Asjo
Recruit
I played Mount & Blade a long time ago, and I remember I really got into it, combining a lod of mods into one and passionately trying out all aspects of the game. In the end I had some unsolvable issues with the modding, and the game become a bit too monotone, so somthing else took my focus as my and my best friend decided it was better to wait for the second game, where coop would surely be easier to come by.
A few days ago my passion for Mount & Blade came back to life when I saw my friend looking at a page abount the future game two. When we talked about it, I was reminded that game two won't be that much better in multiplayer. The game cannot be played as true multiplayer due to the time aspect of people fighting. So, I loaded up Mount & Blade Warband again. The Medival Conquest mod seems like a fresh breath of air. However, I cannot really settle for that. I want to fight big armies, see bigger differences between AIs, be able to hold a big army myself without stressing about it (constantly having to desperately seek money in hopes of perhaps being able to support just 150 half-decent mercs despite having a kingdom, for instance). So, I wanted to change wages, troop size, morale, food consumption and a few other things. There were more and more things I wanted to change, and gradually I've been accomplishing some of them. However, just today my best friend, who managed to find an older version of the game where coop works, said that he didn't want to play the mod anymore because of bad events. Apparently, he has lost 80% of his army to random events at least six times within two days of playing.
Since a lot of the changes I've been somewhat blind in making many of my changes so far, just grinding away and restarting the game a lot, I'm getting a bit desperate. So, I figured perhaps some clever people on this forum could help.
Here are the things that I'm working to change:
Remove world map attrition events
I just want to remove the random storms and stuff that causes the army to die and doesn't add much to the game. I figure it might be in simple_triggers.txt, but I would have little to go on. These events add little to the game, and at best are an annoying event, at worst a detriment.
Increase income from fiefs
I reckon I would do so in this line in simple_triggers.txt:
The numbers I tried to change so far are highlighted with red, whereas the next one I'm about to test is highlighted with blue.
[size=14pt]Increase party sizes for both AI and player[/size]
I quite easily managed to increase player party size purely by changing the effect of leadership in scripts.txt:
So, I simply enable anyone with a bit of leadership to have a bit army by changing the effect of leadership from five troops per point to 130 troops per point.
For the AI lords I did the following in scripts.txt:
So, I changed base party size from 30 to 50 (first number), then I changed the amount of troops per leadership from 5 to 90 (second number), I changed to renown needed per troop from 25 to 4 (third number), and the amount of extra troops for being faction leader from 100 to 300 (fourth number - not completely certain if this one did the trick).
It seemed to be that this worked a bit, in that I more often see 300 size armies on that AI, whereas before I was 150 size armies. However, it still seems to have had very limited effect. Either I've missed something or haven't buffed AI wages or morale sufficiently.
Of course, I also had to change morale - first the player in scripts.txt:
So, I changed morale per leadership point from 50 to 444. In my game, I found that I had 200 morale much of the time, but I was winning a lot of battles, so it was hard to tell. My friend told me that with 300+ size armies he had to fight constantly not to drop too low, so it hasn't quite done the trick. Base morale would have been good to change as well, but I didn't find it yet.
Lower wage costs in the game greatly
Big armies would easily end up costing much more than you could earn. So, I tried to do so in scripts.txt:
For the first number (changed from 5 to 40), I cannot remember if I was looking for the divider that's put at the end of the troop cost calculation. The change I made seemed to have a big effect on troop costs. As a kingdom, the lances of low tier I recruited all cost 2 denars, whereas expensive mercenaries costing 150-200 denars were down to less than half. So, it did the trick. It still wasn't quite enough, though. I changed to second number from 3 to 53. It seemed to make all troops cheaper, but had a much lesser effect. I tried to change this one because I didn't want to change the other one in case it make the 2 denar troops cost 1 denar, which would certainly be too cheap. However, I believe when I changed the second number, script errors regarding wages started popping up, so I'll probably lower it either way and increase the other one. It might be giving error because I exceeded some limit, because I noticed while testing that setting a much higher number for this one didn't cause any change to the wages.
I wanted to find the divider for troop costs that divides the cost of troops that are garrisoned. That way, troops wouldn't be too cheap, but you could at least garrison interesting troops that you weren't using if you tried to run a lean army (and quickly pick them up if you were going for a big attack).
