kraggrim said:Escape chance after battle for enemy lords (2.005)
Back up your scripts.txt and find this section:
cf_check_hero_can_escape_from_player -1
32 21 1 1224979098644774912 2133 2 1224979098644774913 0 4 0 200 1 504403158265495585 1073742370 3 504403158265495585 2 1224979098644774912 546 3 504403158265495585 4 1224979098644774912 2133 2 1224979098644774913 1 5 0 30 2 1224979098644774912 360287970189640912 2147483678 2 1224979098644774912 360287970189640914 4 0 200 1 504403158265495680 2133 2 1224979098644774913 1 5 0 2133 2 1224979098644774913 -1 3 0 3 0 2133 2 1224979098644774914 0 4 0 31 2 1224979098644774913 0 2136 3 1224979098644774915 0 100 4 0 31 2 144115188075857453 1 2105 2 1224979098644774915 7 3 0 2147483678 2 1224979098644774915 65 2133 2 1224979098644774914 1 5 0 31 2 1224979098644774913 -1 2133 2 1224979098644774914 1 3 0 31 2 1224979098644774914 1
The 65 is the percentage chance of the enemy lord escaping after battle.
so would it be 4351 or 436 or 435+1, I did 436 but now in game in the cheat menu the pages are just stuck on 0-95 when I click Move to next it won't budge. I'm on 2.021 btw is that why?kraggrim said:Cheat menu expanded to show your new items 2.012
Ok, so you've added new items and want to try them out, backup menus.txt and then find this bit:
menu_cheat_find_item 0 {!}Current_item_range:_{reg5}_to_{reg6} none 4 2133 2 72057594037927941 144115188075856210 2120 3 72057594037927942 144115188075856210 96 2110 2 72057594037927942 288230376151712875 2106 2 72057594037927942 1 3
mno_cheat_find_item_next_range 0 {!}Move_to_next_item_range. 6 2105 2 144115188075856210 96 4 0 30 2 144115188075856210 288230376151712875 2133 2 144115188075856210 0 3 0 2060 1 864691128455135262 . mno_cheat_find_item_choose_this 0 {!}Choose_from_this_range. 9 1532 1 360287970189639684 2120 3 1224979098644774912 144115188075856210 96 2110 2 1224979098644774912 288230376151712875 2121 3 1224979098644774913 1224979098644774912 144115188075856210 6 3 1224979098644774914 0 1224979098644774913 2120 3 1224979098644774915 144115188075856210 1224979098644774914 1535 3 360287970189639684 1224979098644774915 1 3 0 2042 1 360287970189639684 . mno_camp_action_4 0 {!}Back_to_camp_menu. 1 2060 1 864691128455135255 .
So add 435 + the number of items you are adding to those instances of 288230376151712875. I think that's it anyway. For my pict mod that added 16 items I appear to have changed it to 288230376151713026. The 435 is the stab-only version of weapons that are used for some game-mechanic I don't understand, they're in the game but don't show in the item list, so your new items will be after them in the list.
You should know that these newly added items won't have the equipment modifiers for heavy/medium stuff. There is potentially a way to add this too, so try to have your items in blocks of types. So have all your heavy armour next to each other in the list (after all the existing items, dont put them in the midle of the list). Should make it easier to implement the skill modifiers if I get round to working it out.
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.
connaito, I like Caio but he does seem to cause a lot problems, little troublemaker .
TripleKing said:why can't i bring more of my soldiers? or like call for reinforcements
mst_bandit_lair bandit_lair 2 8
Ambushing_a_bandit_lair
11 0 33558528 256 16 7 0
1 8208 256 16 20 0
2 8208 256 16 20 0
3 8208 256 16 20 0
4 8208 256 16 20 0
5 8208 256 16 20 0
6 8208 256 16 20 0
7 8208 256 16 20 0
8 8208 256 16 20 0
9 8208 256 16 20 0
10 8208 256 16 20 0
kraggrim said:Amount of troops you take to attack bandit lairs/landings (2.021)
Backup mission_templates.txt then find this bit:
mst_bandit_lair bandit_lair 2 8
Ambushing_a_bandit_lair
11 0 33558528 256 16 7 0
1 8208 256 16 20 0
2 8208 256 16 20 0
3 8208 256 16 20 0
4 8208 256 16 20 0
5 8208 256 16 20 0
6 8208 256 16 20 0
7 8208 256 16 20 0
8 8208 256 16 20 0
9 8208 256 16 20 0
10 8208 256 16 20 0
That 7 is the number of troops you bring, change it to whatever you want. I tested bringing 300+ troops to a viking ship landing, had no issues beyond performance and lack of difficulty:
No, they're seperate.Seve82 said:kraggrim said:Amount of troops you take to attack bandit lairs/landings (2.021)
Backup mission_templates.txt then find this bit:
mst_bandit_lair bandit_lair 2 8
Ambushing_a_bandit_lair
11 0 33558528 256 16 7 0
1 8208 256 16 20 0
2 8208 256 16 20 0
3 8208 256 16 20 0
4 8208 256 16 20 0
5 8208 256 16 20 0
6 8208 256 16 20 0
7 8208 256 16 20 0
8 8208 256 16 20 0
9 8208 256 16 20 0
10 8208 256 16 20 0
That 7 is the number of troops you bring, change it to whatever you want. I tested bringing 300+ troops to a viking ship landing, had no issues beyond performance and lack of difficulty:
Does this affect say the special missions for example roman ruins that have ridiculous amount of defenders and you go in with 7 vs 50... odds are terrible.
Or the times one is collecting taxes and gets (always) attacked by angry peasants again with 50 vs 7 and this time your fellows forgot their arms home having damn sticks against sling troops (getting hit to head by rocks knocks unarmored/unshielded ppl down quite fast) <- Tho might be own fault as I always play with fatigue and ai dmg set to high...
dlga_lair_captain:lair_captain_add_troops 69631 1142 0 Give_me_one_recruit. 1151 2 1610 3 648518346341351424 360287970189639680 1 1529 2 360287970189639680 50 0 NO_VOICEOVER
Shaxx said:Any foreseeable compatibility problems editing VC party_templates carry gold/goods value with Morgh's Editor?
Always do, thanks for the help.kraggrim said:Shaxx said:Any foreseeable compatibility problems editing VC party_templates carry gold/goods value with Morgh's Editor?
Never tried it, but I nothing springs to mind. Keep backups!
Cool.kraggrim said:Cheers Shaxx, added to front page.
My bad, I should have linked it:kraggrim said:I actually don't know how they interact, or where that tweak is hidden! Sorry.