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

    kraggrim said:
    Crown-stealing from captured kings re-enabled reforged beta

    If you want to be able to take crowns from captured kings then open conversation.txt and find this section:
    dlga_prisoner_chat_noble_arm3:prisoner_chat_noble_arm3a 69631 3463  6 1541 3 1224979098644774912 144115188075855902 4 32 2 1224979098644774912 0 2147483679 2 1224979098644774912 288230376151712503 2703 2 1224979098644774913 1224979098644774912 32 2 1224979098644774913 35 2325 2 13 1224979098644774912 I'd_like_to_try_on_your_{s13}.  3464  3 2133 2 144115188075856105 4 1541 3 1224979098644774912 144115188075855902 4 2133 2 144115188075855915 1224979098644774912 NO_VOICEOVER

    Swap it for this:
    dlga_prisoner_chat_noble_arm3:prisoner_chat_noble_arm3a 69631 3463  3 1541 3 1224979098644774912 144115188075855902 4 32 2 1224979098644774912 0 2325 2 13 1224979098644774912 I'd_like_to_try_on_your_{s13}.  3464  3 2133 2 144115188075856105 4 1541 3 1224979098644774912 144115188075855902 4 2133 2 144115188075855915 1224979098644774912 NO_VOICEOVER

    Note: There will be a bug where after taking the crown you can then also choose to take 5 normal helmets from the king.

    Got it to work on 2.050

    Use this line instead: dlga_prisoner_chat_noble_arm3:prisoner_chat_noble_arm3a 69631 3441  3 1541 3 1224979098644774912 144115188075855902 4 32 2 1224979098644774912 0 2325 2 13 1224979098644774912 I'd_like_to_try_on_your_{s13}.  3442  3 2133 2 144115188075856105 4 1541 3 1224979098644774912 144115188075855902 4 2133 2 144115188075855915 1224979098644774912 NO_VOICEOVER
  2. Thoughts and ideas after conquering the whole map

    kalarhan said:
    just in case you would like to tweak/mod the game yourself: check the Tweaks thread, the VC Tweaks Tool, the Modding Q&A thread and the Released mods thread (list of mods).

    as the DLC is on support mode it is less likely that any gameplay change would make to future patches. That doesnt mean you should stop giving feedback tho, specially one of high quality like in this thread. Devs are still around and reading the forum after all.

    Thanks. I already messed with some tweaks and stuff. But things on my list are too complicated for me :razz: Even if they won't be in the game, maybe they will be in M&B II Viking Conquest :grin:
  3. Thoughts and ideas after conquering the whole map

    This is my 3rd or 4th sandbox gameplay. Started from zero, played as a high reputation pagan and by day 2500 I had pretty much the whole map under my control. All my lords either upstanding or martial and good relations with them. Perfect companions, maxed items and so on... Why "pretty much"...
  4. Tweaks for Viking Conquest (one for 2.028, others for 2.021, 2.012, 2.010 etc)

    I would like that vassals wouldn't change religion anymore once they join player faction. I would still like that they would change it normally if they are not my vassals. Can anyone point to me where to look? I realize that this function is a bit more than just changing few numbers, but I guess no one ain't gonna do it for me, but I love the game, just many things imo require changes, especially late game. I'm willing to give it a shot.
  5. [TWEAKS] VC Tweaks Tool: +80 tweaks the easy way! (released/1.2)

    Skramel said:
    I love javelins, but i can't really use them. Best case scenario is 4 pack by 6 javs = 24.
    You can also use
    horseman javelins, which come in packs of 12. They have same stats as skirmisher javelins. You can find them by defeating parties with horsemen, most often found in Ireland and North England. You can't find them in shops. Or heavy javelins, which come in packs of 8 and do more damage than horseman/skirmish javelins. You find them by killing veteran/elite skirmishers(maybe some more, check the troop tree)
    My favorite build is shield, sword and 2 packs of horseman javelins :wink:
  6. Train Village Peasants Quest not adjusted for lower training skill cap

    At higher levels you train more peasants per fight(luck factor included[fighting 4 of them can be a challenge :razz:]) But generally I never do this quest other than maybe in first 100 days of my play-through precisely because of the time wasted/reward doesn't make sense. I have never played Native besides just trying it for few minutes, but reducing the time for this quest would be a good idea in one way or another.
  7. Huge Random Relation Drop

