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  1. raik3n87

    Recruiting Farmers

    Is there a way to modify wich kind of troops I get from villages? I want to recruit farmers instead of faction troops
  2. raik3n87

    Troops ecxeeded

    They were all recruits
  3. raik3n87

    Troops ecxeeded

    I'm experiencing strange behaviours I have a party size of 51, and I have 38 soldiers suddenly, a message appears and tells me I have more soldiers then my party size and I lose something like 5 Any ideas?
  4. raik3n87

    Vanishing troops

    I have the GOG version of viking conquest, so any steam fixes aren't actually gonna help.

    Thanks anyway
  5. raik3n87

    Vanishing troops

    On a new game, I noticed twice that some of my soldiers had disappeared from my party the 1st time I had 39 troops, and suddenly I had just 18 the 2nd time from 40 to 28 WTF is going on? Is it a bug a glitch or another dumb feature of VC? I have a excellent morale party, lots of type of foods...
  6. raik3n87

    Relation with villages after quest

    Thanks.
    I remembered about another thing thast bugs me alot
    Can you please remove the tar/cloth/lumber requirement for building large ships, or make it random or city prosper level relate?
    How is it even possible that a ship crafter has no materials, and even if it doesn't have them, why should I go fetch them?

    IMO it would be best to add a dialog where the builder says "hey it's gonna take a while longer to build this cause I have to get extra materials, and it's gonna cost you a bit more... is that okay with you? Y/N

    Then add something like 1000/2000 gold to the final price and increase construction time by a week or two
  7. raik3n87

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

    kraggrim said:
    Villages defended by faction recruits rather than generic farmers 2.005, but probably any version,

    Different from the previous tweak which added predominantly tier 2-3 faction spearmen and skirmishers as village defenders, this one mostly adds faction tier-1 recruits. It will usually add a small handful of the tier 2-3 guys, with a 5% chance of higher tier soldiers, and replaces the boring generic farmers.

    The difficulty will be slightly higher than with the generic farmers and will add some diversity to raiding in different kingdoms.

    Make a backup of your scripts.txt file. Open it up and use ctrl+f to find the refresh_village_defenders -1 section. Replace the numbers below with this:
    35 21 1 1224979098644774912 2133 2 1224979098644774913 50 1601 2 1224979098644774914 1224979098644774912 2204 2 1224979098644774915 1224979098644774912 2136 3 1224979098644774916 0 20 2136 3 1224979098644774917 10 20 2136 3 1224979098644774918 5 10 2136 3 1224979098644774919 0 8 4 0 2147483680 2 1224979098644774916 3 2147483678 2 1224979098644774914 1224979098644774913 522 3 1224979098644774920 1224979098644774915 77 1675 2 1224979098644774912 1224979098644774920 5 0 2147483680 2 1224979098644774916 4 2147483678 2 1224979098644774914 1224979098644774913 522 3 1224979098644774921 1224979098644774915 78 1675 2 1224979098644774912 1224979098644774921 5 0 2147483678 2 1224979098644774914 1224979098644774913 31 2 1224979098644774915 432345564227567635 1610 3 1224979098644774912 360287970189639803 1224979098644774917 1610 3 1224979098644774912 360287970189639850 1224979098644774919 5 0 2147483678 2 1224979098644774914 1224979098644774913 31 2 1224979098644774915 432345564227567639 1610 3 1224979098644774912 360287970189639720 1224979098644774918 1610 3 1224979098644774912 360287970189639772 1224979098644774918 1610 3 1224979098644774912 360287970189639850 1224979098644774919 5 0 2147483678 2 1224979098644774914 1224979098644774913 522 3 1224979098644774922 1224979098644774915 41 1610 3 1224979098644774912 1224979098644774922 1224979098644774917 1610 3 1224979098644774912 360287970189639850 1224979098644774919 3 0
    19 21 1 1224979098644774912 2133 2 1224979098644774913 50 4 0 1601 2 1224979098644774914 1224979098644774912 31 2 1224979098644774914 30 2204 2 1224979098644774915 1224979098644774912 522 3 1224979098644774916 1224979098644774915 78 1675 2 1224979098644774912 1224979098644774916 5 0 31 2 1224979098644774914 55 2204 2 1224979098644774915 1224979098644774912 522 3 1224979098644774916 1224979098644774915 79 1675 2 1224979098644774912 1224979098644774916 5 0 2147483678 2 1224979098644774914 1224979098644774913 2204 2 1224979098644774915 1224979098644774912 522 3 1224979098644774916 1224979098644774915 77 1675 2 1224979098644774912 1224979098644774916 3 0

    -If you don't start a new game you have to kill the existing garrison of generic farmers in battle (if they're frightened and just let you loot the village then it won't work, you gotta KILL EM). They should then be replaced by faction recruits next time you raid, with a small chance of tier-2 troops.

