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  1. Change the type of unit you can rectruit in a town/village

    I've done it!

    And it was surprisingly easy.
    Ive added a Frisian culture to the game in module_factions, and set the faction culture of friese to it in module_scripts.
    After that i made it's own possible recruits copying that of another faction and changing it to Frisian units like this:

          (faction_set_slot, "fac_culture_frisian",  slot_faction_tier_1_troop, "trp_frisian_basic"),
          (faction_set_slot, "fac_culture_frisian",  slot_faction_tier_2_troop, "trp_frisian_basic"),
          (faction_set_slot, "fac_culture_frisian",  slot_faction_tier_3_troop, "trp_frisian_mid"),
          (faction_set_slot, "fac_culture_frisian",  slot_faction_tier_4_troop, "trp_frisian_heavy"),
          (faction_set_slot, "fac_culture_frisian",  slot_faction_tier_5_troop, "trp_frisian_cav"),

    Frisia only has 4 units, that's why it's like that. Might add some units and change it afterwards.
    I also changed the units culture to frisian.

    If i have forgotten to change anything that could ruin the game for me regarding this, let me know :smile:
    And thanks for all your help kalarhan, without it i wouldnt even know where to start.
  2. Change the type of unit you can rectruit in a town/village

    I've looked at the code, but i have no clue how to get certain towns and castle to recruit a unit without a specific culture.
    For me this is all new, i've never done anything like this before.
  3. Change the type of unit you can rectruit in a town/village

    I have found TWEAK_CENTERS_RECRUIT_FROM_CURRENT_FACTION, in module_presentations.
    Some lines of the code makes sense to me, but i wouldnt know where to start to make a few specific towns/castles recruit certain units.
  4. Change the type of unit you can rectruit in a town/village

    [Bcw]Btm_Earendil 说:
    JeeVeeha 说:
    At first i thought i should add my code to module_scripts.py, but in a different way.
    Am i on the right track here or?

    To which other place do you want to add your code if not to module_scripts, in which it you have operated until now? ^^

    Well that's true, i've only operated in module_scripts ofc haha

    I thought it should be something like:

          (try_begin),
            (eq, TWEAK_CENTERS_RECRUIT_FROM_CURRENT_FACTION, 1),
            (store_faction_of_party, ":center_culture", ":center_no"),
          (try_end),
         
          (try_begin),
            (this_or_next|is_between, ":center_no", "p_castle_63", "p_castle_65"), #center is in Friese
            (eq, ":center_no", "p_town_11"), #dorestad
            (try_begin),
              (assign, ":recruit_volunteer", "trp_frisian_basic"),
            (try_end),

    But i have no idea where to put this. And also, i assume i have to change the line :          (assign, ":recruit_volunteer", "trp_frisian_basic"),
  5. Change the type of unit you can rectruit in a town/village

    First of all, it's amazing to see all the things you can change.
    Second, i have no clue what to do next.
    At first i thought i should add my code to module_scripts.py, but in a different way.
    Am i on the right track here or?
  6. Change the type of unit you can rectruit in a town/village

    Would it even change anything if i changed the default on ''TWEAK_CENTERS_RECRUIT_FROM_CURRENT_FACTION''
    Since in Friese the culture is Norse, so being a Frisian makes you have Norse culture aswell i assume?
  7. Change the type of unit you can rectruit in a town/village

    Well towns ask for recruits, and villages for volunteers. I'm guessing i should look at that.
    Also, in the part where im changing the code. It says :  #script_update_volunteer_troops_in_village

    So where am i heading next?
  8. Change the type of unit you can rectruit in a town/village

    For some reason that kind of makes sense to me, so that's a start.
    Ive changed the lines to this just to see if it works :

          (try_begin),
            (this_or_next|is_between, ":center_no", "p_village_63", "p_village_65"), #center is in Friese
            (this_or_next|is_between, ":center_no", "p_village_110", "p_village_112"), #center is in Friese
            (this_or_next|eq, ":center_no", "p_village_150"), #doccinga
            (eq, ":center_no", "p_town_11"), #dorestad
            (try_begin),
              (assign, ":volunteer_troop", "trp_frisian_basic"),
            (else_try),
              (faction_get_slot, ":volunteer_troop", ":center_culture", ":troop_isfarmer"),
            (try_end),

    This still lets me recruit Norse units in Dorestad
    Eventually i changed it to this to test it:

          (try_begin),
            (this_or_next|is_between, ":center_no", "p_village_63", "p_village_65"), #center is in Friese
            (this_or_next|is_between, ":center_no", "p_village_110", "p_village_112"), #center is in Friese
            (eq, ":center_no", "p_town_11"), #dorestad
            (try_begin),
              (assign, ":volunteer_troop", "trp_frisian_basic"),
            (try_end),

    Now Doccinga gets Norse units ( makes sense ) and Dorestad still has Norse units.
    Does this have something to do with towns giving 2nd tier units?
  9. Change the type of unit you can rectruit in a town/village

    Right now i have this

          (try_begin),
            (this_or_next|is_between, ":center_no", "p_village_63", "p_village_65"), #center is in Friese
            (this_or_next|is_between, ":center_no", "p_village_110", "p_village_112"), #center is in Friese
            (eq, ":center_no", "p_village_150"), #doccinga
            (try_begin),
              (assign, ":volunteer_troop", "trp_frisian_basic"),
            (else_try),
              (faction_get_slot, ":volunteer_troop", ":center_culture", ":troop_isfarmer"),
            (try_end),

