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

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kraggrim said:
Narushima, if it's anything like native then morale is re-calculated periodically when it runs the script "decide_run_away_or_not". I don't know how this is worked out in VC but presumably if few of his team were killed, he's surrounded by friends, has full hit points and his party had decent morale then this can apply:
(ge, ":agent_courage_score", ":stop_running_away_courage_score_limit"), #if (courage score > 3700 - agent hit points) and (agent is running away) then stop running away, average hit points : 50, average running away limit = 1700
(agent_stop_running_away, ":cur_agent"),
Or something like it.

-25.000000 0.000000 0.000000  0  40 2070 2 1224979098644774912 1 1718 2 1224979098644774913 1224979098644774912 2147483679 2 1224979098644774913 360287970189640979 1 2 936748722493063634 1224979098644774912 2136 3 1224979098644774914 1 101 4 0 31 2 1224979098644774914 1 505 3 1224979098644774912 16 2600 4 0 30 2 144115188075857384 1 1706 1 1224979098644774912 1106 1 1585267068834416354 3 0 5 0 2133 2 1224979098644774915 3500 4 0 31 2 144115188075856014 1 1770 2 1224979098644774916 1224979098644774912 1073741855 2 1224979098644774916 0 31 2 1224979098644774916 2 2105 2 1224979098644774915 3000 3 0 4 0 1073741855 2 1224979098644774913 360287970189640912 31 2 1224979098644774913 360287970189640913 2105 2 1224979098644774915 5000 3 0 2171 2 1224979098644774917 1224979098644774913 2107 2 1224979098644774917 35 2105 2 1224979098644774915 1224979098644774917 2136 3 1224979098644774918 0 3000 2105 2 1224979098644774915 1224979098644774918 1716 2 1224979098644774919 1224979098644774912 1671 2 1224979098644774920 1224979098644774919 2121 3 1224979098644774921 1224979098644774920 70 2107 2 1224979098644774921 30 2105 2 1224979098644774915 1224979098644774921 2105 2 1224979098644774915 144115188075856220 505 3 1224979098644774912 16 1224979098644774915 3 0

That 35 is how much the troop level is multiplied, the result is added to base courage. Maybe you could add an exception for low level characters.

-25.000000 0.000000 0.000000  0  43 2070 2 1224979098644774912 1 1718 2 1224979098644774913 1224979098644774912 2147483679 2 1224979098644774913 360287970189640979 1 2 936748722493063634 1224979098644774912 2136 3 1224979098644774914 1 101 4 0 31 2 1224979098644774914 1 505 3 1224979098644774912 16 2600 4 0 30 2 144115188075857384 1 1706 1 1224979098644774912 1106 1 1585267068834416354 3 0 5 0 2133 2 1224979098644774915 3500 4 0 31 2 144115188075856014 1 1770 2 1224979098644774916 1224979098644774912 1073741855 2 1224979098644774916 0 31 2 1224979098644774916 2 2105 2 1224979098644774915 3000 3 0 4 0 1073741855 2 1224979098644774913 360287970189640912 31 2 1224979098644774913 360287970189640913 2105 2 1224979098644774915 5000 3 0 2171 2 1224979098644774917 1224979098644774913 4 0 30 1224979098644774917 20 2107 2 1224979098644774917 35 3 0 2105 2 1224979098644774915 1224979098644774917 2136 3 1224979098644774918 0 3000 2105 2 1224979098644774915 1224979098644774918 1716 2 1224979098644774919 1224979098644774912 1671 2 1224979098644774920 1224979098644774919 2121 3 1224979098644774921 1224979098644774920 70 2107 2 1224979098644774921 30 2105 2 1224979098644774915 1224979098644774921 2105 2 1224979098644774915 144115188075856220 505 3 1224979098644774912 16 1224979098644774915 3 0
I think these changes might work, hopefully you can copy and paste the block over. Tried to make it look like this:
(agent_get_troop_id, ":troop_id", ":agent_no"),
(store_character_level, ":troop_level", ":troop_id"),
  (try_begin),  #4 0
  (ge, ":troop_level", 20),  #30 1224979098644774917 20
  (val_mul, ":troop_level", 35),  #2107 2 1224979098644774917 35
  (try_end),  #3 0
(val_add, ":initial_courage_score", ":troop_level"),  #2105 2 1224979098644774915 1224979098644774917
So any troops under level 20 (change to whatever you want) only add their level rather than level-times-35. I think once battle is under way and guys are dead/wounded you should hopefully see it come into effect.



