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

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Ah well, must be the same as villages now where the recruits are designated individually in their own slots.  After the VC source code is released we can probably work up a tweak that switches these automatically when a centre changes hands, but for now you'll have to use the save editor.
 
Does replacing the unhappiness checker still work?  I swear it was working until the last update for the Viking conquest DLC/Mod.  After the update every companion is getting pissed and threatening to leave.  Even after re-editing my triggers file. 

kraggrim said:
Change time between companions trying to leave:

Tired of constantly reminding your companions that nobody gets to leave the party? Use this!

Make a backup of triggers.txt, then open it and search for
Code:
0.000000 0.000000 24
There are four three instances, the one nearest the top of the file is the one you want. Change that 24 to a higher number, 99999 worked for me.

Please note, if it's the same as Brytenwalda this trigger contains a few different companion conflict related things (see the spoiler below). I would advise only using this if you have your party as you'd like to have it for the rest of the game. Do not use during story mode, I don't know for sure but would probably **** things up.

#Process morale and determine personality clashes
  (0, 0, 24,
  [],
[

#Count NPCs in party and get the "grievance divisor", which determines how fast grievances go away
#Set their relation to the player
        (assign, ":npcs_in_party", 0),
        (assign, ":grievance_divisor", 100),
        (try_for_range, ":npc1", companions_begin, companions_end),
            (main_party_has_troop, ":npc1"),
            (val_add, ":npcs_in_party", 1),
        (try_end),
        (val_sub, ":grievance_divisor", ":npcs_in_party"),
        (store_skill_level, ":persuasion_level", "skl_persuasion", "trp_player"),
        (val_add, ":grievance_divisor", ":persuasion_level"),
        (assign, reg7, ":grievance_divisor"),

#        (display_message, "@{!}Process NPC changes. GD: {reg7}"),



##Activate personality clash from 24 hours ago
        (try_begin), #scheduled personality clashes require at least 24hrs together
            (gt, "$personality_clash_after_24_hrs", 0),
            (eq, "$disable_npc_complaints", 0),
            (try_begin),
                  (troop_get_slot, ":eek:ther_npc", "$personality_clash_after_24_hrs", slot_troop_personalityclash_object),
                  (main_party_has_troop, "$personality_clash_after_24_hrs"),
                  (main_party_has_troop, ":eek:ther_npc"),
                  (assign, "$npc_with_personality_clash", "$personality_clash_after_24_hrs"),
            (try_end),
            (assign, "$personality_clash_after_24_hrs", 0),
        (try_end),
#

       
        (try_for_range, ":npc", companions_begin, companions_end),
###Reset meeting variables
            (troop_set_slot, ":npc", slot_troop_turned_down_twice, 0),
            (try_begin),
                (troop_slot_eq, ":npc", slot_troop_met, 1),
                (troop_set_slot, ":npc", slot_troop_met_previously, 1),
            (try_end),

###Check for coming out of retirement
            (troop_get_slot, ":eek:ccupation", ":npc", slot_troop_occupation),
            (try_begin),
                (eq, ":eek:ccupation", slto_retirement),
                (troop_get_slot, ":renown_min", ":npc", slot_troop_return_renown),

                (str_store_troop_name, s31, ":npc"),
                (troop_get_slot, ":player_renown", "trp_player", slot_troop_renown),
                (assign, reg4, ":player_renown"),
                (assign, reg5, ":renown_min"),
#                (display_message, "@{!}Test {s31}  for retirement return {reg4}, {reg5}."),

                (gt, ":player_renown", ":renown_min"),
                (troop_set_slot, ":npc", slot_troop_personalityclash_penalties, 0),
                (troop_set_slot, ":npc", slot_troop_morality_penalties, 0),
                (troop_set_slot, ":npc", slot_troop_occupation, 0),
            (try_end),


#Check for political issues
(try_begin), #does npc's opponent pipe up?
(troop_slot_ge, ":npc", slot_troop_days_on_mission, 5),
(troop_slot_eq, ":npc", slot_troop_current_mission, npc_mission_kingsupport),

(troop_get_slot, ":eek:ther_npc", ":npc", slot_troop_kingsupport_opponent),
(troop_slot_eq, ":eek:ther_npc", slot_troop_kingsupport_objection_state, 0),

(troop_set_slot, ":eek:ther_npc", slot_troop_kingsupport_objection_state, 1),

(str_store_troop_name, s3, ":npc"),
(str_store_troop_name, s4, ":eek:ther_npc"),

(try_begin),
(eq, "$cheat_mode", 1),
(display_message, "str_s4_ready_to_voice_objection_to_s3s_mission_if_in_party"),
(try_end),
(try_end),