TweakMB is not able to recognize much of this mod, but it said the following in scripts.txt was the garrison divider:
Changed it from 2 to 12 - the number highlighted. This wouldn't be calculated the same way for AI, as it only uses the "passive" garrison. Hopefully the AI doesn't have to pay for it. It idn't work, though, so I don't think that's it.
Lower food consumption
Big armies meant I had to change food consumptions for practical reasons - I did so in simply_triggers.txt:
I changed the highlighted number to increase the interval between food consumption. I feed quite confident that it has worked, but I haven't tested carefully enough to be completely sure.
Change amount of prisoners per 'prisoner management' point
To make up for the bigger armies, I wanted to make it easier to capture large amounts of prisoners. This seems to have been easily accomplished i scripts.txt:
Changed the highlighted value from 15 to 50.
Bigger battle size
This was the easiest to accomplish by changing Documents\Mount&Blade Warband\rgl_config.txt
battle_size = 3.7000 (originally 1.0000)
That's only a little over 400, but I didn't want to push my luck. I might set it higher later if things don't start crashing. Frankly, it also seems that the battlefield is a bit too small - already at this size, I experience problems with units getting stuck on the battlefield exit points. I see in TweakMB that it might be possible to increase this as well, so I would need to look into that.
Remove tax inefficiency
I haven't gotten around to looking at this one yet. I remember that I removed it very quickly in my first go at modding because it was hella annoying, but when I play now, I don't mind giving out fiefs, so it's not that bad. Still want it changed, since I'd like to see lords with a lot of fiefs without this annoying subtractor.
Disable stat loss for games 757 days old
I actually don't know if this is in the mod, but once I heard about this concept, I wanted to disable it. Anything stressful like that which disrupts a slow and cozy game, where you play things out and enjoy watching the AI do its thing.
Add interesting troops and bandit parties
I had started editing bandit parts through the text file (making bigger bandit parties possible, but I found out that Morghs' editor allowed me to easily add unit and edit bandit parties to give them a more interesting composition. I remember from my first go around that it wasn't possible to add bandit parties to the game. So, I'll probably the steal desert bandits to create a very interesting band of bandits that I believe I remember from the Calradias Fire mod back then. However, I haven't looked into what I can do if some of the items added to the troops in that game require some graphics that haven't been added to this mod.
All my modded files so far: download here.
A few days ago my passion for Mount & Blade came back to life when I saw my friend looking at a page abount the future game two. When we talked about it, I was reminded that game two won't be that much better in multiplayer. The game cannot be played as true multiplayer due to the time aspect of people fighting. So, I loaded up Mount & Blade Warband again. The Medival Conquest mod seems like a fresh breath of air. However, I cannot really settle for that. I want to fight big armies, see bigger differences between AIs, be able to hold a big army myself without stressing about it (constantly having to desperately seek money in hopes of perhaps being able to support just 150 half-decent mercs despite having a kingdom, for instance). So, I wanted to change wages, troop size, morale, food consumption and a few other things. There were more and more things I wanted to change, and gradually I've been accomplishing some of them. However, just today my best friend, who managed to find an older version of the game where coop works, said that he didn't want to play the mod anymore because of bad events. Apparently, he has lost 80% of his army to random events at least six times within two days of playing.
Since a lot of the changes I've been somewhat blind in making many of my changes so far, just grinding away and restarting the game a lot, I'm getting a bit desperate. So, I figured perhaps some clever people on this forum could help.
Here are the things that I'm working to change:
Remove world map attrition events
I just want to remove the random storms and stuff that causes the army to die and doesn't add much to the game. I figure it might be in simple_triggers.txt, but I would have little to go on. These events add little to the game, and at best are an annoying event, at worst a detriment.
