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

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I cannot remember if this has already been asked. If so, then I apologize asking again. :smile:

As it is possible to tweak the garrison limit of the player refugee, is it also possible to mod the garrison limit of castles and towns?
 
Ah yes I see. Its not possible to actually tweak the limit in numbers but only set the time for checking the numbers to an absurdly high number.
Thanks anyway. :smile:
 
FlashHeart07 said:
Ah yes I see. Its not possible to actually tweak the limit in numbers but only set the time for checking the numbers to an absurdly high number.
Thanks anyway. :smile:

of course it is possible, just not listed. Not that you need it, as you already have a alternative solution  :wink:
 
connaito said:
@kraggrim Thanks for reply!
I did it, and it works, well but I cannot find another companions.
I see slot_troop_cur_center (ex: 34 Dunwic) and go find in tavern, but no one there!

Maybe try waiting a week for companions to move around (backup your save in case they become adventurers) then check the slot to see which town they're in and see if they're there.
Btw did the troop-transfer thing work then?



bill2505 said:
i want to change in module  the troops exp kill. in order to make xp gain 40% more do i need to set the number to 2.4(from 2.0)
Open module.ini and look for regulars_xp_multiplier = 2.0. Change that 2 to something higher for faster combat-leveling, I don't know exactly how it works so play around with different values until it feels right for you.
You can also set the troop leveling to 'easy/beginner' in the options from the camp menu.
And you can increase the max possible level of the training skill from 5 to 10 in skills.txt (you need 12+ intelligence to increase it though).
Someone posted a mod that reduces troop levels across the board, should help with this.
Also you can do as kalarhan says if it still feels off.



FlashHeart07 said:
Ah yes I see. Its not possible to actually tweak the limit in numbers but only set the time for checking the numbers to an absurdly high number.
Thanks anyway. :smile:
Indeed, in this case it's easiest to self-police, the player can decide what amount is appropriate according to their circumstances.


@kalarhan, ninja'd again! How come we're always posting at the same time? :smile:
 
kalarhan said:
of course it is possible, just not listed. Not that you need it, as you already have a alternative solution  :wink:

Now Im confused. :grin: First off, if its possible to reduce the garrison limit of castles and towns. How is this done?
Or what is the alternative solution? :smile:
I wasnt able to find anything related to this in the OP. I dont need to reduce the garrison limit for my refugee, but for castles and towns. :smile:
 
FlashHeart07, there's no actual hard limit for castle/town garrisons (afaik) but your faction's marshal may decide to steal some of your troops if there are too many stored there. The amount of troops where this kicks in is dependent on the centre's prosperity rating (I don't know the exact numbers), and if you are the marshal or there isn't one then it will not happen. You can use this tweak to negate the troop stealing, though I haven't actually tested it.


PianoMath, I think you have to wait a week for the recruits to reset. An will only work with villages where you have low relations, it's a different calculation for high-relation ones.


dorgus142 thanks for the contribution, I'll link on the first post.
 
kraggrim said:
FlashHeart07, there's no actual hard limit for castle/town garrisons (afaik) but your faction's marshal may decide to steal some of your troops if there are too many stored there. The amount of troops where this kicks in is dependent on the centre's prosperity rating (I don't know the exact numbers), and if you are the marshal or there isn't one then it will not happen. You can use this tweak to negate the troop stealing, though I haven't actually tested it.

Ah. :smile: I was looking for a way to reduce the limit for all castles and towns AI aswell as player owned.
But thanks anyway. :smile:
 
Ah, so you want ai castles/towns to have less defenders? Should be possible to tweak, I'll have a look. Reducing campaign ai difficulty in the options might do something like that, could be only for army size, can't remember.
 
Inside of the SaveGameEditor, where are the Ships located at to change the parameters for a different ship type? I looked and looked and came up with nothing. I figured it has to be in there somewhere.......but its a needle in a haystack.

I'm looking to change lesser ships to Busse's inside of the editor. In other words, I need the ship ID #'s to accomplish this.  But I don't know where they are located at inside the editor itself.
 
kraggrim said:
Ah, so you want ai castles/towns to have less defenders? Should be possible to tweak, I'll have a look. Reducing campaign ai difficulty in the options might do something like that, could be only for army size, can't remember.

Precisely. :wink: I dont want the game to be easier it just gets tedious at times to carve your way through 500 units to take a castle. :smile:
I think the campaign difficulty says something about the army size only and how fast the AI recruit units.
 