#Check for quitting
            (try_begin),
                (main_party_has_troop, ":npc"),

                (call_script, "script_npc_morale", ":npc"),
                (assign, ":npc_morale", reg0),

                (try_begin),
                    (lt, ":npc_morale", 20),
                    (store_random_in_range, ":random", 0, 100),
                    (val_add, ":npc_morale", ":random"),
                    (lt, ":npc_morale", 20),
                    (assign, "$npc_is_quitting", ":npc"),
                (try_end),

#Reduce grievance over time (or augment, if party is overcrowded
                (troop_get_slot, ":grievance", ":npc", slot_troop_personalityclash_penalties),
                (val_mul, ":grievance", 90),
                (val_div, ":grievance", ":grievance_divisor"),
                (troop_set_slot, ":npc", slot_troop_personalityclash_penalties, ":grievance"),

                (troop_get_slot, ":grievance", ":npc", slot_troop_morality_penalties),
                (val_mul, ":grievance", 90),
                (val_div, ":grievance", ":grievance_divisor"),
                (troop_set_slot, ":npc", slot_troop_morality_penalties, ":grievance"),


#Change personality grievance levels
                (try_begin),
                    (this_or_next|troop_slot_ge, ":npc", slot_troop_personalityclash_state, 1),
                        (eq, "$disable_npc_complaints", 1),
                    (troop_get_slot, ":eek:bject", ":npc", slot_troop_personalityclash_object),
                    (main_party_has_troop, ":eek:bject"),
                    (call_script, "script_reduce_companion_morale_for_clash", ":npc", ":eek:bject", slot_troop_personalityclash_state),
                (try_end),
                (try_begin),
                    (this_or_next|troop_slot_ge, ":npc", slot_troop_personalityclash2_state, 1),
                        (eq, "$disable_npc_complaints", 1),
                    (troop_get_slot, ":eek:bject", ":npc", slot_troop_personalityclash2_object),
                    (main_party_has_troop, ":eek:bject"),
                    (call_script, "script_reduce_companion_morale_for_clash", ":npc", ":eek:bject", slot_troop_personalityclash2_state),
                (try_end),
                (try_begin),
                    (this_or_next|troop_slot_ge, ":npc", slot_troop_personalitymatch_state, 1),
                        (eq, "$disable_npc_complaints", 1),
                    (troop_get_slot, ":eek:bject", ":npc", slot_troop_personalitymatch_object),
                    (main_party_has_troop, ":eek:bject"),
                    (troop_get_slot, ":grievance", ":npc", slot_troop_personalityclash_penalties),
                    (val_mul, ":grievance", 9),
                    (val_div, ":grievance", 10),
                    (troop_set_slot, ":npc", slot_troop_personalityclash_penalties, ":grievance"),
                (try_end),



#Check for new personality clashes

#Active personality clash 1 if at least 24 hours have passed
                (try_begin),
                    (eq, "$disable_npc_complaints", 0),
                    (eq, "$npc_with_personality_clash", 0),
                    (eq, "$npc_with_personality_clash_2", 0),
                    (eq, "$personality_clash_after_24_hrs", 0),
                    (troop_slot_eq, ":npc", slot_troop_personalityclash_state, 0),
                    (troop_get_slot, ":eek:ther_npc", ":npc", slot_troop_personalityclash_object),
                    (main_party_has_troop, ":eek:ther_npc"),
                    (assign, "$personality_clash_after_24_hrs", ":npc"),
                (try_end),

#Personality clash 2 and personality match is triggered by battles
(try_begin),
(eq, "$npc_with_political_grievance", 0),

(troop_slot_eq, ":npc", slot_troop_kingsupport_objection_state, 1),
(assign, "$npc_with_political_grievance", ":npc"),
(try_end),

#main party does not have troop, and the troop is a companion
(else_try),
(neg|main_party_has_troop, ":npc"),
(eq, ":eek:ccupation", slto_player_companion),


(troop_get_slot, ":days_on_mission", ":npc", slot_troop_days_on_mission),
(try_begin),
(gt, ":days_on_mission", 0),
(val_sub, ":days_on_mission", 1),
(troop_set_slot, ":npc", slot_troop_days_on_mission, ":days_on_mission"),
##diplomacy chief begin
        (else_try),
          (troop_slot_eq, ":npc", slot_troop_current_mission, dplmc_npc_mission_spy_request), #spy mission
          (troop_slot_ge, ":npc", dplmc_slot_troop_mission_diplomacy, 1), #caught