    I had exactly the same problem and fixed it with a tweak suggested by AfLIcTeD

    AfLIcTeD said:
    Go into simple triggers.txt and look for this part
    30.000000  146 31 2 0 0 2170 3 1224979098644774912 1369094286720630785 360287970189639680 2110 2 1224979098644774912 10 2172 3 1224979098644774913 360287970189639680 3 2108 2 1224979098644774913 2 2110 2 1224979098644774913 10 2120 3 1224979098644774914 1224979098644774912 1224979098644774913 2136 3 1224979098644774915 10 22 4 0 1073741855 2 144115188075856185 1 2147483678 2 1224979098644774914 1224979098644774915 2136 3 1224979098644774916 432345564227567632 432345564227567653 4 0 31 2 144115188075856185 1 2272 1 72057594037927937 2335 2 1 1224979098644774916 1106 1 1585267068834414717 3 0 2147484190 3 1224979098644774916 21 0 2121 3 1224979098644774917 1224979098644774916 432345564227567632 2105 2 1224979098644774917 360287970189639991 2147484208 3 1224979098644774917 8 0 2133 2 1224979098644774915 0 2133 2 1224979098644774918 1 2133 2 1224979098644774919 0 2133 2 1224979098644774920 360287970189640144 6 3 1224979098644774921 360287970189639975 1224979098644774920 540 3 1224979098644774921 2 2 540 3 1224979098644774921 14 1224979098644774916 2173 2 1224979098644774922 1224979098644774921 33 3 1224979098644774922 432345564227567631 432345564227567653 2147483679 2 1224979098644774922 1224979098644774916 2133 2 1224979098644774923 0 6 3 1224979098644774924 648518346341351445 648518346341351564 541 3 1224979098644774924 7 1224979098644774921 2105 2 1224979098644774923 1 3 0 2136 3 1224979098644774915 1 4 4 0 32 2 1224979098644774923 0 2136 3 72057594037927936 -1 4 2105 2 72057594037927936 1224979098644774923 2105 2 1224979098644774915 72057594037927936 3 0 4 0 2147483678 2 1224979098644774915 7 4 0 2147483678 2 1224979098644774918 1224979098644774915 2133 2 1224979098644774918 1224979098644774915 3 0 5 0 522 3 1224979098644774925 1224979098644774922 11 1 3 936748722493063647 1224979098644774925 1224979098644774921 2133 2 1224979098644774926 72057594037927936 4 0 32 2 1224979098644774926 10 1107 1 0 1 4 936748722493063646 1224979098644774925 1224979098644774921 -30 1107 1 1 4 0 31 2 1224979098644774925 360287970189639680

    The -30 is the relationship drop due to rebellions. I don't know if this affects the AI kingdoms and kings, but if your not bothered about factions returning then it would be ok to use this tweak.

    If you don't want to use tweaks then the other way to stop the relationship drop is to not recruit the lords straight away and let them lose relations with their original king. Take the feifs of the lords that you want to keep and leave them with one that belongs to a lord you are not bothered about.

    I changed the "-30" to "-5", so now I only experience -5 random drops, which is fine and makes sense. The -30 hit is indeed way too much for no obvious reason. You can change it to anything including 0 if you want. It won't affect anything other than the relation drop. I haven't tried with positive values, but I think even this can work, if you want random relation boosts instead of drops :razz:
  8. Viking Conquest Reforged Edition Female Char Power Gaming Guide(minor spoilers)

    zhoumu said:
    Also I'd like to ask, what is the best way to manage lords' disposition in your kingdom? without using any mod.
    -Is there any real setbacks for having lords at -100 disposition?
    -Feasts are not feasible since: a) your hall gets crowded by lords whom you don't want, and b)it doesn't seem to last long enough.
    -preparing a heap of gold?
    -doing quests?
    -so the best solution should be: just keep 4-5 lords in your kingdom? What if the AI has 100 lords against you?

    1. Yes, the lord can defect with the fiefs he holds(garrisoned fiefs,not villages)

    2. Reject the lords. Their personality won't change, so you want nothing to do with them anyway.(Tho I agree, it's a **** feature, they come back in a few days)

    3. Good ways to improve relations are: Change marshals accordingly, Give them gold(expensive),
    give them wine if you have the wine conneisor special trait(get it by stacking your household inventory with wine)
    And most importantly: Plan ahead! Think through how you going to keep relations before recruiting, have some fiefs ready to give etc.
    I generally never do quests for lords because they all offer crappy quests which include loosing relations with villages/other lords/kingdoms. Sometimes you can rescue them or their relative from prison, but that's rare.

    4. I find it best to have fewer strong lords than many small parties. I have 3 lords for Scandinavia and 4 lords for Ireland. Their party sizes range from 500-1100. Nobody even attacks them so they never fall prisoner and they can easily take forts without my help.  Generally the kingdoms who have more lords than land are very unstable and their lords defect all the time. Their parties are so small you don't even care if like 8 of them attack you.
  9. Save Game Editor / Convertor

    kalarhan said:
    BoomBap said:
    but I can't find one with religion

    tool was not created for VC, so it has no way to use proper names for slots. Instead you need to use the module_constants.py and find the ID (slot #) yourself. Ignore what the tool says.

    Yeah, figured... This task is becoming more complicated then I expected :razz: So if I understand correctly, the slot_troop_religion is one of the unnamed values under #slot in the tool. And I have to go through module_constants.py and figure out which one it is?