Increase income from fiefs
I reckon I would do so in this line in simple_triggers.txt:
168.000000 35 520 3 1224979098644774912 360287970189643051 0 6 3 1224979098644774913 1 1224979098644774912 520 3 1224979098644774914 360287970189643051 1224979098644774913 521 3 1224979098644774915 1224979098644774914 120 521 3 1224979098644774916 1224979098644774915 7 2147483679 2 1224979098644774916 360287970189639680 2147484189 3 1224979098644774915 35 2 521 3 1224979098644774917 1224979098644774914 367 30 2 1224979098644774917 2000 4 0 2136 3 1224979098644774918 308 312 541 3 1224979098644774914 1224979098644774918 0 501 3 1224979098644774914 1224979098644774918 1 2106 2 1224979098644774917 2000 5 0 30 2 1224979098644774917 3000 2136 3 1224979098644774918 303 308 541 3 1224979098644774914 1224979098644774918 0 501 3 1224979098644774914 1224979098644774918 1 2106 2 1224979098644774917 3000 5 0 30 2 1224979098644774917 6000 2136 3 1224979098644774918 303 308 541 3 1224979098644774914 1224979098644774918 0 501 3 1224979098644774914 1224979098644774918 1 2106 2 1224979098644774917 6000 5 0 30 2 1224979098644774917 10000 2136 3 1224979098644774918 303 308 541 3 1224979098644774914 1224979098644774918 0 501 3 1224979098644774914 1224979098644774918 1 2106 2 1224979098644774917 10000 3 0 501 3 1224979098644774914 367 1224979098644774917 3 0
The numbers I tried to change so far are highlighted with red, whereas the next one I'm about to test is highlighted with blue.
[size=14pt]Increase party sizes for both AI and player[/size]
I quite easily managed to increase player party size purely by changing the effect of leadership in scripts.txt:
game_get_party_companion_limit -1
18 2133 2 1224979098644774912 360287970189639680 4 0 32 2 144115188075857605 30 2133 2 1224979098644774913 144115188075857605 2105 2 1224979098644774913 70 5 0 2133 2 1224979098644774913 100 3 0 2170 3 1224979098644774914 1369094286720630785 1224979098644774912 2172 3 1224979098644774915 1224979098644774912 3 2107 2 1224979098644774914 130 2105 2 1224979098644774913 1224979098644774914 2105 2 1224979098644774913 1224979098644774915 520 3 1224979098644774916 1224979098644774912 7 2123 3 1224979098644774917 1224979098644774916 25 2105 2 1224979098644774913 1224979098644774917 2133 2 72057594037927936 1224979098644774913 2075 1 72057594037927936
So, I simply enable anyone with a bit of leadership to have a bit army by changing the effect of leadership from five troops per point to 130 troops per point.
For the AI lords I did the following in scripts.txt:
party_get_ideal_size -1
62 21 1 1224979098644774912 4 0 32 2 144115188075857605 50 2133 2 1224979098644774913 144115188075857605 5 0 2133 2 1224979098644774913 30 3 0 4 0 541 3 1224979098644774912 0 13 1652 3 1224979098644774914 1224979098644774912 0 2204 2 1224979098644774915 1224979098644774912 4 0 32 2 144115188075857605 30 2133 2 1224979098644774913 144115188075857605 5 0 2133 2 1224979098644774913 30 3 0 2170 3 1224979098644774916 1369094286720630785 1224979098644774914 2172 3 1224979098644774917 1224979098644774914 3 2107 2 1224979098644774916 90 2105 2 1224979098644774913 1224979098644774916 2105 2 1224979098644774913 1224979098644774917 520 3 1224979098644774918 1224979098644774914 7 2123 3 1224979098644774919 1224979098644774918 4 2105 2 1224979098644774913 1224979098644774919 4 0 542 3 1224979098644774915 11 1224979098644774914 2105 2 1224979098644774913 300 3 0 4 0 542 3 1224979098644774915 8 1224979098644774914 2105 2 1224979098644774913 20 3 0 6 3 1224979098644774920 648518346341351556 648518346341351758 541 3 1224979098644774920 7 1224979098644774914 2105 2 1224979098644774913 20 3 0 3 0 2133 2 1224979098644774921 0 6 3 1224979098644774922 648518346341351445 648518346341351758 2204 2 1224979098644774923 1224979098644774922 31 2 1224979098644774915 1224979098644774923 2105 2 1224979098644774921 1 30 2 1224979098644774921 2 2133 2 1224979098644774922 0 3 0 4 0 31 2 1224979098644774921 1 542 3 1224979098644774915 11 1224979098644774914 2105 2 1224979098644774913 150 5 0 31 2 1224979098644774921 1 2105 2 1224979098644774913 25 3 0 4 0 32 2 144115188075857605 30 2110 2 1224979098644774913 144115188075857605 2105 2 1224979098644774913 320 5 0 2110 2 1224979098644774913 350 3 0 2133 2 72057594037927936 1224979098644774913
So, I changed base party size from 30 to 50 (first number), then I changed the amount of troops per leadership from 5 to 90 (second number), I changed to renown needed per troop from 25 to 4 (third number), and the amount of extra troops for being faction leader from 100 to 300 (fourth number - not completely certain if this one did the trick).