          (troop_set_slot, "trp_hired_blade", slot_troop_mission_object, ":npc"),
          (assign, "$npc_to_rejoin_party", "trp_hired_blade"),
        ##diplomacy chief end
(else_try),
(troop_slot_ge, ":npc", slot_troop_current_mission, 1),

#If the hero can join
(this_or_next|neg|troop_slot_eq, ":npc", slot_troop_current_mission, npc_mission_rejoin_when_possible),
                        # (hero_can_join, ":npc"),    MOTO error! This explains why companions sometimes never come back from mission...
                        (hero_can_join, "p_main_party"),

(assign, "$npc_to_rejoin_party", ":npc"),
(try_end),
            (try_end),
        (try_end),
    ]),

You can see what is probably the :grievance_divisor", 100 in the text file just along from the 24.0000.  Changing that might be a more elegant way of doing this, not tried it though.

EDIT: tested from a new game in 1.04 sandbox, companions will complain about and praise each other after battle but never try to leave, so should be fine to have on from the start.

EDIT 2: This will affect companions sent off on missions, so you'll need to reset it when you want them back.
 
Alternate Crown Model (probably any version, though only tested in reforged beta)
SglFZ.jpg

In your resources folder make a copy of vc_hoods.brf, then download this one and swap it in. It just uses existing materials and textures so no need to worry about that stuff. Will replace the existing one for the player (if they have one) and all kings.

Edit: Updated link with slightly tweaked version that should look a bit better, plus another couple of variants included in the brf.
RKYyU.jpg
eoMoI.jpg
If you want to change it open the file up using a program called OpenBRF and rename whichever one you like to 'Crown' and rename the current one to something else.
 
Crown-stealing from captured kings re-enabled reforged beta

If you want to be able to take crowns from captured kings then open conversation.txt and find this section:
dlga_prisoner_chat_noble_arm3:prisoner_chat_noble_arm3a 69631 3463  6 1541 3 1224979098644774912 144115188075855902 4 32 2 1224979098644774912 0 2147483679 2 1224979098644774912 288230376151712503 2703 2 1224979098644774913 1224979098644774912 32 2 1224979098644774913 35 2325 2 13 1224979098644774912 I'd_like_to_try_on_your_{s13}.  3464  3 2133 2 144115188075856105 4 1541 3 1224979098644774912 144115188075855902 4 2133 2 144115188075855915 1224979098644774912 NO_VOICEOVER

Swap it for this:
dlga_prisoner_chat_noble_arm3:prisoner_chat_noble_arm3a 69631 3463  3 1541 3 1224979098644774912 144115188075855902 4 32 2 1224979098644774912 0 2325 2 13 1224979098644774912 I'd_like_to_try_on_your_{s13}.  3464  3 2133 2 144115188075856105 4 1541 3 1224979098644774912 144115188075855902 4 2133 2 144115188075855915 1224979098644774912 NO_VOICEOVER

Note: There will be a bug where after taking the crown you can then also choose to take 5 normal helmets from the king.
 
Troll or child sized characters (male only for now, tested in 2.005 should be any version)

Make a backup of your saves and then download the save-game editor. Import your save and open the 'troops' section (should be near the bottom), the player character should be at the very top of the list. Open the player troop and find the 'flags' entry, then replace whatever's there with one of these numbers:

Male
268435478  (child)
268435476  (short)
268435472  (normal)
268435474  (tall)
268435480  (troll)

Export the save, and that should be it.
BHgoj.jpg
Tall on the left, then troll and child.
 
Add Morrigan back to your party as a companion again tested in Reforged/2.0 but probably any version

I would advise against using this in storyline mode as companions play an integral part. Wait until you've finished the main quest.

Irish questline spoilers:
If you want to have Morrigan back to your party after the questline is over then follow this guide.
For this make sure you have a companion you don't want that you can swap out for her in your party (remember to remove any equipment you want to keep). Make a backup of your saves and then download the save-game editor. Import your save and open the 'party_records' section (should be about 3/4 of the way down), the player character's party should be #0 at the very top of the list. Find the 'stacks' section and in this find the companion you want to swap out. Their troop_id should be:

295 Caio
296 Egil
297 Brunhild
298 Donnchadh
299 Morgant
300 Bodo
301 Dwywei
302 Reginhard
303 Clovis
304 Ceawlin
305 Solveig
306 Asbjorn
307 Helgi
308 Ailchu
309 Agathinos
310 Beda
Change that number to 1298. Now go to the 'troops' section (about 6 lines under party records), open it and find the companion that you swapped out. Open their 'slots' tab and reset 'slot_troop_occupation (2)' to 0. You also want to set their 'slot_troop_cur_center (12)' to a number between 21 and 50. This is the town they'll be in, you can look which number corresponds to which city under the party_records tab if there's a specific one you want.