    -If you want them to get more or less guys then change the 50 to something else. That's the number where it stops adding groups of guys, so at 49 it will add another 15 recruits, 50 or above it stops.

    -Frisians get tier 2 Fresena as standard since they don't have a  tier 1 troop of their own (they use Norse), but it makes little difference.

    -Northymbre uses half and half Angle and Norse recruits.


      ("refresh_village_defenders",
        [
          (store_script_param_1, ":village_no"),
       
          (assign, ":ideal_size", 50),
          (party_get_num_companions, ":party_size", ":village_no"),
          (store_faction_of_party, ":village_faction", ":village_no"),
          (store_random_in_range, ":chance", 0, 20), #0, 1, ..., 18, 19 -> 10 numbers total
      (store_random_in_range, ":number_tier_1", 10, 20),
      (store_random_in_range, ":half_number_tier_1", 5, 10),

          (try_begin),
            (le, ":chance", 3), #0 to 3 -> 4 out of 20 aka 20% chance
            (lt, ":party_size", ":ideal_size"),
            (faction_get_slot, ":reinforcements", ":village_faction", slot_faction_reinforcements_a),
            (party_add_template, ":village_no", ":reinforcements"),
          (else_try),
        (le, ":chance", 4), #0 to 4 -> 3 out of 20, but because of previous then 5% chance
            (lt, ":party_size", ":ideal_size"),
            (faction_get_slot, ":reinforcements2", ":village_faction", slot_faction_reinforcements_b),
            (party_add_template, ":village_no", ":reinforcements2"),
      (else_try),    
            (lt, ":party_size", ":ideal_size"),
    (eq, ":village_faction", "fac_kingdom_4"),        #friese
            (party_add_members, ":village_no", "trp_frisian_basic", ":number_tier_1"),
      (else_try),    
            (lt, ":party_size", ":ideal_size"),
    (eq, ":village_faction", "fac_kingdom_8"), #northymbre
            (faction_get_slot, ":volunteers", ":village_faction", slot_faction_tier_1_troop), #norse half
            (party_add_members, ":village_no", ":volunteers", ":half_number_tier_1"),
    (party_add_members, ":village_no", "trp_angle_slave", ":half_number_tier_1"), #angle half
      (else_try),
            (lt, ":party_size", ":ideal_size"),
            (faction_get_slot, ":volunteers", ":village_faction", slot_faction_tier_1_troop),
            (party_add_members, ":village_no", ":volunteers", ":number_tier_1"),
          (try_end),
      ]),
      ("refresh_village_defenders",
        [
          (store_script_param_1, ":village_no"),
       
          (assign, ":ideal_size", 50),
          (party_get_num_companions, ":party_size", ":village_no"),
          (store_faction_of_party, ":village_faction", ":village_no"),
          (store_random_in_range, ":chance", 0, 20),
      (store_random_in_range, ":number_tier_1", 10, 20),
      (store_random_in_range, ":half_number_tier_1", 5, 10),
      (store_random_in_range, ":women", 0, :cool:,

          (try_begin),
            (le, ":chance", 3), #20% chance
            (lt, ":party_size", ":ideal_size"),
            (faction_get_slot, ":reinforcements", ":village_faction", slot_faction_reinforcements_a),
            (party_add_template, ":village_no", ":reinforcements"),
          (else_try),
        (le, ":chance", 4), #25%, but because of previous then 5% chance
            (lt, ":party_size", ":ideal_size"),
            (faction_get_slot, ":reinforcements2", ":village_faction", slot_faction_reinforcements_b),
            (party_add_template, ":village_no", ":reinforcements2"),
      (else_try),    
            (lt, ":party_size", ":ideal_size"),
    (eq, ":village_faction", "fac_kingdom_5"), #friese
            (party_add_members, ":village_no", "trp_manhunter", ":number_tier_1"), #fresian basic
    (party_add_members, ":village_no", "trp_ransom_broker_5", ":women"), #peasant women
      (else_try),    
            (lt, ":party_size", ":ideal_size"),
    (eq, ":village_faction", "fac_khergits"), #northymbre       
            (party_add_members, ":village_no", "trp_swadian_skirmisher", ":half_number_tier_1"), #norse half peasants
    (party_add_members, ":village_no", "trp_rhodok_trained_crossbowman", ":half_number_tier_1"), #angle half peasants
    (party_add_members, ":village_no", "trp_ransom_broker_5", ":women"), #peasant women
      (else_try),
            (lt, ":party_size", ":ideal_size"),
            (faction_get_slot, ":volunteers", ":village_faction", slot_faction_tier_1_troop),
            (party_add_members, ":village_no", ":volunteers", ":number_tier_1"),
    (party_add_members, ":village_no", "trp_ransom_broker_5", ":women"), #peasant women
          (try_end),
      ]),
    ("refresh_village_defenders",
        [
          (store_script_param_1, ":village_no"),
     
