khanraider
Recruit
Thank you, but where should I look? In which file?
khanraider said:In which file?
kalarhan said:its a simple trigger, so simple_triggers.txt. Just look for " 990 " including spaces, as there are only 3 cases in the entire file
ye ofckraggrim said:Is that for 2.025 Rarilmar?
kraggrim said:Join either side in an ongoing battle Reforged/2.0 reported as broken
Temujin said:random events?
Temujin said:I was wondering if there was a way to stop the sieges from killing my troops during random events?
I hate losing men I usually have my core group and then a whole group of expendable fodder that do the fighting whilst the men that are precious to me stay back. But the random events kill these guys and it's game breaking immersion breaking for me
doudle said:I can't run ''run_app.bat''.
doudle said:Yea i found this site and it helped me
http://pythoncentral.io/add-python-to-path-python-is-not-recognized-as-an-internal-or-external-command/
Thanks by the way
that is a way to do it, but a player could also simple remove some events from the triggers (simple_triggers.txt) that are undesirable.kraggrim said:events bit of menus.txt (ctrl+f siege and then you'll recognise the correct bit by the descriptions), you can maybe change the correct parts individually.
(60,
[
(eq, "$g_empieza_asedio", 1),
(neq, "$g_siege_saneamiento", 2),
(neq, "$g_player_is_captive", 1),
(neg|troop_slot_ge, "trp_player", slot_troop_prisoner_of_party, 0),
(party_get_num_companion_stacks, ":num_stacks","p_main_party"),
(assign, ":num_men", 0),
(try_for_range, ":i_stack", 0, ":num_stacks"),
(party_stack_get_size, ":stack_size","p_main_party",":i_stack"),
(val_add, ":num_men", ":stack_size"),
(try_end),
(gt, ":num_men", 30),
(store_random_in_range, ":rand", 0, 6),
(try_begin),
(eq, ":rand", 0),
(jump_to_menu,"mnu_event_siege_01"),
(else_try),
(eq, ":rand", 1),
(jump_to_menu,"mnu_event_siege_02"),
(else_try),
(eq, ":rand", 2),
(jump_to_menu,"mnu_event_siege_03"),
(else_try),
(display_message,"@ "),
(try_end),
]),
#eventos de guerrilla e infiltracion normales y rutina
(24,
[
(eq, "$g_empieza_asedio", 1),
(neq, "$g_player_is_captive", 1),
(neg|troop_slot_ge, "trp_player", slot_troop_prisoner_of_party, 0),
(call_script, "script_party_count_fit_for_battle", "p_main_party"),
(gt, reg0, 40),
(store_random_in_range, ":rand", 0, 38),
(try_begin),
(eq, ":rand", 0),
(jump_to_menu,"mnu_event_siege_04"),
(else_try),
(eq, ":rand", 1),
(jump_to_menu,"mnu_event_siege_05"),
(else_try),
(eq, ":rand", 2),
(neg|party_slot_eq,"$g_encountered_party",slot_center_blockaded,2), #con block is no.
(jump_to_menu,"mnu_event_siege_06"),
(else_try),
(eq, ":rand", 3),
(jump_to_menu,"mnu_event_siege_07"),
(else_try),
(eq, ":rand", 4),
(jump_to_menu,"mnu_event_siege_08"),
(else_try),
(eq, ":rand", 5),
(jump_to_menu,"mnu_event_siege_09"),
(else_try),
(eq, ":rand", 6),
(jump_to_menu,"mnu_event_siege_10"),
(else_try),
(eq, ":rand", 7),
(jump_to_menu,"mnu_event_siege_12"),
(else_try),
(eq, ":rand", 8),
(neg|party_slot_eq,"$g_encountered_party",slot_center_blockaded,2), #con block is no.
(jump_to_menu,"mnu_event_siege_13"),
(else_try),
(eq, ":rand", 9),
(neg|party_slot_eq,"$g_encountered_party",slot_center_blockaded,2), #con block is no.
(jump_to_menu,"mnu_event_siege_14"),
(else_try),
(eq, ":rand", 10),
(neg|party_slot_eq,"$g_encountered_party",slot_center_blockaded,2), #con block is no.
(gt, "$g_campos_cercanos", 0), #player chose to raid villages
(jump_to_menu,"mnu_event_siege_15"),
(else_try),
(eq, ":rand", 11),
(neg|party_slot_eq,"$g_encountered_party",slot_center_blockaded,2), #con block is no.