It seemed to be that this worked a bit, in that I more often see 300 size armies on that AI, whereas before I was 150 size armies. However, it still seems to have had very limited effect. Either I've missed something or haven't buffed AI wages or morale sufficiently.
Of course, I also had to change morale - first the player in scripts.txt:
get_player_party_morale_values -1
58 1650 2 1224979098644774912 648518346341351424 2133 2 1224979098644774913 0 6 3 1224979098644774914 1 1224979098644774912 1652 3 1224979098644774915 648518346341351424 1224979098644774914 4 0 1507 1 1224979098644774915 2105 2 1224979098644774913 1 5 0 1653 3 1224979098644774916 648518346341351424 1224979098644774914 2105 2 1224979098644774913 1224979098644774916 3 0 3 0 2133 2 144115188075856824 1224979098644774913 2170 3 1224979098644774917 1369094286720630785 360287970189639680 4 0 31 2 144115188075856287 432345564227567645 522 3 1224979098644774918 144115188075856287 11 31 2 1224979098644774918 360287970189639680 2122 3 144115188075856825 1224979098644774917 18 5 0 2122 3 144115188075856825 1224979098644774917 15 3 0 2133 2 1224979098644774919 144115188075856825 2106 2 1224979098644774919 144115188075856824 2105 2 1224979098644774919 444 2133 2 144115188075856826 0 6 3 1224979098644774920 288230376151711814 288230376151711829 1 3 936748722493063451 1224979098644774920 41 527 3 1224979098644774921 1224979098644774920 1 4 0 31 2 144115188075857304 1 2133 2 144115188075857484 1 3 0 2107 2 1224979098644774921 3 2108 2 1224979098644774921 2 2105 2 144115188075856826 1224979098644774921 3 0 2105 2 1224979098644774919 144115188075856826 4 0 31 2 144115188075856826 0 2133 2 144115188075856827 30 2106 2 1224979098644774919 144115188075856827 5 0 2133 2 144115188075856827 0 3 0 2133 2 144115188075856828 0 4 0 32 2 144115188075856754 0 1 1 936748722493063406 2133 2 1224979098644774922 72057594037927936 2122 3 144115188075856828 144115188075856754 10 2111 2 1224979098644774922 1 2108 2 144115188075856828 1224979098644774922 2112 3 144115188075856828 1 31 2106 2 1224979098644774919 144115188075856828 3 0 2112 3 1224979098644774919 0 100 2133 2 72057594037927936 1224979098644774919
So, I changed morale per leadership point from 50 to 444. In my game, I found that I had 200 morale much of the time, but I was winning a lot of battles, so it was hard to tell. My friend told me that with 300+ size armies he had to fight constantly not to drop too low, so it hasn't quite done the trick. Base morale would have been good to change as well, but I didn't find it yet.
Lower wage costs in the game greatly
Big armies would easily end up costing much more than you could earn. So, I tried to do so in scripts.txt:
game_get_troop_wage -1
218 4 0 31 2 144115188075857578 0 23 2 1224979098644774912 1 22 1 1224979098644774913 2133 2 1224979098644774914 0 2133 2 1224979098644774915 0 2133 2 1224979098644774916 0 2133 2 1224979098644774917 0 2133 2 1224979098644774918 1 4 0 2147485155 1 1224979098644774912 1540 2 1224979098644774919 1224979098644774912 6 3 1224979098644774920 0 1224979098644774919 1541 3 1224979098644774921 1224979098644774912 1224979098644774920 32 2 1224979098644774921 0 1570 2 1224979098644774922 1224979098644774921 4 0 31 2 1224979098644774922 12 527 3 1224979098644774914 1224979098644774921 41 32 2 1224979098644774914 1224979098644774915 2133 2 1224979098644774915 1224979098644774914 40 0 31 2 1224979098644774922 13 527 3 1224979098644774914 1224979098644774921 44 32 2 1224979098644774914 1224979098644774916 2133 2 1224979098644774916 1224979098644774914 5 0 31 2 1224979098644774922 14 527 3 1224979098644774914 1224979098644774921 45 32 2 1224979098644774914 1224979098644774917 2133 2 1224979098644774917 1224979098644774914 5 0 31 2 1224979098644774922 1 2133 2 1224979098644774918 2 3 0 3 0 2120 3 1224979098644774923 1224979098644774915 1224979098644774916 2108 2 1224979098644774923 