Recent content by ramhad

  1. Compilation of 82 little tweaks to the text files to change your gameplay(links)

    ramhad said:
    Hardrada said:
    Alright ramhad, changing my faction's name is something I've wanted to do on occasion, so I worked out how to do it.

    Open up menus.txt and search for Choose_an_action, is should look like this:
    menu_camp_action 0 Choose_an_action: none 0 5
    mno_camp_recruit_prisoners  10 105 1 1 2270 1 1224979098644774912 2106 2 1224979098644774912 24 32 2 1224979098644774912 144115188075856030 4 0 32 2 144115188075856030 0 2133 2 144115188075856028 0 2133 2 144115188075856029 0 2133 2 144115188075856030 0 3 0  Recruit_some_of_your_prisoners_to_your_party.  1 2060 1 864691128455135254  .  mno_action_read_book  0  Select_a_book_to_read.  1 2060 1 864691128455135256  .  mno_action_modify_banner  1 31 2 144115188075856014 1  Cheat:_Modify_your_banner.  1 900 1 1513209474796486657  .  mno_action_retire  0  Retire_from_adventuring.  1 2060 1 864691128455135258  .  mno_camp_action_4  0  Back_to_camp_menu.  1 2060 1 864691128455135251  .

    Change it to this:
    menu_camp_action 0 Choose_an_action: none 0 6
    mno_camp_recruit_prisoners  10 105 1 1 2270 1 1224979098644774912 2106 2 1224979098644774912 24 32 2 1224979098644774912 144115188075856030 4 0 32 2 144115188075856030 0 2133 2 144115188075856028 0 2133 2 144115188075856029 0 2133 2 144115188075856030 0 3 0  Recruit_some_of_your_prisoners_to_your_party.  1 2060 1 864691128455135254  .  mno_action_read_book  0  Select_a_book_to_read.  1 2060 1 864691128455135256  .  mno_action_change_name  2 522 3 1224979098644774912 432345564227567629 21 31 2 1224979098644774912 0  Change_the_name_of_your_realm.  3 2322 2 2 360287970189639680 1275 2 432345564227567629 1585267068834414902 1106 1 1585267068834414903  .  mno_action_modify_banner  1 31 2 144115188075856014 1  Cheat:_Modify_your_banner.  1 900 1 1513209474796486657  .  mno_action_retire  0  Retire_from_adventuring.  1 2060 1 864691128455135258  .  mno_camp_action_4  0  Back_to_camp_menu.  1 2060 1 864691128455135251  .

    This will appear in the camp menu under "take an action" if you have your own faction, and will set your character name at the time as your faction name.

    As to your second question, it should be possible but I suggest you learn how to use the module system rather than trying to do it with the text files.

    rasz:  That error appears when you don't update the numbers at the start of the scripts I highlighted in red.

    THX a lot!!

    Oh, damnit. Got a little problem. When I choosed to rename my realm, it renamed it and then im am in faction ,,You flip through the pages about Kingdom of Glory, but you find the text....."(dont remember it all)
    I guess its not so easy, as it looks like...can you tell me, how to fix it? Maybe i did something wrong...
  2. Compilation of 82 little tweaks to the text files to change your gameplay(links)

    Hardrada said:
    Alright ramhad, changing my faction's name is something I've wanted to do on occasion, so I worked out how to do it.

    Open up menus.txt and search for Choose_an_action, is should look like this:
    menu_camp_action 0 Choose_an_action: none 0 5
    mno_camp_recruit_prisoners  10 105 1 1 2270 1 1224979098644774912 2106 2 1224979098644774912 24 32 2 1224979098644774912 144115188075856030 4 0 32 2 144115188075856030 0 2133 2 144115188075856028 0 2133 2 144115188075856029 0 2133 2 144115188075856030 0 3 0  Recruit_some_of_your_prisoners_to_your_party.  1 2060 1 864691128455135254  .  mno_action_read_book  0  Select_a_book_to_read.  1 2060 1 864691128455135256  .  mno_action_modify_banner  1 31 2 144115188075856014 1  Cheat:_Modify_your_banner.  1 900 1 1513209474796486657  .  mno_action_retire  0  Retire_from_adventuring.  1 2060 1 864691128455135258  .  mno_camp_action_4  0  Back_to_camp_menu.  1 2060 1 864691128455135251  .