(jump_to_menu,"mnu_event_siege_16"),
(else_try),
(eq, ":rand", 12),
(neg|party_slot_eq,"$g_encountered_party",slot_center_blockaded,2), #con block is no.
(jump_to_menu,"mnu_event_siege_17"),
(else_try),
(eq, ":rand", 13),
(jump_to_menu,"mnu_event_siege_18"),
(else_try),
(eq, ":rand", 14),
(jump_to_menu,"mnu_event_siege_22"),
(else_try),
(eq, ":rand", 15),
(jump_to_menu,"mnu_event_siege_24"),
(else_try),
(eq, ":rand", 16),
(jump_to_menu,"mnu_event_siege_25"),
(else_try),
(eq, ":rand", 17),
(jump_to_menu,"mnu_event_siege_26"),
(else_try),
(display_message,"@ "),
(try_end),
]),
A farmer comes to you and says that one of your men has raped his daughter, who lives in a village near your siege camp....
(else_try),
(eq, ":rand", 99), #was 7
(jump_to_menu,"mnu_event_siege_12"),
kraggrim said:Temujin said:I was wondering if there was a way to stop the sieges from killing my troops during random events?
I hate losing men I usually have my core group and then a whole group of expendable fodder that do the fighting whilst the men that are precious to me stay back. But the random events kill these guys and it's game breaking immersion breaking for me
Not that easily, it's split up. If you find go through the siege events bit of menus.txt (ctrl+f siege and then you'll recognise the correct bit by the descriptions), you can maybe change the correct parts individually.
If you find this exactly: 1 2 936748722493063628 648518346341351424 , then shortly before it find something like this: 2133 2 1224979098644774913 1224979098644774912 (these last two long numbers might be slightly different) then change that bolded bit to 0. Might stop troops leaving from events due to script_cf_party_remove_random_regular_troop. I'm kinda guessing here though.
Moat of it will be when script_simulate_battle_with_parties is used during events. It will look something like 1 6 936748722493063905 30 144115188075856215 90 0 0 1. The underlined bits are what should be the exact same to search for it. You could try changing the bolded numbers to 0. Might negate this, again I'm not entirely sure.
Make backups and let me know how it goes.
Temujin said:EDIT:
Thus far as I'm conducting a siege and waiting it out,after a few days, during the building of mantlets and latrines, no soldiers have been lost, I have to add that no weird sudden events happened either. The only thing that killed a bunch of my men was when an army attacked my siege camp, but that is the situation I want from sieges (shieldwalling the gap of my fortified camp are what I live for, and what make this game so much fun) so it's all good, and it's only the fodder that had deaths.
EDIT 2:
Building the mantlets made me lose men at random again, and then when I picked: go back, I again lost some random men So I must have missed a few parts in menus.txt
EDIT 3: I had an event happen, the enemy lost men, I didn't
You can't. It's hardcoded.Mansa said:How could i make it so the kill enemy cheats ctrl+f4 and ctrl+alt+f4 actually kill enemies instead of knocking them unconscious?
erennuman_mb said:You can't. It's hardcoded.Mansa said:How could i make it so the kill enemy cheats ctrl+f4 and ctrl+alt+f4 actually kill enemies instead of knocking them unconscious?
kraggrim said:Change the negative effect companions have on each other's morale Reforged/2.0
In triggers.txt find this section and change the red 100 (it's a ":grievance_divisor",) to something higher.
1.04
Reforged/2.00.000000 0.000000 24.000000 0 135 2133 2 1224979098644774912 0 2133 2 1224979098644774913 100 6 3
0.000000 0.000000 29.000000 0 133 2133 2 1224979098644774912 0 2133 2 1224979098644774913 100 6 3 1224979098644774914
I tried setting it to 99999 and with all companions each one was 'content' with my choice of companions. You will still get the dialog saying "I hate X person", just ignore it. Also they can still try and leave if their morale gets low enough for other reasons. This tweak is useful for if you are sending your companions on missions and so can't use the previous tweak, or if you want non-clashing companions but to still have the challenge of keeping them happy enough to stick around.
Also the 'recruit all viking types' tweak has been updated for 1.04 thanks to BOOMHEADSHOT.
shiffd said:what are the new numbers in triggers.txt??????
0.000000 0.000000 29.000000 0 133 2133 2 12249XXXXXXXXXXXXXX 0 2133 2 12249XXXXXXXXXXXXXX 100 6 3 12249XXXXXXXXXXXXXX