Author Topic: Tweaks for Viking Conquest (one for 2.028, others for 2.021, 2.012, 2.010 etc)  (Read 317614 times)

0 Members and 1 Guest are viewing this topic.

kalarhan

  • Python Saint
  • Count
  • *
  • Use Q&A thread, not a PM :)
    • View Profile
  • Faction: Neutral
  • WBNWVCWF&S
Re: Some small tweaks for Viking Conquest (1.03/1.03beta)
« Reply #30 on: February 23, 2015, 02:42:55 AM »
-Effect of Leadership skill on troop wages (every level of Leadership decreases wages by 5%, how would I change that?)

(click to show/hide)
change this for 1.03:
Code: [Select]
54 21 1 1224979098644774912 22 1 1224979098644774913 2133 2 1224979098644774914 0 2170 3 1224979098644774915 1369094286720630785 360287970189639680 4 0
to this:
Quote
55 21 1 1224979098644774912 22 1 1224979098644774913 2133 2 1224979098644774914 0 2170 3 1224979098644774915 1369094286720630785 360287970189639680 2105 2 1224979098644774915 5 4 0

change this for 1.04:
Code: [Select]
61 21 1 1224979098644774912 22 1 1224979098644774913 2133 2 1224979098644774914 0 2170 3 1224979098644774915 1369094286720630785 360287970189639680 4 0

to this:
Code: [Select]
62 21 1 1224979098644774912 22 1 1224979098644774913 2133 2 1224979098644774914 0 2170 3 1224979098644774915 1369094286720630785 360287970189639680 2105 2 1224979098644774915 5 4 0

The number 5 above is your tweak. You can put 1, 2, 3.....  :P
« Last Edit: March 06, 2015, 02:56:53 PM by kalarhan »

kraggrim

  • Marquis
  • *
    • View Profile
  • Faction: Neutral
  • WBM&BWF&SNWVC
Re: Some small tweaks for Viking Conquest (1.03/1.03beta)
« Reply #31 on: February 23, 2015, 12:06:37 PM »
Thanks kalarhan, very good work.

Quote
Transforming that snippet to compiled code:
2170 2 ":leadership_level" "skl_leadership" 3 "trp_player"
2122 2 ":leadership_bonus" 5 3 ":leadership_level"
2121 2 ":leadership_factor" 100 2 ":leadership_bonus"
2107 2 ":wage" 2 ":leadership_factor"
2108 2 ":wage" 100

Is there a guide or something for interpreting this kind of stuff, or did you just extrapolate?

kalarhan

  • Python Saint
  • Count
  • *
  • Use Q&A thread, not a PM :)
    • View Profile
  • Faction: Neutral
  • WBNWVCWF&S
Re: Some small tweaks for Viking Conquest (1.03/1.03beta)
« Reply #32 on: February 23, 2015, 01:23:23 PM »
Thanks kalarhan, very good work.

Is there a guide or something for interpreting this kind of stuff, or did you just extrapolate?

Hum that comes from modding. All you need to do is read the process_XXXX.py files to learn how they *compile* the source, then you open native modules for the codes and you work from there. The wage script took me 10minutes.

(click to show/hide)

Cheers
« Last Edit: February 23, 2015, 01:25:30 PM by kalarhan »

kraggrim

  • Marquis
  • *
    • View Profile
  • Faction: Neutral
  • WBM&BWF&SNWVC
Re: Some small tweaks for Viking Conquest (1.03/1.03beta)
« Reply #33 on: February 24, 2015, 12:19:04 AM »
And here I was just using intuition and lucky guesses! Cheers for the explanation, should come in handy.

kalarhan

  • Python Saint
  • Count
  • *
  • Use Q&A thread, not a PM :)
    • View Profile
  • Faction: Neutral
  • WBNWVCWF&S
Re: Some small tweaks for Viking Conquest (1.03/1.03beta)
« Reply #34 on: February 24, 2015, 01:40:04 AM »
Tweak looting value from monasteries
File:    menus.txt
Menu: menu_saquear_monasterio

1.03:
(click to show/hide)



1.04:

(click to show/hide)
« Last Edit: April 09, 2015, 08:29:29 PM by kalarhan »

gdwitt

  • Knight at Arms
  • *
    • Steam - gdwitt
    • View Profile
    • BrytenwaldaReworkedOpenProject
  • Faction: Neutral
Re: Some small tweaks for Viking Conquest (1.03/1.03beta)
« Reply #35 on: February 24, 2015, 08:40:09 PM »
Are you working with the Brytenwalda module_system? Or native?
Do you have some secret module system for Vikings.
I'm still modding Brytenwalda because I can read and understand the module system.

I find you explanations below to be very clear and insightful.
Can you refer us to any tutorial or reference posts that explain things like you are doing?

I know how to compile the moduleysystem then compare its output with current game code.
I just wish I had a better understanding of the logic of the system and what stands for what in the compiled number lists.

