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  1. Getting Enough Troops to Take a Castle

    I've gotten up to about 70 troops under my command, but even with really high level troops that's not nearly enough to take a castle which always seem to have 300-400 troops in them. Without having a castle I'm not sure how to get more troops under my command, so I feel pretty stuck. Can anyone...
  2. Recruiting Higher Level Units

    In a number of mods there is a way to recruit special higher level units once you hold some territory. Is there something similar in Floris?
  3. Can You Win the Game Without Becoming King?

    It says in the victory conditions that there can only be one kingdom remaining. Does this mean that instead of starting my own kingdom I can just assist one in wiping out the others? Also if you have good relations with lords in one kingdom when you declare independence will they join you?
  4. How do you play an army without horses

    I was thinking of playing with all Nord troops for my next game but it occurred to me that my army would be so slow on the world map I'd never be able to catch anything. How do Nord players deal with this?
  5. Getting Higher Level Soldiers

    Yeah I was having trouble with higher level units until I got the new companion Floris who has been training some nice teir-5 units.
  6. Other Effects of Changing Income?

    I've been working on a little mod that messes with the amount of income from fiefs, but I read somewhere that the amount of money from fiefs also effects how many troops non-player lords, castles, and towns have. Is this true, and if so where in the code is this determined? Also does the money...
  7. How to Moddify Vilage Income

    I still can't find where the games adds units to non-player castles or armies, can someone help me out with at least which module it's in?
  8. How to Moddify Vilage Income

    In the Floris addition of tribute from the vassals to the king am I correct as reading it that the king gets 20% of the vassals rents? I'm going have to reduce that number if I make the rents a lot higher. Also is the number of soldiers in a tow/castle/and with a lord determined partially by that lords income, and if so does anyone know where those determinations are made? Finally, can anyone explain how tax_efficiency works for owning a number of properties?
  9. How to Moddify Vilage Income

    OK I'm an idiot. I totally blanked on getting the money from the chamberlain. I'm really sorry I hope you didn't waste much time on this.
  10. How to Moddify Vilage Income

    I tried changing it in presentations.py but it didn't make any difference. What's odd is I'm getting no money. I'm not getting the rent at the old rate or any rate at all just nothing.
  11. Editing Village Income

    Thanks. I changed it to this, but while it showed up correctly in the troop cost and rents screen no actual money came to the player.

    (assign, ":cur_rents", 0),
              (try_begin),
                (party_slot_eq, ":center_no", slot_party_type, spt_village),
                (try_begin),
                  (party_slot_eq, ":center_no", slot_village_state, svs_normal),
                  (assign, ":cur_rents", 7200),
                (else_try),
                  (party_slot_eq, ":center_no", slot_village_state, svs_looted),
          (assign, ":cur_rents", 3600),
                (try_end),   
              (else_try),
                (party_slot_eq, ":center_no", slot_party_type, spt_castle),
                (assign, ":cur_rents", 7200),
              (else_try), 
                (party_slot_eq, ":center_no", slot_party_type, spt_town),
                (assign, ":cur_rents", 14400),
              (try_end),
  12. How to Moddify Vilage Income

    Man this stuff ain't easy. I made some changes, looked like everything was good. I got a fief and when the time came to display the money it was much higher than normal, also good, but then no money actually showed up to my character. The troop payment screen lists me as getting paid thousands but nothing shows up. Does this look right? The numbers showed up correctly in one place but than never made it to my wallet.
    插入代码块:
                (try_begin),
                (party_slot_eq, ":center_no", slot_party_type, spt_village),
                (try_begin),
                  (party_slot_eq, ":center_no", slot_village_state, svs_normal),
                  (assign, ":cur_rents", 7200),
                (else_try),
                  (party_slot_eq, ":center_no", slot_village_state, svs_looted),
    	      (assign, ":cur_rents", 3600),
                (try_end),    
              (else_try),
                (party_slot_eq, ":center_no", slot_party_type, spt_castle),
                (assign, ":cur_rents", 7200),
              (else_try),  
                (party_slot_eq, ":center_no", slot_party_type, spt_town),
                (assign, ":cur_rents", 14400),
              (try_end),
  13. How to Moddify Vilage Income

    Ah thanks you've been a big help. I'm not sure anyone will be interested in what I do but I'd like to give them the option if they're so inclined. I think I've figured out how to do everything I want to do. I'm going to make it so that looted villages only lose 10 prosperity, down from 20, keep there money and still pay half normal rent, I'm also going to increase the rents by about 6 times. I'm also going to increase the mercenary contracts from half the cost of your army to three times the cost. And I guess I'll make the Mill and School a little better, took me forever to find the mill since it's labeled "fish_pond" in the code. My only remaining question is is there a simple way to cap the bank interest at like 4% since if I'm jacking up the money from these things I don't want money to be too easy?
  14. How to Moddify Vilage Income

    I didn't even know there was a cheat menu that's great.