    Thanks for helping! :wink:

    EDIT: YES! It worked!! Thank you so much! Now I understand what you meant by "ignore what the tool says"! Thanks again! :smile:
  10. Save Game Editor / Convertor

    kalarhan said:
    BoomBap said:
    I am playing VC

    download DLC modsys and check module_constants.py

    religion is a troop slot (not party)
    Code:
    slot_troop_religion	= 16

    Thanks! I found the line in module_constants.py, but I really don't understand what to do there...

    I also found the lord in the save-game editor under "troops" and under "#slots" I see many things like: "slot_troop_occupation" "slot_troop_state" and many more, but I can't find one with religion. Yeah, I'm a total noob. I really don't understand what would I even do with the .py file.... This save game editor I seem to understand how it works, but I can't find where to change religion of a lord...
  11. Save Game Editor / Convertor

    I am playing VC and I want to change lords religion. I found his party in the editor, but can't find the variable for religion. Anybody knows?
  12. Lords religion

    AfLIcTeD said:
    Lords change religions as much as they change Kingdoms lol.

    Yeah, I have noticed that after I took over Scandinavia, many of the lords who joined Kingdoms in England converted to christianity. Does my kingdom being pagan have effect on my vassals conversion? The fiefs that I give him?

    Also I noticed when I had free land in my kingdom, my minister told me: "You might keep it that way because it pulls lords" I could probably handle the 50k weekly loss for a few weeks if that attracts better lords. Usually in my hall I see 90% pitiless/debauched lords.
  13. Lords religion

    Can somebody please tell me what factors lords converting? I have tried to recruit all pagan lords, but I ran into a situation where I had too much land without a lord and the only lord available with good personality was a christian. I think there is no option to force/persuade him to convert...
  14. Automatic Village Relations Loss?

    hieronymos2 said:
    Taxes are medium; renown 900+; reputation 162; religion Pagan; Pagan relations = 78;  R-2-Rule = 34
    Am playing a modded version with Kalarhan's Tweaks; plus many of Kraggrim's.

    Went ahead and built Odin's temples everywhere--relations even in Pagan Danmark are mostly in the toilet; except in the towns, where relations were already high pre-conquest. Am depending upon prisoners for most of my new troop recruits.

    Am wondering when--or even if--gradual conversion of the Christians to Pagan will improve relations....This isn't how I remembered Brytenwalda.

    Again, I haven't looked at the actual code, but from my experience building Odin's temples is generally a bad idea. I wouldn't do it before my relations with that settlement is at least +50 and pagans are at least accepted there. I have temples in Ribe, Tunsberg and Dorestad and I built them when "Pagans are the majority here". In Ribe and Tunsberg I got a -5 relation hit for building it and in Dorestad -30. In a few weeks the temple in Dorestad got taken down by angry christians. I rebuilt it and this time only took a -10 hit. After that it has been fine for like 500 days. But conversion rate seems to be around 0 still. It was at it's peak at "8 people have adopted" but it has been going back to 0. Seems like conversion isn't really happening...

    Also I always give all villages away to lords. Because as their lord you seem to get a relation hit every time they get raided and they get raided all the time. When you are not the owner tho, the village won't blame you. + they add A LOT to tax ineffiency. I get much more weekly $$$ by only keeping towns for myself and giving the rest to my vassals.
  15. Automatic Village Relations Loss?

    kalarhan said:
    check things like religion and tax level

    Yeah, forgot. I always keep taxes low in all fiefs. That boosts relations. High taxes deteriorate relations. Medium I guess is fine, but I prefer low.
  16. Automatic Village Relations Loss?

    What is your reputation? My reputation is over 100 and relations with both religions positive. I never loose relations with villages in Friese. Did you build temples to odin? Don't build them before your relation is over +50. I have ruled over Friese for over 600 days now and relations have stayed fixed in the positive. And even increasing for Dorestad, which I own.


  17. AI and Mounted Companions using spear vs Sword

    Wheem said:
    Non-companion AI cavalry seems to generally do OK with spears, and will switch to other melee weapons (even if it's just a hunting knife) and/or throwing weapons when dismounted. My companions, however, always want to keep their 203 length spears out, even after their horse has been taken down.

    Yeah. Another problem why I don't give me companions spears. This can be changed tho. I remember reading about it. Have to remove "length" from the list of rules that they choose their weapons by. I haven't done it, but I read that fixed the problem for someone. That still leaves other rules like damage etc, so should be good :wink:
  18. How Long Do City Sacking Effects Last?

    Can't tell you the exact numbers, but after I "completely devastated" a town and 2 forts, it took about 3-4 weeks for them to recover. Never used the "wait until i value" option.
  19. AI and Mounted Companions using spear vs Sword

    I tried giving my mounted companions balanced Ray's. They sucked. They were much better with swords. Could be because of weapon profficency tho... I trained them with swords... My companions absolutely RAPE everybody with balanced window makers and bandit king sword.

    I have noticed that frank horseman are much better at their job on horses than my companions no matter what items I give them. Even when my companions have good riding skills. Companions are BEASTS in melee tho when you give them uber gear. I often dismount my companions, Only use their horses for special occasions.
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