          (assign, ":ideal_size", 50),
      (party_get_num_companions, ":party_size", ":village_no"),
      (store_faction_of_party, ":village_faction", ":village_no"),
     
      (try_begin),
    (eq, ":party_size", 31),
            (faction_get_slot, ":reinforcements", ":village_faction", slot_faction_reinforcements_a),
            (party_add_template, ":village_no", ":reinforcements"),
          (else_try),       
            (lt, ":party_size", ":ideal_size"),           
    (faction_get_slot, ":volunteers", ":village_faction", slot_faction_tier_1_troop),
    (party_add_members, ":village_no", ":volunteers", 15),
          (try_end),
      ]),


    Edit: Added version that properly accounts for Frisia and Northymbre.

    Edit 2: Updated to add peasant women.

    this works only when you raid villages
    How can I add this tweak to the battle after you train villagers?
  8. raik3n87

    Relation with villages after quest

    regarding the farmstead, my experience is:

    I was traveling with 20 soldiers (mostly mercenary spearmen, due to the fact I couldn't recruit villagers at the time... before that I had 40/45 but i lost many of them battling northmen) and I went to the farmstead to hire farmers as temporary meatshields
    After the ambush I was left with 12 I think, most of them who were still alive were wounded so at that moment I actually had lik 3 active soldiers counting myself.

    So I dont think that's unbalanced, expecially on a storyline playtrough, when you travel most of the time and mainly get mercenaries in your party.
  9. raik3n87

    Relation with villages after quest

    Oh another thing.

    I tweaked the text files in order to:
    Take more people with me during raid on bandit lairs (easy, changed a 7 into 70)

    Take my army to farmstead ambush ( my tweak causes a bug that doubles reginhard and the other companions though)
    I did it cause, when I saw the message "you see smoke but no people" I became wary, so I found really weird to go alone in the farmstead to be ambushed by bandits. You might want to give the options to go alone, send scouts, or just lead your troops.
  10. raik3n87

    Relation with villages after quest

    Hunt down fugitive -4 [when you loot/enslave a village, you get -20, but it's cause you have the whole village against you, if you kill a relative you have a family against you and the elder, so 2+2 (mother and father+ elder that counts as 2]

    Taxes -2 (elder, he loses face with people when he asks you to lower the tax amount and you ignore him)

    Lute -2 (elder, you ask him about a lute, but you don't mention you are about to wack someone)
  11. raik3n87

    Relation with villages after quest

    I want to tweak relations with villages after i Finish "hunt fugitive" and "retrieve lute" and "collect taxes" quests I can understand a loss of relationship when I kill someone in the village, but 10 and 6 is nuts If i collect taxes for an instance, I only lose 2. That doesn't make sense. NO...
  12. raik3n87

    PORK

    I'm trying to remove the spoil from pork, my idea is to rename the pork as "salted pork", I can do that fine, but I can't find a way to makie it unspoilable
  13. raik3n87

    Floris evolved - recruiting other parties

    I'm trying to replicate floris' deserter recruiting system for bandits and manhunters too, without success If I add  a modified version of the hiring part of the deserter cv to the manhunter cv, no dialog options appear in the manhunters' and instead there's a double dialog option in the...
  14. raik3n87

    OSP Code QoL Bodyguards/Escorts in Town/Village Scenes (Open Source)

    I'm trying to replicate floris' deserter recruiting system for bandits and manhunters too, without success
    If I add  a modified version of the hiring part of the deserter cv to the manhunter cv, no dialog options appear in the manhunters' and instead there's a double dialog option in the deserters'