4 4 0 2171 2 1224979098644774924 1224979098644774912 2147483678 2 1224979098644774924 6 2108 2 1224979098644774923 3 2107 2 1224979098644774923 2 5 0 2106 2 1224979098644774923 53 3 0 4 0 2171 2 1224979098644774924 1224979098644774912 30 2 1224979098644774924 19 2105 2 1224979098644774923 3 2107 2 1224979098644774923 2 4 0 30 2 1224979098644774924 30 2105 2 1224979098644774923 210 5 0 30 2 1224979098644774924 27 2105 2 1224979098644774923 110 5 0 30 2 1224979098644774924 24 2105 2 1224979098644774923 10 3 0 3 0 4 0 31 2 1224979098644774918 2 2107 2 1224979098644774923 5 2108 2 1224979098644774923 4 3 0 3 0 4 0 33 3 1224979098644774912 360287970189640353 360287970189640382 2171 2 1224979098644774925 1224979098644774912 2122 3 1224979098644774926 1224979098644774925 3 2105 2 1224979098644774926 50 2122 3 1224979098644774927 1224979098644774925 2 2105 2 1224979098644774927 20 2120 3 1224979098644774923 1224979098644774926 1224979098644774927 2108 2 1224979098644774923 2 2111 2 1224979098644774923 1 2106 2 1224979098644774923 31 2111 2 1224979098644774923 1 2122 3 72057594037927936 1224979098644774923 1224979098644774923 2133 2 1224979098644774923 72057594037927936 2108 2 1224979098644774923 200 4 0 2147483678 2 1224979098644774923 80 2107 2 1224979098644774923 3 3 0 2107 2 1224979098644774923 2 2108 2 1224979098644774923 3 3 0 1609 2 1224979098644774928 1224979098644774913 4 0 31 2 144115188075857102 1 1073741856 2 144115188075857093 0 31 2 144115188075857102 1 31 2 1224979098644774928 648518346341351424 2133 2 1224979098644774929 0 6 3 1224979098644774930 648518346341351445 648518346341352182 541 3 1224979098644774930 7 360287970189639680 2133 2 1224979098644774929 1 2133 2 1224979098644774930 -1 3 0 31 2 1224979098644774929 0 2107 2 1224979098644774923 2 2108 2 1224979098644774923 3 2111 2 1224979098644774923 3 5 0 31 2 144115188075857102 1 1073741856 2 144115188075857093 0 31 2 144115188075857102 1 31 2 1224979098644774928 648518346341351424 2133 2 1224979098644774931 0 6 3 1224979098644774930 648518346341351445 648518346341352182 541 3 1224979098644774930 7 360287970189639680 2133 2 1224979098644774931 1 2204 2 1224979098644774932 1224979098644774930 2133 2 1224979098644774930 -1 3 0 31 2 1224979098644774931 1 1 2 936748722493063921 1224979098644774932 31 2 72057594037927936 0 2107 2 1224979098644774923 3 2108 2 1224979098644774923 2 3 0 4 0 1073741855 2 1224979098644774913 648518346341351424 31 2 1224979098644774928 576460752303423504 4 0 31 2 144115188075857212 0 2107 2 1224979098644774923 3 2108 2 1224979098644774923 2 5 0 31 2 144115188075857212 1 5 0 31 2 144115188075857212 2 2108 2 1224979098644774923 2 3 0 4 0 32 2 144115188075857605 300 2108 2 1224979098644774923 144115188075857605 3 0 2111 2 1224979098644774923 3 3 0 4 0 2147483679 2 1224979098644774912 360287970189639680 2147483679 2 1224979098644774912 360287970189640140 2147483681 3 1224979098644774912 360287970189640424 360287970189640466 2111 2 1224979098644774923 1 3 0 2133 2 1224979098644774933 -1 4 0 30 2 1224979098644774913 0 4 0 1073742365 3 1224979098644774913 0 3 541 3 1224979098644774913 0 2 521 3 1224979098644774933 1224979098644774913 7 5 0 31 2 1224979098644774913 648518346341351424 2133 2 1224979098644774933 360287970189639680 5 0 1652 3 1224979098644774933 1224979098644774913 0 3 0 3 0 4 0 30 2 1224979098644774933 0 2170 3 1224979098644774934 1369094286720630785 1224979098644774933 2122 3 1224979098644774935 5 1224979098644774934 2121 3 1224979098644774936 100 1224979098644774935 2107 2 1224979098644774923 1224979098644774936 2108 2 1224979098644774923 100 3 0 2133 2 72057594037927936 1224979098644774923 2075 1 72057594037927936 5 0 31 2 144115188075857578 1 21 1 1224979098644774937 22 1 1224979098644774938 2133 2 1224979098644774939 0 4 0 1073741855 2 1224979098644774937 360287970189639680 31 2 1224979098644774937 360287970189639798 5 0 33 3 1224979098644774937 