19 -> 10 numbers total
  (store_random_in_range, ":number_tier_1", 10, 20),
  (store_random_in_range, ":half_number_tier_1", 5, 10),

      (try_begin),
        (le, ":chance", 3), #0 to 3 -> 4 out of 20 aka 20% chance
        (lt, ":party_size", ":ideal_size"),
        (faction_get_slot, ":reinforcements", ":village_faction", slot_faction_reinforcements_a),
        (party_add_template, ":village_no", ":reinforcements"),
      (else_try),
    (le, ":chance", 4), #0 to 4 -> 3 out of 20, but because of previous then 5% chance
        (lt, ":party_size", ":ideal_size"),
        (faction_get_slot, ":reinforcements2", ":village_faction", slot_faction_reinforcements_b),
        (party_add_template, ":village_no", ":reinforcements2"),
  (else_try),    
        (lt, ":party_size", ":ideal_size"),
(eq, ":village_faction", "fac_kingdom_4"),        #friese
        (party_add_members, ":village_no", "trp_frisian_basic", ":number_tier_1"),
  (else_try),    
        (lt, ":party_size", ":ideal_size"),
(eq, ":village_faction", "fac_kingdom_8"), #northymbre
        (faction_get_slot, ":volunteers", ":village_faction", slot_faction_tier_1_troop), #norse half
        (party_add_members, ":village_no", ":volunteers", ":half_number_tier_1"),
(party_add_members, ":village_no", "trp_angle_slave", ":half_number_tier_1"), #angle half
  (else_try),
        (lt, ":party_size", ":ideal_size"),
        (faction_get_slot, ":volunteers", ":village_faction", slot_faction_tier_1_troop),
        (party_add_members, ":village_no", ":volunteers", ":number_tier_1"),
      (try_end),
  ]),
  ("refresh_village_defenders",
    [
      (store_script_param_1, ":village_no"),
   
      (assign, ":ideal_size", 50),
      (party_get_num_companions, ":party_size", ":village_no"),
      (store_faction_of_party, ":village_faction", ":village_no"),
      (store_random_in_range, ":chance", 0, 20),
  (store_random_in_range, ":number_tier_1", 10, 20),
  (store_random_in_range, ":half_number_tier_1", 5, 10),
  (store_random_in_range, ":women", 0, :cool:,

      (try_begin),
        (le, ":chance", 3), #20% chance
        (lt, ":party_size", ":ideal_size"),
        (faction_get_slot, ":reinforcements", ":village_faction", slot_faction_reinforcements_a),
        (party_add_template, ":village_no", ":reinforcements"),
      (else_try),
    (le, ":chance", 4), #25%, but because of previous then 5% chance
        (lt, ":party_size", ":ideal_size"),
        (faction_get_slot, ":reinforcements2", ":village_faction", slot_faction_reinforcements_b),
        (party_add_template, ":village_no", ":reinforcements2"),
  (else_try),    
        (lt, ":party_size", ":ideal_size"),
(eq, ":village_faction", "fac_kingdom_5"), #friese
        (party_add_members, ":village_no", "trp_manhunter", ":number_tier_1"), #fresian basic
(party_add_members, ":village_no", "trp_ransom_broker_5", ":women"), #peasant women
  (else_try),    
        (lt, ":party_size", ":ideal_size"),
(eq, ":village_faction", "fac_khergits"), #northymbre       
        (party_add_members, ":village_no", "trp_swadian_skirmisher", ":half_number_tier_1"), #norse half peasants
(party_add_members, ":village_no", "trp_rhodok_trained_crossbowman", ":half_number_tier_1"), #angle half peasants
(party_add_members, ":village_no", "trp_ransom_broker_5", ":women"), #peasant women
  (else_try),
        (lt, ":party_size", ":ideal_size"),
        (faction_get_slot, ":volunteers", ":village_faction", slot_faction_tier_1_troop),
        (party_add_members, ":village_no", ":volunteers", ":number_tier_1"),
(party_add_members, ":village_no", "trp_ransom_broker_5", ":women"), #peasant women
      (try_end),
  ]),
("refresh_village_defenders",
    [
      (store_script_param_1, ":village_no"),
 
