Recent content by Ssenkrad_II

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

    Pode said:
    Ssenkrad_II said:
    In case anyone else is wondering how to make your trainers train more units...

    Open module_scripts.py file with notepad and find these lines near the bottom:

    (try_begin),
          (store_attribute_level, ":int", "trp_player", ca_intelligence),
          (ge, ":int", 1:cool:,
          (val_add, ":num_troops_to_train", 1),
        (try_end),

    replace it with

    (try_begin),
          (store_attribute_level, ":int", "trp_player", ca_intelligence),
          (ge, ":int", X),
          (val_add, ":num_troops_to_train", Y),
        (try_end),

    Where X is your characters intelligence (mine was clearly above 8 so I set X at that) and Y is your desired troops additional trained (you'll still have to obviously pay for them to be upgraded so you'll need the money) + 8, which is base... So if you want your trainers to train up to 100 set Y to equal 92. Run the run_app.bat file again and replace in your game folder. You'll have your normal tweaks + this additional one. You're welcome.
    King Yngvar posted the text file version of this earlier
    King Yngvar said:
    Text version:

    cf_process_training_fail -1
    62 21 1 1224979098644774912 22 1 1224979098644774913 2133 2 1224979098644774914 0 2170 3 1224979098644774915 17 360287970189639680 4 0 2147483680 2 1224979098644774915 1 2120 3 1224979098644774914 1224979098644774915 4 5 0 2120 3 1224979098644774914 1224979098644774915 3 3 0 4 0 2172 3 1224979098644774916 360287970189639680 2 30 2 1224979098644774916 18 2105 2 1224979098644774914 1 3 0 1650 2 1224979098644774917 1224979098644774912 2133 2 1224979098644774918 0 7 3 1224979098644774919 0 1224979098644774917 31 2 1224979098644774918 0 1652 3 1224979098644774920 1224979098644774912 1224979098644774919 2147485155 1 1224979098644774920 1561 3 1224979098644774921 1224979098644774920 1224979098644774913 4 0 2147483680 2 1224979098644774921 0 1561 3 1224979098644774921 1224979098644774920 0 3 0 32 2 1224979098644774921 0 2171 2 1224979098644774922 1224979098644774920 2147483680 2 1224979098644774922 20 4 0 2147483680 2 1224979098644774922 12 2105 2 1224979098644774914 2 3 0 2330 2 10 1224979098644774912 1630 3 1224979098644774923 1224979098644774912 1224979098644774920 2110 2 1224979098644774914 1224979098644774923 1 2 936748722493063190 1224979098644774920 2105 2 72057594037927936 10 2122 3 1224979098644774924 1224979098644774914 72057594037927936 2149 2 1224979098644774925 360287970189639680 4 0 2147483678 2 1224979098644774925 1224979098644774924 2123 3 1224979098644774926 1224979098644774925 72057594037927936 2110 2 1224979098644774914 1224979098644774926 2122 3 1224979098644774924 1224979098644774914 72057594037927936 1106 1 216172782113787161 3 0 32 2 1224979098644774914 0 1615 3 1224979098644774912 1224979098644774920 1224979098644774914 1610 3 1224979098644774912 1224979098644774921 1224979098644774914 1529 2 360287970189639680 1224979098644774924 2133 2 72057594037927941 1224979098644774914 2121 3 72057594037927942 72057594037927941 1 2322 2 6 1224979098644774920 2322 2 7 1224979098644774921 2323 2 8 1224979098644774920 2323 2 9 1224979098644774921 2320 2 11 216172782113787162 1106 1 1585267068834417465 2133 2 1224979098644774918 1 3 0 31 2 1224979098644774918 0
    The red 18 is the X value. Anyone know which 1 is the Y value?

    Apparently posting the text file didn't help...  :roll:

    King Yngvar said:
    The trainer skill maximum is defined in module_skills at 5. I've just read that intelligence 18 gave a trainer bonus but I'm not sure exactly what that bonus is.

    Also, posted it without knowing what in fact it was + no one could/would answer me because of that. If anyone ELSE finds this and wants the option for their trainers to train more people this is an easy fix that is NOW explained simply...

    This is the text version:

    360287970189639680 2 30 2 1224979098644774916 X 2105 2 1224979098644774914 Y 3 0 1650
  2. Tweaks for Viking Conquest (one for 2.028, others for 2.021, 2.012, 2.010 etc)

    In case anyone else is wondering how to make your trainers train more units...

    Open module_scripts.py file with notepad and find these lines near the bottom:

    (try_begin),
          (store_attribute_level, ":int", "trp_player", ca_intelligence),
          (ge, ":int", 1:cool:,
          (val_add, ":num_troops_to_train", 1),
        (try_end),

    replace it with

    (try_begin),
          (store_attribute_level, ":int", "trp_player", ca_intelligence),
          (ge, ":int", X),
          (val_add, ":num_troops_to_train", Y),
        (try_end),

    Where X is your characters intelligence (mine was clearly above 8 so I set X at that) and Y is your desired troops additional trained (you'll still have to obviously pay for them to be upgraded so you'll need the money) + 8, which is base... So if you want your trainers to train up to 100 set Y to equal 92. Run the run_app.bat file again and replace in your game folder. You'll have your normal tweaks + this additional one. You're welcome.