360287970189639966 360287970189639971 5 0 2171 2 1224979098644774940 1224979098644774937 2133 2 1224979098644774939 1224979098644774940 2105 2 1224979098644774939 3 2107 2 1224979098644774939 1224979098644774939 2108 2 1224979098644774939 25 3 0 4 0 152 1 1224979098644774937 2107 2 1224979098644774939 5 2108 2 1224979098644774939 3 3 0 4 0 33 3 1224979098644774937 360287970189639706 360287970189639713 2107 2 1224979098644774939 3 2108 2 1224979098644774939 2 3 0 4 0 33 3 1224979098644774937 360287970189639844 360287970189639860 2107 2 1224979098644774939 2 3 0 2170 3 1224979098644774941 1369094286720630785 360287970189639680 2122 3 1224979098644774942 5 1224979098644774941 2121 3 1224979098644774943 100 1224979098644774942 2107 2 1224979098644774939 1224979098644774943 2108 2 1224979098644774939 100 4 0 2147483679 2 1224979098644774937 360287970189639680 2147483679 2 1224979098644774937 360287970189639798 2147483681 3 1224979098644774937 360287970189639966 360287970189639971 2111 2 1224979098644774939 1 3 0 2133 2 72057594037927936 1224979098644774939 2075 1 72057594037927936 3 0
For the first number (changed from 5 to 40), I cannot remember if I was looking for the divider that's put at the end of the troop cost calculation. The change I made seemed to have a big effect on troop costs. As a kingdom, the lances of low tier I recruited all cost 2 denars, whereas expensive mercenaries costing 150-200 denars were down to less than half. So, it did the trick. It still wasn't quite enough, though. I changed to second number from 3 to 53. It seemed to make all troops cheaper, but had a much lesser effect. I tried to change this one because I didn't want to change the other one in case it make the 2 denar troops cost 1 denar, which would certainly be too cheap. However, I believe when I changed the second number, script errors regarding wages started popping up, so I'll probably lower it either way and increase the other one. It might be giving error because I exceeded some limit, because I noticed while testing that setting a much higher number for this one didn't cause any change to the wages.
I wanted to find the divider for troop costs that divides the cost of troops that are garrisoned. That way, troops wouldn't be too cheap, but you could at least garrison interesting troops that you weren't using if you tried to run a lean army (and quickly pick them up if you were going for a big attack).
TweakMB is not able to recognize much of this mod, but it said the following in scripts.txt was the garrison divider:
calculate_player_faction_wage -1
32 2133 2 1224979098644774912 0 2133 2 1224979098644774913 0 11 1 1224979098644774914 2133 2 1224979098644774915 0 4 0 1073742365 3 1224979098644774914 0 3 541 3 1224979098644774914 0 2 541 3 1224979098644774914 7 360287970189639680 2133 2 1224979098644774915 1 3 0 1073741855 2 1224979098644774914 648518346341351424 31 2 1224979098644774915 1 1650 2 1224979098644774916 1224979098644774914 6 3 1224979098644774917 0 1224979098644774916 1652 3 1224979098644774918 1224979098644774914 1224979098644774917 1653 3 1224979098644774919 1224979098644774914 1224979098644774917 1 3 936748722493063859 1224979098644774918 1224979098644774914 2133 2 1224979098644774920 72057594037927936 2107 2 1224979098644774920 1224979098644774919 4 0 31 2 1224979098644774915 1 2105 2 1224979098644774913 1224979098644774920 5 0 2105 2 1224979098644774912 1224979098644774920 3 0 3 0 3 0 2108 2 1224979098644774913 12 2121 3 1224979098644774921 14 144115188075856878 2107 2 1224979098644774912 1224979098644774921 2108 2 1224979098644774912 14 2120 3 72057594037927936 1224979098644774912 1224979098644774913
Changed it from 2 to 12 - the number highlighted. This wouldn't be calculated the same way for AI, as it only uses the "passive" garrison. Hopefully the AI doesn't have to pay for it. It idn't work, though, so I don't think that's it.