    What I want is that if someone else wants to use my modifications they can without having to go through all this. For example there are a couple of sub-mods for Floris which change the troop trees. I didn't have to install a new mod to use these I just changed a few files.
  15. How to Moddify Vilage Income

    Thanks again but as I understand this programing language wouldn't commenting it out cause an error since the (try_begin) needs an operation? What about something like changing this:

              (try_begin),
                (party_slot_eq, ":center_no", slot_party_type, spt_village),
                (try_begin),
                  (party_slot_eq, ":center_no", slot_village_state, svs_normal),
                  (assign, ":cur_rents", 1200),
                (try_end),
              (else_try),
                (party_slot_eq, ":center_no", slot_party_type, spt_castle),
                (assign, ":cur_rents", 1200),
              (else_try), 
                (party_slot_eq, ":center_no", slot_party_type, spt_town),
                (assign, ":cur_rents", 2400),
              (try_end),

    to this:

    (try_begin),
                (party_slot_eq, ":center_no", slot_party_type, spt_village),
                (assign, ":cur_rents", 1200),
              (else_try),
                (party_slot_eq, ":center_no", slot_party_type, spt_castle),
                (assign, ":cur_rents", 1200),
              (else_try), 
                (party_slot_eq, ":center_no", slot_party_type, spt_town),
                (assign, ":cur_rents", 2400),
              (try_end),

    Also as someone really new to modding I had one or two other questions:

    1) How do you usually go about testing it? Just start a new game and try to play through the part you modified? I only ask since it takes a little while to get a village and I don't know how long until someone raids it.

    2) If I download this Floris code make these changes then compile it I'll basically have made another mod. How can I make something like a sub-mod where it can just be added to an already existing install of Floris?

    Thanks again Duh for all the help.
  16. How to Moddify Vilage Income

    I think I found it in module_scripts.py In the section on village raiding there's these lines

                  (call_script, "script_village_set_state",  ":village_no", svs_looted),
                  (party_set_slot, ":village_no", slot_center_accumulated_rents, 0), #new 1.126
                  (party_set_slot, ":village_no", slot_center_accumulated_tariffs, 0), #new 1.126

    Unless I'm mistaken the first one calls a script which sets the village into a looted state but it's actually the next two lines that wipe out the accumulated money. So am I right in thinking that if I comment out those two lines it will not wipe out the money? The problem is that this would leave previous money intact but I'm not sure if the village would make any new money while it was looted. This line from Simple_triggers.py

                  (party_slot_eq, ":center_no", slot_village_state, svs_normal),
                  (assign, ":cur_rents", 1200),

    The last part "svs_normal" does this mean that it will only work if the village state is normal instead of looted? And how could that be modified to make it work either if it was looted or normal?
  17. How to Moddify Vilage Income

    OK thanks again. It's been a long time since I did anything even vaguely related to CS. If I'm not mistaken editing the line (assign, ":cur_rents", 1200) by changing 1200 to what ever would change the amount you get pretty easily. So If I made it (assign, ":cur_rents", 4800) I think rents wold be quadrupled for villages, and I could do the same to towns and castles. Is that correct? What I'm still missing is that there should be some check for if the village has been looted since that seems to make the value automatically 0 for a while but I don't see it. Am I just missing it or is there something else. Also I've never done python before what exactly is (try_begin)? Thanks again.
  18. A Question About Swadian Unit Names

    I just tried editing the names of companions while in "Edit Mode" and I couldn't change them. I could change the name of the player character but that was it.
  19. How to Moddify Vilage Income

    Does anyone know where the info about villages, more specifically there income, is located in the module files?
  20. How to Moddify Vilage Income

    I found this post about editing the module files to change the mercenary income http://forums.taleworlds.com/index.php/topic,120797.msg2920844.html#msg2920844 but if I want to do that how do I go about it. Do I need to download the source for this mod then make the changes and compile it?
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