HunterAlpha1, I tried it too with no luck. Not sure why it's not working really. I think if you use the save editor to change the 'culture' slot of your town/castle to the same as your faction's culture then that might maybe do it. Not convenient but its the best I can think of for now.


kalarhan thanks for the info, my longest campaign was ~1400 days so I guess I was lucky not seeing it :smile: .

Tried it. Crashes when loading the game. Thanks for the help anyway :wink:
 
Low-level troops run away more easily (2.012)

Backup mission_templates.txt then find this section:
-25.000000 0.000000 0.000000  0  40 2070 2 1224979098644774912 1 1718 2 1224979098644774913 1224979098644774912 2147483679 2 1224979098644774913 360287970189640979 1 2 936748722493063634 1224979098644774912 2136 3 1224979098644774914 1 101 4 0 31 2 1224979098644774914 1 505 3 1224979098644774912 16 2600 4 0 30 2 144115188075857384 1 1706 1 1224979098644774912 1106 1 1585267068834416354 3 0 5 0 2133 2 1224979098644774915 3500 4 0 31 2 144115188075856014 1 1770 2 1224979098644774916 1224979098644774912 1073741855 2 1224979098644774916 0 31 2 1224979098644774916 2 2105 2 1224979098644774915 3000 3 0 4 0 1073741855 2 1224979098644774913 360287970189640912 31 2 1224979098644774913 360287970189640913 2105 2 1224979098644774915 5000 3 0 2171 2 1224979098644774917 1224979098644774913 2107 2 1224979098644774917 35 2105 2 1224979098644774915 1224979098644774917 2136 3 1224979098644774918 0 3000 2105 2 1224979098644774915 1224979098644774918 1716 2 1224979098644774919 1224979098644774912 1671 2 1224979098644774920 1224979098644774919 2121 3 1224979098644774921 1224979098644774920 70 2107 2 1224979098644774921 30 2105 2 1224979098644774915 1224979098644774921 2105 2 1224979098644774915 144115188075856220 505 3 1224979098644774912 16 1224979098644774915 3 0

It should be somewhere under mst_lead_charge lead_charge 2  8.  Replace it with this:

-25.000000 0.000000 0.000000  0  45 2070 2 1224979098644774912 1 1718 2 1224979098644774913 1224979098644774912 2147483679 2 1224979098644774913 360287970189640979 1 2 936748722493063634 1224979098644774912 2136 3 1224979098644774914 1 101 4 0 31 2 1224979098644774914 1 505 3 1224979098644774912 16 2600 4 0 30 2 144115188075857384 1 1706 1 1224979098644774912 1106 1 1585267068834416354 3 0 5 0 2133 2 1224979098644774915 3500 4 0 31 2 144115188075856014 1 1770 2 1224979098644774916 1224979098644774912 1073741855 2 1224979098644774916 0 31 2 1224979098644774916 2 2105 2 1224979098644774915 3000 3 0 4 0 1073741855 2 1224979098644774913 360287970189640912 31 2 1224979098644774913 360287970189640913 2105 2 1224979098644774915 5000 3 0 2171 2 1224979098644774917 1224979098644774913 2107 2 1224979098644774917 35 4 0 30 2 1224979098644774917 20 2105 2 1224979098644774915 1224979098644774917 5 0 2106 2 1224979098644774915 1224979098644774917 3 0 2136 3 1224979098644774918 0 3000 2105 2 1224979098644774915 1224979098644774918 1716 2 1224979098644774919 1224979098644774912 1671 2 1224979098644774920 1224979098644774919 2121 3 1224979098644774921 1224979098644774920 70 2107 2 1224979098644774921 30 2105 2 1224979098644774915 1224979098644774921 2105 2 1224979098644774915 144115188075856220 505 3 1224979098644774912 16 1224979098644774915 3 0
The 20 is the level at which troops won't be affected by the changes. If you think the effect is too strong then use this version instead:

-25.000000 0.000000 0.000000  0  43 2070 2 1224979098644774912 1 1718 2 1224979098644774913 1224979098644774912 2147483679 2 1224979098644774913 360287970189640979 1 2 936748722493063634 1224979098644774912 2136 3 1224979098644774914 1 101 4 0 31 2 1224979098644774914 1 505 3 1224979098644774912 16 2600 4 0 30 2 144115188075857384 1 1706 1 1224979098644774912 1106 1 1585267068834416354 3 0 5 0 2133 2 1224979098644774915 3500 4 0 31 2 144115188075856014 1 1770 2 1224979098644774916 1224979098644774912 1073741855 2 1224979098644774916 0 31 2 1224979098644774916 2 2105 2 1224979098644774915 3000 3 0 4 0 1073741855 2 1224979098644774913 360287970189640912 31 2 1224979098644774913 360287970189640913 2105 2 1224979098644774915 5000 3 0 2171 2 1224979098644774917 1224979098644774913 4 0 30 2 1224979098644774917 20 2107 2 1224979098644774917 35 3 0 2105 2 1224979098644774915 1224979098644774917 2136 3 1224979098644774918 0 3000 2105 2 1224979098644774915 1224979098644774918 1716 2 1224979098644774919 1224979098644774912 1671 2 1224979098644774920 1224979098644774919 2121 3 1224979098644774921 1224979098644774920 70 2107 2 1224979098644774921 30 2105 2 1224979098644774915 1224979098644774921 2105 2 1224979098644774915 144115188075856220 505 3 1224979098644774912 16 1224979098644774915 3 0