Lower food consumption
Big armies meant I had to change food consumptions for practical reasons - I did so in simply_triggers.txt:
14.000000 51 31 2 144115188075856283 0 1650 2 1224979098644774912 648518346341351424 2133 2 1224979098644774913 0 6 3 1224979098644774914 0 1224979098644774912 1653 3 1224979098644774915 648518346341351424 1224979098644774914 2105 2 1224979098644774913 1224979098644774915 3 0 2108 2 1224979098644774913 3 4 0 31 2 1224979098644774913 0 2105 2 1224979098644774913 1 3 0 4 0 2133 2 1224979098644774916 0 6 3 1224979098644774917 288230376151711814 288230376151711829 1 3 936748722493063451 1224979098644774917 41 2105 2 1224979098644774916 1 3 0 3 0 2133 2 1224979098644774918 1224979098644774913 2133 2 1224979098644774919 0 6 3 1224979098644774920 0 1224979098644774918 2133 2 1224979098644774921 0 6 3 1224979098644774922 288230376151711814 288230376151711829 507 3 1224979098644774922 0 0 1 3 936748722493063451 1224979098644774922 41 2105 2 1224979098644774921 1 3 0 4 0 32 2 1224979098644774921 0 2136 3 1224979098644774923 0 1224979098644774921 1 2 936748722493063547 1224979098644774923 5 0 31 2 1224979098644774919 0 1106 2 1585267068834416285 16711680 1 2 936748722493063450 -3 4 0 31 2 144115188075857304 1 31 2 1224979098644774919 0 31 2 144115188075857485 0 1 1 936748722493063986 1106 2 1585267068834416286 16711680 3 0 2133 2 1224979098644774919 1 4 0 1 2 936748722493063355 648518346341351424 32 2 72057594037927936 0 1 3 936748722493063619 2 216172782113784237 3 0 3 0 3 0
I changed the highlighted number to increase the interval between food consumption. I feed quite confident that it has worked, but I haven't tested carefully enough to be completely sure.
Change amount of prisoners per 'prisoner management' point
To make up for the bigger armies, I wanted to make it easier to capture large amounts of prisoners. This seems to have been easily accomplished i scripts.txt:
game_get_party_prisoner_limit -1
12 2133 2 1224979098644774912 360287970189639680 4 0 32 2 144115188075857605 30 2133 2 1224979098644774913 144115188075857605 2106 2 1224979098644774913 30 5 0 2133 2 1224979098644774913 0 3 0 2170 3 1224979098644774914 1369094286720630786 1224979098644774912 2122 3 1224979098644774913 1224979098644774914 50 2133 2 72057594037927936 1224979098644774913 2075 1 72057594037927936
Changed the highlighted value from 15 to 50.
Bigger battle size
This was the easiest to accomplish by changing Documents\Mount&Blade Warband\rgl_config.txt
battle_size = 3.7000 (originally 1.0000)
That's only a little over 400, but I didn't want to push my luck. I might set it higher later if things don't start crashing. Frankly, it also seems that the battlefield is a bit too small - already at this size, I experience problems with units getting stuck on the battlefield exit points. I see in TweakMB that it might be possible to increase this as well, so I would need to look into that.
Remove tax inefficiency
I haven't gotten around to looking at this one yet. I remember that I removed it very quickly in my first go at modding because it was hella annoying, but when I play now, I don't mind giving out fiefs, so it's not that bad. Still want it changed, since I'd like to see lords with a lot of fiefs without this annoying subtractor.
Disable stat loss for games 757 days old
I actually don't know if this is in the mod, but once I heard about this concept, I wanted to disable it. Anything stressful like that which disrupts a slow and cozy game, where you play things out and enjoy watching the AI do its thing.
Add interesting troops and bandit parties
I had started editing bandit parts through the text file (making bigger bandit parties possible, but I found out that Morghs' editor allowed me to easily add unit and edit bandit parties to give them a more interesting composition. I remember from my first go around that it wasn't possible to add bandit parties to the game. So, I'll probably the steal desert bandits to create a very interesting band of bandits that I believe I remember from the Calradias Fire mod back then. However, I haven't looked into what I can do if some of the items added to the troops in that game require some graphics that haven't been added to this mod.
All my modded files so far: download here.