    Change it to this:
    menu_camp_action 0 Choose_an_action: none 0 6
    mno_camp_recruit_prisoners  10 105 1 1 2270 1 1224979098644774912 2106 2 1224979098644774912 24 32 2 1224979098644774912 144115188075856030 4 0 32 2 144115188075856030 0 2133 2 144115188075856028 0 2133 2 144115188075856029 0 2133 2 144115188075856030 0 3 0  Recruit_some_of_your_prisoners_to_your_party.  1 2060 1 864691128455135254  .  mno_action_read_book  0  Select_a_book_to_read.  1 2060 1 864691128455135256  .  mno_action_change_name  2 522 3 1224979098644774912 432345564227567629 21 31 2 1224979098644774912 0  Change_the_name_of_your_realm.  3 2322 2 2 360287970189639680 1275 2 432345564227567629 1585267068834414902 1106 1 1585267068834414903  .  mno_action_modify_banner  1 31 2 144115188075856014 1  Cheat:_Modify_your_banner.  1 900 1 1513209474796486657  .  mno_action_retire  0  Retire_from_adventuring.  1 2060 1 864691128455135258  .  mno_camp_action_4  0  Back_to_camp_menu.  1 2060 1 864691128455135251  .

    This will appear in the camp menu under "take an action" if you have your own faction, and will set your character name at the time as your faction name.

    As to your second question, it should be possible but I suggest you learn how to use the module system rather than trying to do it with the text files.

    rasz:  That error appears when you don't update the numbers at the start of the scripts I highlighted in red.

    THX a lot!!
  3. Compilation of 82 little tweaks to the text files to change your gameplay(links)

    One more question guys (dont forget about the first one :smile:)
    Can I make a new troop kind, that spawns only in my villages (those i conquer)? For example, i conquer a castle and village with it from Rhodoks. But when i capture it, the village will not spawn Rhodok Tribesman, but Kalradian recruit. Is it possible?
  4. Compilation of 82 little tweaks to the text files to change your gameplay(links)

    Pode said:
    Pledge to support a claimant and the script above might work
    But I want to be on my own leg, you know...
  5. Compilation of 82 little tweaks to the text files to change your gameplay(links)

    TheMageLord said:
    Seekster, I looked into the way the kingdom name is set and wow, I found a really easy way to make ANY custom name for your kingdom. Heres how:

    Open up quick_strings.txt and find
    qstr_{s1}_Rebels {s1}_Rebels
    Change this to
    qstr_{s1}_Rebels {playername}

    After this very simple change is done, go and start your kingdom (either by talking to a claimant and accepting rebellion, or taking your own land). As soon as you do this, your kingdom is created - and since we changed the string, the name is set to YOUR name. All you have to do is name yourself whatever you want the kingdom to be named and that will be your kingdom name.
    Like if I named myself "Kingdom of Better Nords" and then rebelled against the nords, my player kingdom would be named Kingdom of Better Nords. Then you just change your name back and you have your very own custom named kingdom!

    The name is set as the player name at the time that the script fires (when you join a claimant or take land without a kingdom). After that you can change your name to whatever you want - it won't keep changing with the player's name.

    The idea of setting it to {playername} is so that it will call up your character's name when it gets set, and you can have different kingdom names between saves without further editing. If all you want is one kingdom name for all your games you can simply change it to that name, using _ as spaces. Like
    qstr_{s1}_Rebels Kingdom_of_Whee
    This works the same as if you changed it to playername and then set your character's name to Kingdom of Whee before the rebellion, but it will always be set as that so if you forget to change your player's name it will still have it. Either way works :smile:

    Hi,
    I'd like to have my own name from my Kingdom, but i already have kingdom (lot of castles and towns). Is there any way, how to rename it, when it was already created? thx
  6. Compilation of 82 little tweaks to the text files to change your gameplay(links)

    Pode said:
    Change the yellow 2 to something huge like 20000 and hope the math doesn't blow up.