 
kraggrim said:
Try switching to your unmodified backup of menus.txt. Did this start happening after you applied a particular tweak?
Yeah, after I applied some tweaks:
  • Number of village recruits
  • Build speed
  • Show robber lair
  • Recruiting prisoners: no money/morale loss
  • Merchants: give better/worse quality goods
  • Merchants have lots of money
  • Edit party size of player and cpu
And I Try switching to all unmodified backup files, play a new game but it still happens, and another bug: dialog of Solveig not show up bug, god!
 
kraggrim said:
dorgus142 said:
I know nothing about coding nor anything, but... is it possible to implement kt0's auto-calc algorythm, or some other overhaul like that one, in Viking Conquest?

I had a quick look and I doubt it as we don't have the VC source code yet, plus I don't really understand the auto calc system. What is it about the system you want changed?

From what I understand is that the "auto calc power" scales weirdly. I'm currently hunting small bandit parties to make a my towns more secure, but it's a little annoying having 100-200 mid tiered soldiers against 10 bandits, and still lose troops.

I can't seem to find the thread anymore, for some reason. But I know the strength ranges from 1 to 50, and the total strenght is divided by 20 or something. Basically I seek a way to get around this. It'd take some calculations to balance it though, that's why I don't want to tinker with it myself. Even a 500 vs 10 would produce casualties... the 10 could be strong. But being able to remove the cap, or making the calculations in a way that it's hard to reach 50, it's a good start.

I think Native Expanded has a similar system. But since the source code is needed, I guess this won't be possible anytime soon.
 
kraggrim said:
Even with backups and a new game? Doesn't sound right. Try reinstalling I guess.
@kraggrim thanks for reply!
I found the reason, all because of the companion name "Caio", don't recruit him, damn!
 
Town/castle recruits eventually change to owning faction rather than original 2.012

Increase the 179 at the top of simple_triggers.txt to 180  (make a backup first) then add this at the bottom of the file:
1.000000  4 2136 3 1224979098644774912 648518346341351445 648518346341351714 2204 2 1224979098644774913 1224979098644774912 522 3 1224979098644774914 1224979098644774913 10 501 3 1224979098644774912 19 1224979098644774914

(try_for_range, ":center_no", centers_begin, centers_end),
(store_faction_of_party, ":party_faction", ":center_no"),
(faction_get_slot, ":faction_culture", ":party_faction", slot_faction_culture),
(party_set_slot, ":center_no", slot_center_culture, ":faction_culture"),

I think it will take maybe 2 weeks for your centre's culture to switch over, not sure though as I don't fully understand the process.  I was under the impression it should change the 'culture' slots of all the centres in that range at once, but as far as I can tell it seems to do them gradually/randomly over time. Possibly I'll be able to improve this.

Castle/town recruits to be based on current faction (from kalarhan) 1.04 Not working for current versions

Edit: If people can report on if this new version works for them and if so how long to take effect I'd appreciate it.


connaito, I like Caio but he does seem to cause a lot problems, little troublemaker :smile:.
 
Stop Morrigan from leaving (2.012) from QWW

If you Morrigan has not left your party yet and you want to keep her at the end of the quest then follow these instructions.

1. Backup and open conversation.txt.

2. Find:

dlga_morriganleave_final2_3:close_window 4095 994  0 [You_watch_as_Morrigan_turns_her_back_and_walks_away_from_you._She_turns_her_face_for_an_instant,_and_you_think_you_see_tears_in_her_eyes._Then_she_leaves.]  6  4 506 3 504403158265495677 11 11 1210 2 360287970189640978 648518346341351424 2060 1 864691128455135656 1907 1 0 NO_VOICEOVER

3. Change the 4 to a 3.

4. Find and completely remove the section 1210 2 360287970189640978 648518346341351424 .

5. Optionally you can change the text too. Switch "leaves" for "returns". Won't alter anything that happens. just a description.