If you want it to be like you never met them there's probably a bunch of other slots you want to reset to 0, like slot_troop_met_previously (80), slot_troop_first_encountered (59), slot_troop_present_at_event (9), slot_troop_courtship_state (5), slot_troop_last_talk_time (4). Dunno how important these are really.

Not designed for getting adventuring or lord companions back into your party. I've posted a possible guide for that here, though it's untested. If you try it out let me know if it works or not.

NOTE: QWW has created a mod that allows her to stay. I've not tested it but you're probably better using that if she's not left the party yet.
 
Recruitable ship-viking parties Reforged/2.0

In conversation.txt find this bit:
dlga_start:battle_reason_stated 4095 0  6 31 2 144115188075856100 2 2202 1 72057594037927941 1609 2 72057594037927943 72057594037927941 1073741855 2 72057594037927943 576460752303423496 1073741855 2 72057594037927943 576460752303423497 31 2 72057594037927943 576460752303423502 I_will_drink_from_your_skull!  3527  1 600 1 1152921504606847115 NO_VOICEOVER
and replace it with this:
dlga_start:battle_reason_stated 4095 0  10 31 2 144115188075856100 2 2202 1 72057594037927941 1609 2 72057594037927943 72057594037927941 1073741855 2 72057594037927943 576460752303423496 1073741855 2 72057594037927943 576460752303423566 1073741855 2 72057594037927943 576460752303423567 1073741855 2 72057594037927943 576460752303423568 1073741855 2 72057594037927943 576460752303423569 1073741855 2 72057594037927943 576460752303423497 31 2 72057594037927943 576460752303423502 I_will_drink_from_your_skull!  3527  1 600 1 1152921504606847115 NO_VOICEOVER

The 6 is replaced with a 10 (signifies number of parts to this section) and the blue parts are added in to enable this for the extra party templates:
Danish vikingr (7:cool:      566
Vikingr (79)                  567
Norwegian vikingr (80) 568
Swedish vikingr (81)    569

Remember you need space in your fleet for all their soldiers and prisoners, and need enough money to recruit all of them.
 
kraggrim said:
Add a certain character back to your party as a companion again Reforged/2.0

Irish questline spoilers:
If you want to have Morrigan back to your party after the questline is over then follow this guide.
For this make sure you have a companion you don't want that you can swap out for her in your party (remember to remove any equipment you want to keep). Make a backup of your saves and then download the save-game editor. Import your save and open the 'party_records' section (should be about 3/4 of the way down), the player character's party should be #0 at the very top of the list. Find the 'stacks' section and in this find the companion you want to swap out. Their troop_id should be:

295 Caio
296 Egil
297 Brunhild
298 Donnchadh
299 Morgant
300 Bodo
301 Dwywei
302 Reginhard
303 Clovis
304 Ceawlin
305 Solveig
306 Asbjorn
307 Helgi
308 Ailchu
309 Agathinos
310 Beda
Change that number to 1298. Now go to the 'troops' section (about 6 lines under party records), open it and find the companion that you swapped out. Open their 'slots' tab and reset 'slot_troop_occupation (2)' to 0. You also want to set their 'slot_troop_cur_center (12)' to a number between 21 and 50. This is the town they'll be in, you can look which number corresponds to which city under the party_records tab if there's a specific one you want.

If you want it to be like you never met them there's probably a bunch of other slots you want to reset to 0, like slot_troop_met_previously (80), slot_troop_first_encountered (59), slot_troop_present_at_event (9), slot_troop_courtship_state (5), slot_troop_last_talk_time (4). Dunno how important these are really.