    "MANHUNTER CONVERSATION"
    dlga_start:manhunter_talk_b 131081 0  1 31 2 144115188075856110 2 Hey,_you_there!_You_seen_any_outlaws_around_here?  92  0 NO_VOICEOVER
    dlga_start:manhunter_talk_b 131089 0  1 31 2 144115188075856110 2 Hey,_you_there!_You_seen_any_outlaws_around_here?  92  0 NO_VOICEOVER
    dlga_start:manhunter_talk_b 131097 0  1 31 2 144115188075856110 2 Hey,_you_there!_You_seen_any_outlaws_around_here?  92  0 NO_VOICEOVER
    dlga_manhunter_talk_b:manhunter_talk_b1 69631 92  0 Yes,_they_went_this_way_about_an_hour_ago.  93  0 NO_VOICEOVER
    dlga_manhunter_talk_b1:close_window 4095 93  0 I_knew_it!_Come_on,_lads,_lets_go_get_these_bastards!_Thanks_a_lot,_friend.  6  1 2133 2 144115188075856011 1 NO_VOICEOVER
    dlga_manhunter_talk_b:manhunter_talk_b2 69631 92  0 No,_haven't_seen_any_outlaws_lately.  94  0 NO_VOICEOVER
    dlga_manhunter_talk_b2:close_window 4095 94  0 Bah._They're_holed_up_in_this_country_like_rats,_but_we'll_smoke_them_out_yet._Sooner_or_later.  6  1 2133 2 144115188075856011 1 NO_VOICEOVER

    "DESERTER CONVERSATION"
    dlga_start:deserter_paid_talk 131104 0  5 31 2 144115188075856110 2 521 3 1224979098644774912 144115188075856273 3 2270 1 1224979098644774913 2121 3 1224979098644774914 1224979098644774912 1224979098644774913 32 2 1224979098644774914 0 What_do_you_want?_You_want_to_pay_us_some_more_money?  1281  0 NO_VOICEOVER
    dlga_deserter_paid_talk:deserter_paid_talk_2a 69631 1281  0 Sorry_to_trouble_you._I'll_be_on_my_way_now.  1282  0 NO_VOICEOVER
    dlga_deserter_paid_talk_2a:close_window 4095 1282  0 Yeah._Stop_fooling_around_and_go_make_some_money._I_want_to_see_that_purse_full_next_time_I_see_you.  6  1 2133 2 144115188075856011 1 NO_VOICEOVER
    dlga_deserter_paid_talk:deserter_paid_talk_2b 69631 1281  0 No._It's_your_turn_to_pay_me_this_time.  1283  0 NO_VOICEOVER
    dlga_deserter_paid_talk_2b:close_window 4095 1283  0 What_nonsense_are_you_talking_about?_You_want_trouble?_You_got_it.  6  2 501 3 144115188075856273 3 0 1644 2 144115188075856273 0 NO_VOICEOVER
    dlga_start:deserter_talk 131104 0  1 31 2 144115188075856110 2 We_are_the_free_brothers._We_will_fight_only_for_ourselves_from_now_on._Now_give_us_your_gold_or_taste_our_steel.  1284  0 NO_VOICEOVER
    dlga_deserter_talk:close_window 69631 1284  0 When_I'm_done_with_you,_you'll_regret_ever_leaving_your_army.  6  0 NO_VOICEOVER
    dlga_deserter_talk:deserter_barter 69631 1284  0 There's_no_need_to_fight._I_am_ready_to_pay_for_free_passage.  1285  0 NO_VOICEOVER
    dlga_deserter_talk:deserter_recruit 69631 1284  4 2154 2 1224979098644774912 648518346341351424 1652 3 1224979098644774913 144115188075856273 0 1073741856 2 1224979098644774912 0 110 1 1224979098644774913 I_will_give_you_money_and_good_protection_if_you_join_my_party.  1286  0 NO_VOICEOVER
    dlga_deserter_recruit:deserter_recruit_2 4095 1286  0 Sounds_like_a_good_deal._To_show_us_your_good_will,_pay_us_{reg5}_denars_and_we_will_join_you.  1287  17 1650 2 1224979098644774912 144115188075856273 2133 2 1224979098644774913 0 6 3 1224979098644774914 0 1224979098644774912 1652 3 1224979098644774915 144115188075856273 1224979098644774914 1653 3 1224979098644774916 144115188075856273 1224979098644774914 1 2 936748722493063191 1224979098644774915 2133 2 1224979098644774917 72057594037927936 2107 2 1224979098644774917 1224979098644774916 2105 2 1224979098644774913 1224979098644774917 3 0 2133 2 144115188075856007 1224979098644774913 2170 3 1224979098644774918 1369094286720630791 360287970189639680 2122 3 1224979098644774919 3 1224979098644774918 2121 3 1224979098644774920 100 1224979098644774919 2107 2 144115188075856007 1224979098644774920 2108 2 144115188075856007 100 2133 2 72057594037927941 144115188075856007 NO_VOICEOVER
    dlga_deserter_recruit_2:deserter_recruit_3a 69631 1287  3 2149 2 72057594037927938 360287970189639680 30 2 72057594037927938 144115188075856007 2133 2 72057594037927941 144115188075856007 All_right_here's_your_{reg5}_denars.  1288  4 1529 2 360287970189639680 144115188075856007 1106 2 1585267068834417040 16711680 2123 3 1224979098644774912 144115188075856007 -50 1 3 936748722493063446 360287970189639680 1224979098644774912 NO_VOICEOVER
    dlga_deserter_recruit_2:deserter_barter_3b 69631 1287  0 I_don't_have_that_much_money_with_me  1289  0 NO_VOICEOVER
    dlga_deserter_recruit_3a:close_window 4095 1288  0 Ok,_we_are_at_your_service_from_now_on.  6  4 1 3 936748722493063338 648518346341351424 144115188075856273 1661 1 144115188075856273 1232 1 144115188075856273 2133 2 144115188075856011 1 NO_VOICEOVER
    dlga_deserter_barter:deserter_barter_2 4095 1285  0 Good._You_are_clever._Now,_having_a_look_at_your_baggage,_I_reckon_a_fellow_like_you_could_pretty_easily_afford_{reg5}_denars._We_wouldn't_want_to_be_too_greedy,_now_would_we?_Pay_us,_and_then_you_can_go.  1290  14 2149 2 1224979098644774912 360287970189639680 1540 2 1224979098644774913 360287970189639680 6 3 1224979098644774914 0 1224979098644774913 1541 3 1224979098644774915 360287970189639680 1224979098644774914 30 2 1224979098644774915 0 4 0 33 3 1224979098644774915 288230376151711834 288230376151711868 2230 2 1224979098644774916 1224979098644774915 2105 2 1224979098644774912 1224979098644774916 3 0 3 0 2123 3 144115188075857209 1224979098644774912 10 2111 2 144115188075857209 10 2133 2 72057594037927941 144115188075857209 NO_VOICEOVER
    dlga_deserter_barter_2:deserter_barter_3a 69631 1290  3 2149 1 72057594037927938 30 2 72057594037927938 144115188075857209 2133 2 72057594037927941 144115188075857209 All_right_here's_your_{reg5}_denars.  1291  1 1529 2 360287970189639680 144115188075857209 NO_VOICEOVER
    dlga_deserter_barter_2:deserter_barter_3b 69631 1290  0 I_don't_have_that_much_money_with_me  1289  0 NO_VOICEOVER
    dlga_deserter_barter_3b:close_window 4095 1289  0 Too_bad._Then_we'll_have_to_sell_you_to_the_slavers.  6  0 NO_VOICEOVER
    dlga_deserter_barter_3a:close_window 4095 1291  0 Heh._That_wasn't_difficult,_now,_was_it?_All_right._Go_now.  6  5 2270 1 1224979098644774912 2105 2 1224979098644774912 72 501 3 144115188075856273 3 1224979098644774912 1644 2 144115188075856273 72 2133 2 144115188075856011 1 NO_VOICEOVER
  15. raik3n87