    This allows me to recruit only Frisian units in the villages in the code.
    But adding the line        (eq, ":center_no", "p_town_11"), #dorestad like this :

          (try_begin),
            (this_or_next|is_between, ":center_no", "p_village_63", "p_village_65"), #center is in Friese
            (this_or_next|is_between, ":center_no", "p_village_110", "p_village_112"), #center is in Friese
            (eq, ":center_no", "p_village_150"), #doccinga
            (eq, ":center_no", "p_town_11"), #dorestad
            (try_begin),
              (assign, ":volunteer_troop", "trp_frisian_basic"),
            (else_try),
              (faction_get_slot, ":volunteer_troop", ":center_culture", ":troop_isfarmer"),
            (try_end),

    Makes me able to only recruit Norse units in all of Frisia.
  10. Change the type of unit you can rectruit in a town/village

    You're right. I still can't get the code to work sadly.
    Could you show me how the code should be? And where i went wrong?
  11. Change the type of unit you can rectruit in a town/village

            (eq, ":center_no", "p_town_4"), #dorestad

    This line doesnt seem to be right aswell, as dorestad still only gives me norse units available to recruit.
  12. Change the type of unit you can rectruit in a town/village

          (try_begin),
            (this_or_next|is_between, ":center_no", "p_village_63", "p_village_65"), #center is in Friese
            (this_or_next|is_between, ":center_no", "p_village_110", "p_village_112"), #center is in Friese
            (this_or_next|is_between, ":center_no", "p_castle_63", "p_castle_65"), #center is in Friese
            (eq, ":center_no", "p_town_4"), #dorestad
            (eq, ":center_no", "p_village_150"), #doccinga
            (store_random_in_range, ":rand", 0, 100),
            (try_begin),
              (assign, ":volunteer_troop", "trp_frisian_basic"),
            (try_end),

    I can only recruit Norse units now  :???:
    Damn i'm bad at this, i have much to learn
  13. Change the type of unit you can rectruit in a town/village

          (try_begin),
            (this_or_next|is_between, ":center_no", "p_village_63", "p_village_65"), #center is in Friese
            (this_or_next|is_between, ":center_no", "p_village_110", "p_village_112"), #center is in Friese
    (eq, ":center_no", "p_village_150", "p_castle_64", "p_castle_63", "p_town_4"), #
            (store_random_in_range, ":rand", 0, 100),
            (try_begin),
              (gt, ":rand", 0),
              (assign, ":volunteer_troop", "trp_frisian_basic"),
            (else_try),
              (faction_get_slot, ":volunteer_troop", ":center_culture", ":troop_isfarmer"),
            (try_end),

    Ive tried this. However, it doesnt change anything at all.
    Ive also tried giving the castles and cities their own line, didnt do anything aswell.
  14. Change the type of unit you can rectruit in a town/village

    I've managed to change the reinforcements in Frisia, thanks for the help!

    I still havent been able to change the recruitable units.

    (try_begin),
            (this_or_next|is_between, ":center_no", "p_village_63", "p_village_65"), #center is in Friese
            (this_or_next|is_between, ":center_no", "p_village_110", "p_village_112"), #center is in Friese
            (eq, ":center_no", "p_village_150"), #doccinga
            (store_random_in_range, ":rand", 0, 100),
            (try_begin),
              (gt, ":rand", 25),
              (assign, ":volunteer_troop", "trp_frisian_basic"),
            (else_try),
              (faction_get_slot, ":volunteer_troop", ":center_culture", ":troop_isfarmer"),

    Looking at this, i assume i have to add the 2 castles and the town at the top?
    And changing the chances of getting frisian units to 100%. Does it has something to do with          (gt, ":rand", 25), ?
  15. Change the type of unit you can rectruit in a town/village

    Nope, i just want to make Frisian units the only recruitable units in Frisia.
  16. Change the type of unit you can rectruit in a town/village

    Looked at the exception rule. However, since im just a starter in this i'm not sure what to do.
    But i assume changing it wouldnt make Frisian units the only recruitable units in Frisia, which i want to do.
    No more Norse units, only Frisian units.
  17. Change the type of unit you can rectruit in a town/village

    Hello, I was wondering if i could change the type of unit you could recruit in a village or city. For example, in Ribe (Viking conquest) you can recruit Norse units, could i change that to Pictish units? Or in Frisia you can recruit Frisian units in villages, and Norse in towns, could i change...
  18. Changing culture or recruitement

    Hello, I'm doing some modding in mount and blade viking conquest, and i was wondering if i could change the culture so that the units youre recruiting from a place would be different Let's say i want to change the culture from friese to welsh ( that doesnt make any sense but still ) how would i...
  19. Change proficiency name

    Hello, I've been modding viking conquest for a bit and added a working pistol in it (not really historically correct, but don't judge me) However, in viking conquest guns works as slings, so i've had to change the animations and such. Now all i have to do is change the name of slings to...
  20. Problem with a texture in game

    Hello, I'm having some problems with textures in game for my self made helmet in viking conquest. As you can see it works fine in OpenBrf and the textures are in place. https://imgur.com/a/Kf5FHUe However, once i start viking conquest, the texture seems missing. https://imgur.com/a/xkj0yWI...
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