Not designed for getting adventuring or lord companions back into your party. That would be more complex, but you could probably do it with a similar process and by comparing their slots with those of a current companion.

hello i tried ur method i got back morrigan(thanks for that) but i tried to find helgi(the 1 i replaced) so i followed this
Now go to the 'troops' section (about 6 lines under party records), open it and find the companion that you swapped out. Open their 'slots' tab and reset 'slot_troop_occupation (2)' to 0. You also want to set their 'slot_troop_cur_center (12)' to a number between 21 and 50. This is the town they'll be in, you can look which number corresponds to which city under the party_records tab if there's a specific one you want.
so i changed it the occupation to 0 and the town respawn is 45 which is Aileach i went there but i didnt saw helgi is there something i did wrong? and i wanna try Companions: change time between attempts to leave the party(are they gonna stay forever in my party?)
 
Good day, I have just bought Viking Conquest after the RE came out. I jumped into tweaking right away. So far, my (mis)adventure has yielded the right results (though I am not too sure what was I looking at :lol:). But one big obstacle remains:

I want to modify the interval / time between recruiting prisoners. I have done that in other mods a number of times by going to menus.txt, finding the line containing "mno_camp_recruit_prisoners" and searching from there. But in Viking Conquest, I can't find this line, or any similar numeric strings at all! I tested and the time seemed to be 24 hours as before, but I cannot find 24 in any relevant line as well.

Another thing is that, since the factors that affect the prisoner limit is now replaced by renown and party size (I believe), should I go test and try changing the values in the line game_get_party_prisoner_limit in script.txt or should I look somewhere else? I can deal with save game editing as well if need be. Thanks kindly for any help!
 
kuplas, 45 is Aileach so it might be he'd moved on to another town by the time you got there. Try using the save editor to check his current town and see if he's there. If that doesn't work I'd try starting anew game, saving, then compare that save with your current one in the editor and reset all helgi's slots to what they were in the new game save. Hopefully it will be like you'e never met him and he'll show up now.

'Companions: change time between attempts to leave the party' hasn't been tested in the full reforged release but yes it should stop them trying to leave if you set the number high enough. It does stop them coming back if you send them on missions or lose them for whatever reason. I would recommend this one instead, just keep your morale up for a couple of days as it gradually comes into effect.


Dracosoara, I think prisoner recruitment feature might be in presentations.txt now, have a look there. I'm not sure about the prisoner limit one, I'll have a wee look.
 
Thank you! I have found the relevant lines in presentations.txt. For anyone who would like to make the prisoner recruitment interval tweak, below are the steps.

Find the line prsnt_camp_screen_main in presentations.txt. Then locate the string

1224979098644774932 2106 2 1224979098644774932 24 32 2 1224979098644774932 144115188075856211 4 0 32 2

and change the highlighted number to whatever number. For unlimited recruitment, change the number to -1 like this:

1224979098644774932 2106 2 1224979098644774932 -1 32 2 1224979098644774932 144115188075856211 4 0 32 2

Thanks again!

Edit: I have also found the way to change prisoner limit as well. First go to game_get_party_prisoner_limit in script.txt.

To change the base limit:

Change

2111 2 1224979098644774915 5 2133 2 72057594037927936

to

2111 2 1224979098644774915 (Whatever number you want it to be) 2133 2 72057594037927936

In VC, the prisoner limit is increased by 1 when there is an increase of 4 in numbers of troops. To change that number:

Change

2123 3 1224979098644774914 1224979098644774913 4 2133 2 1224979098644774915

to

2123 3 1224979098644774914 1224979098644774913 (Whatever number you want it to be) 2133 2 1224979098644774915

I haven't found the renown one yet though, if it exists, but those should suffice for the moment.
 
kraggrim said:
kuplas, 45 is Aileach so it might be he'd moved on to another town by the time you got there. Try using the save editor to check his current town and see if he's there. If that doesn't work I'd try starting anew game, saving, then compare that save with your current one in the editor and reset all helgi's slots to what they were in the new game save. Hopefully it will be like you'e never met him and he'll show up now.

'Companions: change time between attempts to leave the party' hasn't been tested in the full reforged release but yes it should stop them trying to leave if you set the number high enough. It does stop them coming back if you send them on missions or lose them for whatever reason. I would recommend this one instead, just keep your morale up for a couple of days as it gradually comes into effect.