    Alternate way: Go into your modules (where you installed "your version") and open  "scripts.txt". Click tab "edit" and "search" and type in "360287970189639680 2 30 2 1224979098644774916"

    360287970189639680 2 30 2 1224979098644774916 X 2105 2 1224979098644774914 Y

    Replace the X value with your intelligence and Y with desired extra troops
  3. Tweaks for Viking Conquest (one for 2.028, others for 2.021, 2.012, 2.010 etc)

    kalarhan said:
    Ssenkrad_II said:
    Is there a way to change this base number so that your refuge and court trainer

    start from the trigger and modify the conditions you want (follow the script call)

    Code:
        # training player
        # Moved from 36 trigger
        (24 * 5, [

    Appreciate the fast response but you might as well have been speaking Latin... :neutral:

    1. Went through every "trigger txt and ini" file I could find and searched for "train" and could not find the trigger you are identifying to start with

    2. I went and googled "script call" to figure out what it was I was supposed to be following once I could figure out where this was all happening and then searched multiple sections of the forge forums and tutorials and didn't come back with a single thing. Have basically zero knowledge when it comes to tweaking/modding so I assume "script call" is some sort of jargon and that I should know what it means but don't

    3. If there is a tutorial or appropriate thread can I get a link? I updated the last post to include the idea that changing the timer on the existing training trigger would also work- much like the tweak to change the timer on recruiting prisoners- and might be a lot easier to make happen
  4. Tweaks for Viking Conquest (one for 2.028, others for 2.021, 2.012, 2.010 etc)

    Pode said:
    Do your refuge and fief trainers train more men per week?

    Is there a way to change this base number so that your refuge and court trainer (not sure what fief trainers are...?) trains ALL available units (or at least a specific large number like 100) vs the "8 per week"? Currently the trainers already stop when they run out of troops and/or money...

    Or maybe a way to change the trigger timer to once every hour so that they pump out those 8 multiple times in a single day?
  5. Modding Q&A [For Quick Questions and Answers]

    Viking Conquest: how to change the number of troops trained by trainer in refuge + court? Currently set at "8 per" for both (so a total of 16 combined) would love to be able to increase this number to max (100 or something) as it already "stops" when you run out of money and/or troops

    Thanks

    edit: or a way to change the trigger timer to once every hour so that they pump out those 8 multiple times in a single day?

    In case anyone else is wondering how to make your trainers train more units...

    Open module_scripts.py file with notepad and find these lines near the bottom:

    (try_begin),
          (store_attribute_level, ":int", "trp_player", ca_intelligence),
          (ge, ":int", 1:cool:,
          (val_add, ":num_troops_to_train", 1),
        (try_end),

    replace it with

    (try_begin),
          (store_attribute_level, ":int", "trp_player", ca_intelligence),
          (ge, ":int", X),
          (val_add, ":num_troops_to_train", Y),
        (try_end),

    Where X is your characters intelligence (mine was clearly above 8 so I set X at that) and Y is your desired troops additional trained (you'll still have to obviously pay for them to be upgraded so you'll need the money) + 8, which is base... So if you want your trainers to train up to 100 set Y to equal 92. Run the run_app.bat file again and replace in your game folder. You'll have your normal tweaks + this additional one. You're welcome.
  6. [TWEAKS] VC Tweaks Tool: +80 tweaks the easy way! (released/1.2)

    1. Read me had a couple spots that could have been much clearer (explanation on notepad for example) 

    2. The windows issue of needing a "path" to be created is a big enough issue that it clearly should be covered (either in read me and/or in installation instructions on the thread).

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

    1. Towns/Fiefs spawn owner race faction

    and

    2. Forts/Towns sell prisoners and auto generate garrison

    Don't jibe

    My prisoners were being sold but brits were showing up as troops vs nords (I play pretty much 100% nord racist) but if I went to "recruit" in the town/fort/city the correct troop type was showing up (Nord Freedman). Don't know if that is an issue or what but it would be great if those two did jibe! (I had to turn off the auto generate because I didn't want any of those milk drinking anglo-saxons!)
  8. VC Reforged Mods: Design your own features!

    1. A) A companion/hero random generator for sandbox that is unlimited: walk into a tavern or walk through towns to find random generated heroes/companions totally unique to that play through. 
        B) Seed generated worlds: a seed generator for complete worlds for playing sandbox, not just a section of Europe. You can set the max number of spawned fiefs/towns/factions/leaders ect

    2. A drop down (or expand) menu for companions/heroes in your army: instead of a list with each individual name in your army your "heroes/companions" take up a single combined slot in your army with a simple "Companions/Heroes 2/5 (healthy)" vs "each individual name 85%". If you want to find the individual % health you can find them in camp.

    3. Min troop requirements for villages and siege also apply to the enemy

    4. Inventory management for companions same as player: Click "I" for inventory and then click "scroll right" or "scroll left" to cycle through every companion currently in your party

    5. Mass "upgrade all gear" option for hero/companions/self + option to "upgrade companion/heroes gear" and then select the desired companion

    6. Upgrade fiefs/castle structures: fief can be upgraded with a fort, forts close enough to the sea can be upgraded to port, defenses/fort styles can be upgraded to a large city, ect. Razing will reduce level of city and will have to be built back up or abandoned

    7. Mercenary upgrade for towns which will (once upgraded) sell all available mercenaries in the game in single location; one of each mercenary group would be standing in room and would either say "sorry, everyone has been hired!" or "You're in luck, there are ___ veterans looking for work!" Random generated heroes/companions would also be found here.

    8. Random generated small dungeons for only yourself and your companions that will generate random unique named top tier gear that disappear off map once completed

    9. Every fief/town/ect you lend to a noble that noble has to pay rent on and the rent will impact their affection towards you weekly just as the tax rate does on a city

    10. "Find me this item!" request from stores. The ability to ask a store owner to order in ANY item in the game. You will pay a fee for having it brought to the store and the cost of the item. You will be informed when it is delivered.

    I have more but for the sake of this post getting too long I'll stop at 10!
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