      (assign, ":ideal_size", 50),
  (party_get_num_companions, ":party_size", ":village_no"),
  (store_faction_of_party, ":village_faction", ":village_no"),
 
  (try_begin),
(eq, ":party_size", 31),
        (faction_get_slot, ":reinforcements", ":village_faction", slot_faction_reinforcements_a),
        (party_add_template, ":village_no", ":reinforcements"),
      (else_try),       
        (lt, ":party_size", ":ideal_size"),           
(faction_get_slot, ":volunteers", ":village_faction", slot_faction_tier_1_troop),
(party_add_members, ":village_no", ":volunteers", 15),
      (try_end),
  ]),


Edit: Added version that properly accounts for Frisia and Northymbre.

Edit 2: Updated to add peasant women.
 
Change the minimum troop numbers requirement for besieging a castle/town Reforged/2.0

Currently you can only besiege a center if you have more than 20 people in your party.  If you want to change that open menus.txt and find this bit:

mno_castle_start_siege  11 1073742365 3 144115188075855973 54 -1 541 3 144115188075855973 54 648518346341351424 2147483678 2 144115188075857179 1 1 2 936748722493063439 648518346341351424 32 2 72057594037927936 20 4 0 541 3 144115188075855973 0 3 2133 2 72057594037927942 1 5 0 2133 2 72057594037927942 0 3 0  Besiege_the_{reg6?town:castle}.

mno_castle_start_siege  11 1073742365 3 144115188075855973 54 -1 541 3 144115188075855973 54 648518346341351424 2147483678 2 144115188075857179 1 1 2 936748722493063438 648518346341351424 32 2 72057594037927936 20 4 0 541 3 144115188075855973 0 3 2133 2 72057594037927942 1 5 0 2133 2 72057594037927942 0 3 0  Besiege_the_{reg6?town:castle}.

Change the 20 to something else.
 
Change the minimum troop numbers requirement for pillaging a monastery tested in reforged beta

Currently you can only pillage a monastery if you have more than 15 people in your party.  If you want to change that open menus.txt and find this bit:

mno_pillage_monastery  0  Pillage_the_monastery.  21 4 0 1 2 936748722493063440 648518346341351424 32 2 72057594037927936 15 1617 1 144115188075855973 521 3 1224979098644774912 144115188075855973 10 1261 1 1224979098644774912 1262 0 2133 2 1224979098644774913 15 2171 2 1224979098644774914 360287970189639680 2108 2 1224979098644774914 5 2105 2 1224979098644774913 1224979098644774914 1264 3 1 360287970189639865 1224979098644774913 1911 1 792633534417207321 1910 1 1224979098644774912 2048 0 1617 1 648518346341351442 2133 2 144115188075856238 0 2133 2 144115188075856241 0 5 0 1106 1 1585267068834416717 3 0  .  mno_leave

Change the 15 to something else.
 
Make bandit lairs visible Reforged/2.0

Works for all camps/dens/longphorts, save compatible. Open up simple_triggers.txt and find this section:

0.100000  46 6 3 1224979098644774912 360287970189639975 360287970189640256 540 3 1224979098644774912 2 2 520 3 1224979098644774913 1224979098644774912 10 30 2 1224979098644774913 1 132 1 1224979098644774913 1694 2 1224979098644774914 1224979098644774913 2147483678 2 1224979098644774914 1 1665 2 1224979098644774915 1224979098644774913 33 3 1224979098644774915 648518346341351445 648518346341351714 1 3 936748722493063486 1224979098644774915 1224979098644774913 4 0 30 2 72057594037927936 0 1660 2 1224979098644774913 1224979098644774915 5 0 1640 2 1224979098644774913 0 3 0 4 0 1073742365 3 1224979098644774915 0 3 541 3 1224979098644774915 0 2 2204 2 1224979098644774916 1224979098644774913 2204 2 1224979098644774917 1224979098644774915 31 2 1224979098644774916 1224979098644774917 1651 2 1224979098644774918 1224979098644774913 32 2 1224979098644774918 0 2133 2 144115188075855963 1 1 3 936748722493063417 1224979098644774915 1224979098644774913 2133 2 144115188075855963 1 1 2 936748722493063413 1224979098644774913 3 0 3 0 11 1 1224979098644774919 32 2 1224979098644774919 648518346341351885 1609 2 1224979098644774920 1224979098644774919 1073741855 2 1224979098644774920 576460752303423595 33 3 1224979098644774920 576460752303423553 576460752303423560 2281 3 1224979098644774921 648518346341351424 1224979098644774919 2147483678 2 1224979098644774921 6 1603 3 1224979098644774919 256 0 1603 3 1224979098644774919 16384 1 4 0 31 2 1224979098644774920 576460752303423595 3221225672 1 504403158265495658 2147484194 3 504403158265495658 8 1224979098644774919 1232 1 1224979098644774919 3 0 3 0


Change the red 2147483678 to 32 (not the 2147483678 earlier in that block). Hold down the space bar on the world map for a couple of seconds and they'll appear.

On starting a new game it seems to take a little while for the lairs to spawn in.


Native version:
0.100000  39 6 3 1224979098644774912 360287970189639874 360287970189640143 540 3 1224979098644774912 2 2 520 3 1224979098644774913 1224979098644774912 10 30 2 1224979098644774913 1 132 1 1224979098644774913 1694 2 1224979098644774914 1224979098644774913 2147483678 2 1224979098644774914 1 1665 2 1224979098644774915 1224979098644774913 33 3 1224979098644774915 648518346341351445 648518346341351625 1 3 936748722493063402 1224979098644774915 1224979098644774913 4 0 30 2 72057594037927936 0 1660 2 1224979098644774913 1224979098644774915 5 0 1640 2 1224979098644774913 0 3 0 4 0 1073742365 3 1224979098644774915 0 3 541 3 1224979098644774915 0 2 2204 2 1224979098644774916 1224979098644774913 2204 2 1224979098644774917 1224979098644774915 31 2 1224979098644774916 1224979098644774917 1651 2 1224979098644774918 1224979098644774913 32 2 1224979098644774918 0 2133 2 144115188075856012 1 1 3 936748722493063332 1224979098644774915 1224979098644774913 2133 2 144115188075856012 1 1 2 936748722493063328 1224979098644774913 3 0 3 0 11 1 1224979098644774919 32 2 1224979098644774919 648518346341351658 1609 2 1224979098644774920 1224979098644774919 30 2 1224979098644774920 576460752303423542 2281 3 1224979098644774921 648518346341351424 1224979098644774919 2147483678 2 1224979098644774921 3 1603 3 1224979098644774919 256 0 1603 3 1224979098644774919 16384 1 3 0
Same, change to 32.
 
Bandit party spawn time tested in reforged beta, though not extensively

35.000000  2 1 1 936748722493063390 1 1 936748722493063677

Find this part in simple_triggers.txt and increase the 35 to make bandits spawn less frequently. All the existing parties will still be there.
 
Anyone knows the tweak for farmstead price? It costs 14500 penings, searched through the files, only found 1 instance of it in scripts.txt, but thats not it.
 
kraggrim said:
Make bandit lairs visible tested in reforged beta

Works for all camps/dens/longphorts, save compatible. Open up simple_triggers.txt and find this section:

0.100000  46 6 3 1224979098644774912 360287970189639975 360287970189640256 540 3 1224979098644774912 2 2 520 3 1224979098644774913 1224979098644774912 10 30 2 1224979098644774913 1 132 1 1224979098644774913 1694 2 1224979098644774914 1224979098644774913 2147483678 2 1224979098644774914 1 1665 2 1224979098644774915 1224979098644774913 33 3 1224979098644774915 648518346341351445 648518346341351714 1 3 936748722493063487 1224979098644774915 1224979098644774913 4 0 30 2 72057594037927936 0 1660 2 1224979098644774913 1224979098644774915 5 0 1640 2 1224979098644774913 0 3 0 4 0 1073742365 3 1224979098644774915 0 3 541 3 1224979098644774915 0 2 2204 2 1224979098644774916 1224979098644774913 2204 2 1224979098644774917 1224979098644774915 31 2 1224979098644774916 1224979098644774917 1651 2 1224979098644774918 1224979098644774913 32 2 1224979098644774918 0 2133 2 144115188075855963 1 1 3 936748722493063418 1224979098644774915 1224979098644774913 2133 2 144115188075855963 1 1 2 936748722493063414 1224979098644774913 3 0 3 0 11 1 1224979098644774919 32 2 1224979098644774919 648518346341351885 1609 2 1224979098644774920 1224979098644774919 1073741855 2 1224979098644774920 576460752303423595 33 3 1224979098644774920 576460752303423553 576460752303423560 2281 3 1224979098644774921 648518346341351424 1224979098644774919 2147483678 2 1224979098644774921 3 1603 3 1224979098644774919 256 0 1603 3 1224979098644774919 16384 1 4 0 31 2 1224979098644774920 576460752303423595 3221225672 1 504403158265495658 2147484194 3 504403158265495658 8 1224979098644774919 1232 1 1224979098644774919 3 0 3 0

Change the red 2147483678 to 32. Hold down the space bar on the world map for a couple of seconds and they'll appear.

On starting a new game it seems to take a little while for the lairs to spawn in.

You really are a lifesaver. Didnt know this was possible, have to try it, hope it works in VC.
Always having trouble finding robber dens, longphorts are easy, since they are close to coast.
 
boriss said:
Anyone knows the tweak for farmstead price? It costs 14500 penings, searched through the files, only found 1 instance of it in scripts.txt, but thats not it.

Had a look, no luck I'm afraid.

boriss said:
You really are a lifesaver. Didnt know this was possible, have to try it, hope it works in VC.
Always having trouble finding robber dens, longphorts are easy, since they are close to coast.

Yeah VC isn't so bad because most are near coasts, but I've wished for something like this myself many times in Warband before. I'll put a Native version so folks can hopefully use it elsewhere.

Idibil said:
Nice Thread, Kraggrim!

Cheers :smile:.
 
Change money held by bandit camp merchants Reforged/2.0

In menus.txt find this bit:
1.04
mno_trade_withbandits  2 2147483678 2 144115188075856202 -9 541 3 144115188075855973 8 0  Sell_spoils_to_bandits.  8 1532 1 360287970189639863 4 0 2149 2 1224979098644774912 360287970189639863 2147483678 2 1224979098644774912 8000 2136 3 1224979098644774913 1000 6000 1 3 936748722493063692 360287970189639863 1224979098644774913 3 0 2042 1 360287970189639863  .  mno_leave_no_attack  1 541 3 144115188075855973 8 0  Leave... 
Reforged/2.0
mno_trade_withbandits  2 2147483678 2 144115188075856202 -9 541 3 144115188075855973 8 0  Sell_spoils_to_bandits.  8 1532 1 360287970189639863 4 0 2149 2 1224979098644774912 360287970189639863 2147483678 2 1224979098644774912 8000 2136 3 1224979098644774913 1000 6000 1 3 936748722493063691 360287970189639863 1224979098644774913 3 0 2042 1 360287970189639863  .  mno_leave_no_attack  1 541 3 144115188075855973 8 0  Leave...

The red 1000 6000 seems to be the lower and upper range of what they'll have each time you open the trade screen.  I've seen them with more (ten thousand sometimes) when it's at the default so not sure exactly how this functions, but increasing the red numbers works at any rate.
 
kraggrim

Village recruits work.
But the town/fort still gives you recruits of the original faction.
1. Is there a tweak for towns & forts? You can do it :wink:
Otherwise ill have to use savegame editor. I dont mind really that much, but still.. if there is a easier way, i go for it.
 
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