Bandit Party Editing

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Kinsume 说:
Windyplains 说:
Kinsume 说:
So the technically making it so that a bandit  lord can pull that off as well seems pretty do-able.
It is not as simple as you might think.  The basic difference here is designating them to be a major faction (like any of the playable factions) vs. a minor one.  Yes, it could be done, but that means you'd now have a 7th faction in play that the scripting in the game wasn't really designed for (regarding bandits specifically).  This would also make it so that all bandits were seemingly of the same exact faction which would be silly.  So to fix that you'd need to create numerous bandit factions to be spread around the map.

All of that said it could be done such that an inactive faction (not the general bandits) activated and was populated with a specific bandit lord's army.  This army would behave like a faction then, but this means also that AI lords would probably decide to jump to their cause or not if they are unhappy with their current liege.  So there are potential consequences here folks may not want and are definitely breaking-from-native in design.

Since bandits are linked in this mod, meaning if you attack one all near them help defend, its like they are one faction already in terms of gameplay. As for setting up multiple factions, it could be done that way sure, if you're interested in looking at a mod that has set up quite a few other factions and got it working properly check out 1257 AD. I used to play it quite some time ago, they were doing a realism mod for around the year 1257 over in europe. As such they broke it up into hundreds, possibly thousands, of towns/villages on one huge map and I can't remember how many factions but there were alot.
The problem is that bandit != your typical other faction. The bandit faction is used in countless codebits, which assume that its not a major faction - changing that will very likely cause a very large and hard to track amount of bugs. It might be better to just look at how infestment works and code a similar bit for giving a village a raid status. Though that may just be a chance calculation.
 
Caba`drin 说:
To edit scripts, just use Notepad or the like and search for that exact block of numbers, falling under the words "spawn_bandits".
There's no GUI tool to edit the script.txt file. Actually, there's no GUI .txt editor tool (other than TweakMB) for any of the files that have actual scripting going on--the ones that Morgh's Editor deals with are all simple 'definitions' and don't include much if any actual 'programming'/scripting. Essentially what I posted is doing a TweakMB edit by hand.

As for understanding the numbers...they have a 1-to-1 correspondence with the actually human-readable module system code:
(lt, ":num_parties", 16),
turns into
2147483678 2 1224979098644774912 16

where
2147483678 is the operation "lt", which is actually neg|ge  (not greater than or equal to)
2 says that there are 2 numbers that follow it that go with the operation
1224979098644774912 is a local variable, in this case ":num_parties"
16 is 16.

Sorry if this thread is 2 years old...I literally scowered the net/forums to try to find help on this....

So all the 16s and 18s I reduced...I found a similar script for 42 as well as like a 4 and a 5.......  I can't read this code, but what is the 42 for?  Its number of parties...is that like global overall bandit party numbers???  Or something like that???  If we reduce the individual bandit spawns (there are 5 types, and you said 20 lines or so...which would be like 4 each)...or is this 42 for manhunters or looters or something like that???

Anyway I have never edited code directly to mod/fix a game before so kinda has me worried....  The raging bandit hero armies on my map right now are only 500.... SO I guess I will find a way to run from them/stamp them out and see if over the next few weeks/months the global bandit numbers because something livable.....

Anyway wondering what the 42 was for.
 
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