            

kalarhan

  • Python Saint
  • Count
  • *
  • Use Q&A thread, not a PM :)
    • View Profile
  • Faction: Neutral
  • WBNWVCWF&S
Re: Some small tweaks for Viking Conquest (1.03/1.03beta)
« Reply #36 on: February 24, 2015, 09:10:34 PM »
I know how to compile the moduleysystem then compare its output with current game code.
I just wish I had a better understanding of the logic of the system and what stands for what in the compiled number lists.

You can start here:
(click to show/hide)

and go from there. It was maybe easier for me as I am a software developer (few decades of XP), so learning a new language and compilers takes a couple hours. As a modder you could probably handle this stuff in a day or two.

Also it will be alot easier if you install Sublime and the M&B pack we have on the modding forum.

kraggrim

  • Marquis
  • *
    • View Profile
  • Faction: Neutral
  • WBM&BWF&SNWVC
Re: Some small tweaks for Viking Conquest (1.03/1.03beta)
« Reply #37 on: February 25, 2015, 08:15:52 PM »
Added "Change the village recruit type of to be based on the faction owning the village" to front page.

Kalarhan, any idea how to do this tweak for towns/castles?
« Last Edit: February 25, 2015, 08:23:19 PM by kraggrim »

reiksmarshal

  • Sergeant Knight
  • *
  • weapon & armour smith
    • View Profile
  • Faction: Swadian
Re: Some small tweaks for Viking Conquest (1.03/1.03beta)
« Reply #38 on: February 25, 2015, 10:33:57 PM »
For those who wanted the horn louder.

http://ge.tt/50neZBB2/v/0

JuJu70

  • Master Knight
  • *
    • View Profile
  • Faction: Neutral
  • WBVC
Re: Some small tweaks for Viking Conquest (1.03/1.03beta)
« Reply #39 on: February 26, 2015, 08:25:46 PM »
Added "Change the village recruit type of to be based on the faction owning the village"

I guess because people get replaced overnight?

Quote
100 and 500 is the range for the loot. Change to something else like 1000 and 5000 and you will get 10x the cash loot.

Why not 1000000 to 5000000? :party:
« Last Edit: February 26, 2015, 08:28:55 PM by JuJu70 »

kalarhan

  • Python Saint
  • Count
  • *
  • Use Q&A thread, not a PM :)
    • View Profile
  • Faction: Neutral
  • WBNWVCWF&S
Re: Some small tweaks for Viking Conquest (1.03/1.03beta)
« Reply #40 on: February 26, 2015, 08:46:48 PM »
Quote
100 and 500 is the range for the loot. Change to something else like 1000 and 5000 and you will get 10x the cash loot.

Why not 1000000 to 5000000? :party:

LOL  :) that would be a awesome raid indeed! I could retire after it!

--> if you give us the modules then we can do cool stuff instead of this minor balance things *hint hint*  :mrgreen:

JuJu70

  • Master Knight
  • *
    • View Profile
  • Faction: Neutral
  • WBVC
Re: Some small tweaks for Viking Conquest (1.03/1.03beta)
« Reply #41 on: February 26, 2015, 08:59:59 PM »
 
Quote
of this minor balance cheat things

Fixed

kalarhan

  • Python Saint
  • Count
  • *
  • Use Q&A thread, not a PM :)
    • View Profile
  • Faction: Neutral
  • WBNWVCWF&S
Re: Some small tweaks for Viking Conquest (1.03/1.03beta)
« Reply #42 on: February 26, 2015, 09:04:23 PM »
Quote
of this minor balance cheat things

Fixed

c'mon, one person cheat is another person fun. You are just trying to distract us from the modules release topic, right?  :twisted:

kraggrim

  • Marquis
  • *
    • View Profile
  • Faction: Neutral
  • WBM&BWF&SNWVC
Re: Some small tweaks for Viking Conquest (1.03/1.03beta)
« Reply #43 on: February 26, 2015, 09:06:15 PM »
I wondered when you'd show up here JuJu :D.

I guess because people get replaced overnight?

Exactly! It's like how if you bring villagers 6 sacks of wheat and 9 cows then they suddenly decide to have the 10,000 pening armour and years of fighting experience! Same magic at work.
(click to show/hide)
:P

JuJu70

  • Master Knight
  • *
    • View Profile
  • Faction: Neutral
  • WBVC
Re: Some small tweaks for Viking Conquest (1.03/1.03beta)
« Reply #44 on: February 26, 2015, 11:02:00 PM »
I wondered when you'd show up here JuJu :D.

I guess because people get replaced overnight?

Exactly! It's like how if you bring villagers 6 sacks of wheat and 9 cows then they suddenly decide to have the 10,000 pening armour and years of fighting experience! Same magic at work.
(click to show/hide)
:P

Not for long  :shock: Anyways I never liked recruitment in MB because it looked silly (peasant to knight in 10 days). If I had my say the system would've been totally different.
« Last Edit: February 26, 2015, 11:10:05 PM by JuJu70 »