    OSP Code QoL Bodyguards/Escorts in Town/Village Scenes (Open Source)

    Guys, I have a problem with bandit lair missions, I only spawn like 7 men and I'm facing dozens... is there a way to bring my whole army in the lair?
  16. raik3n87

    OSP Code QoL Bodyguards/Escorts in Town/Village Scenes (Open Source)

    I'm playing Floris Evolved, as usual before starting a campaign I take a look at item and rebalance them.
    The problem is when I started playing, I noticed something that really ground my gears: the bodyguard system.

    Why is that with 1 leadership I get to command

    30 + (base party size, I tweaked down to 5 to rebalance)
      5 + (1 leadership)
      6 + (charisma)
    -----
    41 people in total, and I can't get a single companion bodyguard until I reache 3 leadership? That doesn't make sense at all.
    With my rebalancing, I have a max party size of 16, and that still is nonsense, I mean my companions get a freaking weekly wage too!

    Basically what I want to do is tweak the script to give me
    1 bodyguard per point of leadership,
    1 additional bodyguard every 25 renown
    increase guards cap size to 22 (the total numbers of companions in Floris evolved)

    Problem is i tried to add it myself, but since I'm crap at Python, my only option rn is opening the txt file that contains the script and change some values (kind of like when you want to tweak party sizes by modifing the values of "game_get_party_companion_limit -1" in script.txt)
    but I don't even know the location or what values I actually have to change.

    Is there someone that can help me and telling me how to, or that is willing to mod the scripts himself, please?
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