Dracosoara, I think prisoner recruitment feature might be in presentations.txt now, have a look there. I'm not sure about the prisoner limit one, I'll have a wee look.

thanks to u im loving it i got helgi back i wanna collect all the companions btw what slot is the current town they are in i still need to find alichu and caelwin

 
kraggrim said:
Player towns/castles generate garrison automatically like AI lords (1.04)

In simple_triggers.txt (make a backup) find this section:

1.400000  147 2136 3 1224979098644774912 648518346341351445 648518346341351564 2147484189 3 1224979098644774912 7 360287970189639680 1651 2 1224979098644774913 1224979098644774912 7 3 1224979098644774914 0 1224979098644774913 1656 3 1224979098644774915 1224979098644774912 1224979098644774914 2147485155 1 1224979098644774915 1657 3 1224979098644774916 1224979098644774912 1224979098644774914 32 2 1224979098644774916 0 2136 3 1224979098644774917 10 60 2107 2 1224979098644774916 1224979098644774917 2108 2 1224979098644774916 100 4 0 31 2 1224979098644774916 0 2105 2 1224979098644774916 1 3 0 521 3 1224979098644774918 1224979098644774912 49 2122 3 1224979098644774919 1224979098644774916 20 2105 2 1224979098644774918 1224979098644774919 501 3 1224979098644774912 49 1224979098644774918 1616 3 1224979098644774912 1224979098644774915 1224979098644774916 3 0 266 1 1224979098644774920 2133 2 1224979098644774921 1 4 0 31 2 1224979098644774920 0 2133 2 1224979098644774921 3 5 0 31 2 1224979098644774920 1 2133 2 1224979098644774921 2 5 0 31 2 1224979098644774920 2 2133 2 1224979098644774921 1 3 0 2107 2 1224979098644774921 480 521 3 1224979098644774918 1224979098644774912 49 521 3 1224979098644774922 1224979098644774912 50 2133 2 1224979098644774923 1 4 0 1073742385 3 1224979098644774912 400 2 561 3 1224979098644774912 54 1 2133 2 1224979098644774923 0 3 0 4 0 31 2 1224979098644774923 1 2147483680 2 1224979098644774922 72 2122 3 1224979098644774924 1224979098644774922 1224979098644774922 5 0 31 2 1224979098644774923 1 2122 3 1224979098644774924 1224979098644774922 73 5 0 31 2 1224979098644774923 0 2123 3 1224979098644774925 1224979098644774922 2 2122 3 1224979098644774924 1224979098644774925 1224979098644774925 3 0 4 0 561 3 1224979098644774912 7 1 2105

Change 147 to 146 and remove the red 2147484189 3 1224979098644774912 7 360287970189639680 section. The red section seems to be the player exception bit.

I think what will happen is it will automatically sell prisoners from the center and add money to it, then spend that center's money on new troops to add, and maybe upgrade some (this could be a different trigger though). Or it might do 1 of these things, or none, it's an adventure! I'd backup your saves either way and maybe store prisoners you want to keep in a refuge or troop camp.


Towns/castles with no lord fill with troops (1.04 untested)

If you want centers with no assigned Lord to fill their garrison then delete the blue 561 3 1224979098644774912 7 1. Reduce the 147 (or 146 if you have both tweaks) to 146 (145 with both).

This is untested but theoretically should work. If anyone tests it can you please let me know the outcome.

In referance to the first of the two tweeks behaviour, how does this work for AI lords, does it cost them money? I would like the player and AI metagame to behave the same way, it's unfair if they get  free spontaneous garrisons while I have to run around for 2 weeks recruiting.

How do AI normally find troups, do they recruit like the player? Can someone elaborate on the differences between ai and player recruiting?
 
Cheers Dracosoara, will link on the front page. What makes you think prisoner limit is influenced by renown?


kuplas, the slot for the companion troop should be slot_troop_cur_center (12), then compare that number to the list in 'party_records' (about 6 lines above 'troops' in the save file).


Carrion believe it's supposed to deduct money from the lord or his center's wealth (I think ransom money also comes out of this), but from what I've been told it doesn't really make a big difference if he's poor, in native warband at least. I wouldn't really know how to adjust this through tweaks.
 
kraggrim said:
Cheers Dracosoara, will link on the front page. What makes you think prisoner limit is influenced by renown?

Oh, it's just from some previous forum post when I was doing the search. Though I actually tested by increasing renown, and it doesn't seem to change the prisoner limit, so I haven't looked in the codes further.
 
Well, it's probably been balanced like that to account for the various advantages the player has (can recruit prisoners, mercenaries, bandits, masterless men, companions, raise the levy from villages etc). I don't really want to get into a discussion about game balance though :smile:.

If you think you'll have more fun playing if you don't have to bother managing the garrisoning of centers then apply the first one, if you think the decrease in challenge will reduce your fun then don't apply it, simple :smile:. If the same damn castles/towns just keep changing hands over and over you could try the second tweak, should help with that (in theory, not tested it).
 
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