FlashHeart07 said:
to carve your way through 500 units to take a castle. :smile:

off-topic, but may help you to know that you can starve a town/fort and make them surrender. Storm the walls is only one way to conquer the place.
 
kalarhan said:
bill2505 said:
i want to change in module  the troops exp kill. in order to make xp gain 40% more do i need to set the number to 2.4(from 2.0)

tweak your game
start it with cheats enabled
open savegame
open party (army) UI
select a group of your soldiers
use SHIFT+L cheat command to give them XP. Repeat as needed it until that group is ready for a upgrade.

Repeat the process (changing your tweak numbers) until you are happy with the results.
turn off cheats

play
thanks for the anser but i dont want to chead
 
bill2505 said:
thanks for the anser but i dont want to cheat (*)

You misread the entire post. That is not a cheat, it is a test to find which values work best for you. You could argue that editing the game to make it easier is a cheat by itself, but that is a pointless discussion.

--> if you want to edit it, that is a way to quickly test and see if things are OK or need more tweaking

 
Kelefane, I had a look but no luck. The ships should be in the party records section as Kelefane's Ships, probably in the 800-1000 area, you could look there. The ship types might be saved as some indecipherable value though. Or could be stored somewhere else entirely.

Remember if you have the cheat menu enabled when you talk to a ship-wright you can have him insta-build ships for free.
 
kraggrim said:
dlga_lord_talk:lord_give_troops 69631 204  2 31 2 144115188075855887 432345564227567629 2147484208 3 144115188075855885 8 0 I_want_to_give_some_troops_to_you.  242  0
Try removing the red bit completely and change the 2 to 0.  That's a guess, might not work.
@kraggrim It works very well, and I can give troops to my enemies LOL.

And about M&B Viking Conquest companions, they were hidden by the game, after finish main quest, I can find all of them.
Some of them can find around the map, you can find 6 companions at first week, they never die or leave you  :party:

I think this useful:
295 Caio ~ Hadridan's Wall (quest 8 wheats)
296 Egil ~ main quest
297 Brunhild ~ main quest
298 Donnchadh ~ Aileach (first week)
299 Morgant ~ Brycheiniog (first week)
300 Bodo ~ main quest
301 Dwywei ~ Ancient Stones
302 Reginhard ~ main quest
303 Clovis ~ Cantwaraburh (first week)
304 Ceawlin ~  :?:
305 Solveig ~ main quest
306 Asbjorn ~ main quest
307 Helgi ~ Jorvik (first week)
308 Ailchu ~  :?:
309 Agathinos ~ main quest
310 Beda ~ main quest
 
connaito said:
And about M&B Viking Conquest companions, they were hidden by the game, after finish main quest, I can find all of them.

messing with companions while doing storyline is a easy way to corrupt your game and destroy your quest progress, so next time avoid this unless you are playing sandbox...

@kraggrim can you add a warning on that cheat/tweak?

 
Village recruits to be from current faction instead of original one (2.012)

Backup scripts.txt and find this bit:
update_volunteer_troops_in_village -1
131 23 2 1224979098644774912 1 520 3 1224979098644774913 360287970189639680 16 521 3 1224979098644774914 1224979098644774912 19 520 3 1224979098644774915 360287970189639680 7
and change it to this:
update_volunteer_troops_in_village -1
131 23 2 1224979098644774912 1 520 3 1224979098644774913 360287970189639680 16 2204 2 1224979098644774914 1224979098644774912 520 3 1224979098644774915 360287970189639680 7
that should do it.  It seemed to work for the player faction when I tested, and should take about a week to kick in. It uses the faction of the village rather than it's culture, I can't think how this would cause problems but let me know if anything seems wrong.

The player faction seems to be set to the culture you chose at character creation, though I don't know what it sets to if you picked Foreigner or Anglo-Saxon . If you want to change it then use the save editor to modify these slots in factions 14 and 15:
screenshot_3.jpg
You can set them the same as another faction or change them around to create a custom one (eg mix different cultures or use bandits/vikings/mercenaries/whatever).

Here's a version that should work (after a while) for towns/castles)

If you want the village tweak to apply to npc lords then change this:
update_npc_volunteer_troops_in_village -1
27 23 2 1224979098644774912 1 521 3 1224979098644774913 1224979098644774912 19 522 3 1224979098644774914 1224979098644774913
to this:
update_npc_volunteer_troops_in_village -1
27 23 2 1224979098644774912 1 2204 2 1224979098644774913 1224979098644774912 522 3 1224979098644774914 1224979098644774913
I've not tested this one but should work the same.



kalarhan said:
@kraggrim can you add a warning on that cheat/tweak?

Good idea, the warning on the first post probably isn't enough in this case :smile:.
 
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