    Edit: Scratch that, that will result in you getting anything ANYONE conquers.  Instead change the blue 3 to 30 and the blue 2 to 1, that will result in whoever takes it getting it almost always.

    Thx a lot, I'll give it a try
  7. Compilation of 82 little tweaks to the text files to change your gameplay(links)

    TheMageLord said:
    LONG POST WARNING:  :twisted:
    This post details how handing out of land by the King is done.
    The way it handles giving a piece of land to someone is to calculate a “score” for all lords in the faction (including you). This score is based on their renown, number of holdings, whether or not they captured it (the one who starts the siege gets credit), a lot of luck, and if it's you: a tiny addition of the King’s relationship (too small of an addition in my opinion). It then takes the one with the highest score and awards them the land.

    The part that actually handles the scoring is in calculate_troop_score_for_center in scripts.txt:
    calculate_troop_score_for_center -1
    41 23 2 1224979098644774912 1 23 2 1224979098644774913 2 2133 2 1224979098644774914 1 6 3 1224979098644774915 648518346341351443 648518346341351591 2133 2 1224979098644774916 0 4 0 31 2 1224979098644774912 360287970189639680 541 3 1224979098644774915 7 -2 2133 2 1224979098644774916 1 3 0 1073742365 3 1224979098644774915 7 1224979098644774912 31 2 1224979098644774916 1 4 0 541 3 1224979098644774915 0 3 2105 2 1224979098644774914 4 5 0 541 3 1224979098644774915 0 2 2105 2 1224979098644774914 2 5 0 2105 2 1224979098644774914 1 3 0 3 0 520 3 1224979098644774917 1224979098644774912 7 2120 3 1224979098644774918 500 1224979098644774917 2108 2 1224979098644774918 1224979098644774914 2136 3 1224979098644774919 50 100 2107 2 1224979098644774918 1224979098644774919 4 0 541 3 1224979098644774913 28 1224979098644774912 2107 2 1224979098644774918 3 2108 2 1224979098644774918 2 3 0 4 0 31 2 1224979098644774912 360287970189639680 522 2 1224979098644774920 144115188075856122 1 2 936748722493063317 1224979098644774920 2133 2 1224979098644774921 72057594037927936 2107 2 1224979098644774921 2 2105 2 1224979098644774918 1224979098644774921 3 0 2133 2 72057594037927936 1224979098644774918
    The first section deals with finding what centers a lord owns and adding up his holdings based on point values. The 4 there is the value of towns in this equation. The 2 is the value of castles. The 1 is the value of villages. I believe castles would count as 3, since you get the castle and the village. All this is added to a base of 1.

    The next part adds in renown. The 500 there is the base number that morale gets added to, so even with 0 renown you have a chance of getting stuff. The next line takes that number and divides it by the score holdings score calculated above. Even just 1 castle with fief is going to cut your renown value down to ¼. Then the next line gets a random number from 50-100 and then multiplies that into the score (this is the big random part of it that frustrates many people). It then checks whether or not they captured the place personally – if they did it multiplies it by 3 and then divides it by 2. That effectively gives you a 50% higher score for capturing it. You could change these numbers to give the one capturing it an even bigger chance if you like.

    The last part first checks if you’re the player, and if you are it calls the script that checks your relationship with the king. It then multiplies that relationship score by 2 and adds it to your score. Considering that maximum relationship is 100 and that by this point your score is going to be way up in the thousands, even if you have 0 renown, that multiply by 2 is pretty crappy – which means by default relationship to the king is a tiny factor, with the random roll of 50-100 playing the major part in whether or not you get land. That's all for the tweak, now a bit of discussion on it (also long! :razz:)

    For example, lets run a guy with 500 renown (a fairly decent renown) who owns 1 castle with village and has been working his ass off for the king (100 relationship) who conquered another castle and requested it.
    500+500 = 1,000
    /4 = 250
    *(50-100) = 12,500 – 25,000
    *1.5 = 18,750 – 37500
    +200 = 18,950 – 37700
    Your current castle weights pretty heavily against you getting another one, but the real killer would be a roll of 50 on the random – that means you have ½ the number that other lords might get. Capturing it yourself helped your roll quite a bit, but all that time you spent sucking up to the king nets you a whopping 0.53%-1.06% increase in score.