Should look like this after:
dlga_morriganleave_final2_3:close_window 4095 994  0 [You_watch_as_Morrigan_turns_her_back_and_walks_away_from_you._She_turns_her_face_for_an_instant,_and_you_think_you_see_tears_in_her_eyes._Then_she_returns.]  6  3 506 3 504403158265495677 11 11 2060 1 864691128455135656 1907 1 0 NO_VOICEOVER

Notes:
- This does not alter the Chronicle entry,  and maybe other references to Morrigan.
- If she has already left your party then use this tweak.
 
I want to change my title and the title of Lords in my game.

karlahan said I'd need to edit strings.txt.

The only thing that I found is this: str_faction_title_male_player Konungr_{s0}
But I'm not sure if that's it.

Also I already have Lords in my faction. I need to change the troop name directly under #troops with MnBSaveGameEditor? or the text under name of tha troop changes dinamically with the faction?
 
dorgus142 said:
I want to change my title and the title of Lords in my game.

karlahan said I'd need to edit strings.txt.

The only thing that I found is this: str_faction_title_male_player Konungr_{s0}
But I'm not sure if that's it.

Also I already have Lords in my faction. I need to change the troop name directly under #troops with MnBSaveGameEditor? or the text under name of tha troop changes dinamically with the faction?
It changes dynamically.
 
erennuman_mb said:
dorgus142 said:
kalarhan said:
erennuman_mb said:
It changes dynamically.

when a lord joins a faction, so easy to tweak (before that happens) or to edit (after it)  :wink:

Alright... thanks.

Now I just need to figure out how to change the default titles for my faction.
I think depends on your starting culture.

Oh, I think it likely is. For my faction it's Hersir and I started as a Norse Pagan.

But I wanted my lords to be Supreme Overlord, not Hersir.

That's why I want to tweak away  :lol:
 
AHHHHHH thanks for the companion relations tweak (aka so they aren't little children who get angry with each other)!!!!

Assuming it doesn't wear off, you're my hero.  That bugged me in Warband and now here so praise be unto kraggrim.
 
Its possible to change troop type to norse based on religion composition of the fief(like pagans are the majority here=norse troops) instead of owning faction based?
Also there is any tweak to decrease STR requeriment for troll axe(21 is too much)?
 
Laizenbh said:
Its possible to change troop type to norse based on religion composition of the fief(like pagans are the majority here=norse troops) instead of owning faction based?
Also there is any tweak to decrease STR requeriment for troll axe(21 is too much)?


Truth for that troll axe.

16 or so would be better.
 
Laizenbh said:
Its possible to change troop type to norse based on religion composition of the fief(like pagans are the majority here=norse troops) instead of owning faction based?
Also there is any tweak to decrease STR requeriment for troll axe(21 is too much)?

For the troll axe find this in itemkinds1.txt:
itm_club_troll Troll's_Axe Troll's_Axe 1  Axt08 0  2251800155787267 9223635924032684272 1570 262164 4.000000 100 0 0 0 21 51200 70 0 120 0 522 50
0
0

Or use Morgh's as Gunnarr says.

The religion idea is interesting, don't know for sure  if I can implement it but will have a go. Eventually anyway. Busy playing Fallout 4 (though I think it will kill my poor laptop fairly soon).
 
kraggrim said:
Town/castle recruits eventually change to owning faction rather than original 2.012

Increase the 179 at the top of simple_triggers.txt to 180  (make a backup first) then add this at the bottom of the file:
1.000000  4 2136 3 1224979098644774912 648518346341351445 648518346341351714 2204 2 1224979098644774913 1224979098644774912 522 3 1224979098644774914 1224979098644774913 10 501 3 1224979098644774912 19 1224979098644774914

(try_for_range, ":center_no", centers_begin, centers_end),
(store_faction_of_party, ":party_faction", ":center_no"),
(faction_get_slot, ":faction_culture", ":party_faction", slot_faction_culture),
(party_set_slot, ":center_no", slot_center_culture, ":faction_culture"),

I think it will take maybe 2 weeks for your centre's culture to switch over, not sure though as I don't fully understand the process.  I was under the impression it should change the 'culture' slots of all the centres in that range at once, but as far as I can tell it seems to do them gradually/randomly over time. Possibly I'll be able to improve this.

Castle/town recruits to be based on current faction (from kalarhan) 1.04 Not working for current versions

Edit: If people can report on if this new version works for them and if so how long to take effect I'd appreciate it.
How would I go about increasing the needed time for conversion from two weeks to, say, a couple months?
 
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