    Now, if it was 20 times it would be 2000 points, a 5.33-10.66% score increase for the absolute maximum relationship possible in this case. That’s a bit better. Then you might change the 50-100 range to 50-60 to narrow the random gap (and make your relationship boost more on the 10% side). And maybe a change of the multiply/divide bit to make it 2x for capturing yourself. Now suddenly your chances of losing it solely on a random roll are way lower, capturing it yourself plays a much bigger part, and getting on the king’s good side actually has benefits. Adjusting the 500 to base renown to make renown more important might be a good idea too, just remember that it lowers the numbers and thus makes the relationship bonus even higher. It also might be good to set the castle number to 1, since owning a city is at least twice as good as owning a castle + fief – unless your plan is to stick all the castles off on the lords and keep the cities for yourself.

    Let’s run it through again with these adjustments: 250 base renown, castle set to 1, capturing it yourself set to x2 instead of 1.5, 20x relationship bonus:
    500+250
    /3 = 250
    *(50-60) = 12,500 – 15,000
    *2 = 25,000 – 30,000
    +2,000 = 27,000 – 32,000
    The number is about the same, but the variability is way less – and the numbers that the other lords are going to get (the ones who didn’t capture it) are going to be significantly less. In this case having the 100 favor and capturing all of the stuff yourself would let you control a big chunk of lands without the king denying you at every turn to give it to that no-name with 0 land who hasn’t won a battle in a year. These are the settings I personally am going to use, you can use whatever ones you want.

    Even if you don't make any changes, it's at least a good guide on how the system actually works.

    -edit- I updated the 144115188075856122 to 144115188075856123 for 1.010 (due to global variable being added). This doesn't actually affect you if you're just changing the numbers, but if you pasted the whole thing in from the old version it would screw up the script.
    -edit2- I changed the 144115188075856123 back to 144115188075856122 since in 1.011 the variable was moved to the bottom of the list and no longer offsets the other variables.

    Hey guys, i absolutely dont understand this. What should I change to have 100% chance of geting the stuff, no matter how much properties I own and relation with king 80 and renown 1100?
  8. Age of Machinery 0.503 *stable* REDOWNLOAD please, file was messed up

    Thank you very much, seems like age of mach. will be my only mode  :lol:
    Can I somehow stop other factions using catapults? I dont want them to pwn my huscarls  :mrgreen:
  9. Age of Machinery 0.503 *stable* REDOWNLOAD please, file was messed up

    2- I mean something unfinished, troubles with lords/villagers/guildmasters and trouble with some other mods (if yes, plz tell me what mods exactly you know about). Simply bugs, that are making gameplay worse.
  10. Age of Machinery 0.503 *stable* REDOWNLOAD please, file was messed up

    FAAANTAAASTIC!!!!!
    Few question for start, you know, just gonna make sure  :grin:

    Does it work on 1.011? If not, where to get version for my game?
    Does it have some serial bugs?
    Is it possible to disable those siege machines, and having only "king mode"?
    Thx
  11. Age of Machinery 0.503 *stable* REDOWNLOAD please, file was messed up

    Thx a lot.
    And somewhere you said something about "being a king", having vassals and all that. Is it available with this mod?
  12. Age of Machinery 0.503 *stable* REDOWNLOAD please, file was messed up

    Hey guys, I am new here. I always wanted to have my own kingdom with some other name then Kingdom of X Rebels...it seems, you are talking about it, but I cant find some details, can you pls tell me where to download the mod if it has been released?

    Thnx
Back
Top Bottom