Cattle

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TheMageLord said:
Oh, whoops, I'm sorry. I was thinking I highlighted the 10 and 50. I just did them now in green.
Thats the right 10 and 50, though - only ones there.

The yellow numbers are to make the herd grow by a percentage, I guess because Armagan wanted it to grow based on size and not just a set amount. The set amount is there because if it only grew based on percentage, it would never go above 0 after dropping to 0.

Oh. Thanks! I'm tired and was afraid I was missing something.  :lol:

Out of curiosity, how often does the game 'role the die' for this? Is it for every village and fief, or do they all have their own 'timer'?
 
It's checked daily, every 24 hours. You can see how often a trigger repeats by looking at the very first number, in this case 24.000000. I'm not sure why it has all the 0's, I guess maybe it allows you to set things in fractions of an hour. Either way, thats the # of ingame hours for it to reset. And it's done for all fiefs at once.

You could change this too if you like :smile:
 
TheMageLord said:
It's checked daily, every 24 hours. You can see how often a trigger repeats by looking at the very first number, in this case 24.000000. I'm not sure why it has all the 0's, I guess maybe it allows you to set things in fractions of an hour. Either way, thats the # of ingame hours for it to reset. And it's done for all fiefs at once.

You could change this too if you like :smile:

No wonder cattle disappeared quicker than doughnuts at a PTA meeting...

A daily chance that they'd all at once become Calradian Burgers. :lol:
 
Collie said:
It's disappointing the cattle growth rate etc wasn't changed for 1.003. It was so obvious there was a problem in .960 when after a few months it became near impossible to find any cattle.  I used Magelord's little code change to alter cattle's behaviour to follow my party, then went to villages that had a surplus in cows and bought a load, and bought all the cattle at a village that required the Train Peasants quest (that will instantly cause the village to lose all their cows when the attack occurs so you might as well buy them all then and give yourself the money to buy them via cash cheat). I then had a cattle train of about 80 cows following me around the map just for when a village required some cows. Only I ended up losing the cows when I got frustrated at not being able to find a lord for a quest and teleported around the map to find him. Eventually I lost the cows. Still someone must be enjoying a mountain load of beef.

It doesn't make sense that all the cows and supplies are gone when the bandits attack. I mean, you trained the peasants, you help them fight off the bandits.. but still they managed to loot the village as if it was an ordinary infestation like every other village?
 
Pode said:
TML, did you (or anyone else, really) get a chance to see if this was save game compatible?

Pode, I've modified it for a 1.003 save game and it's worked fine for me. 
 
TheMageLord said:
Heres the 1.003 trigger (simple_triggers.txt). It's on line number 37 if you have a text editor that shows lines (like notepad2), or you can just search for some of the numbers and find the right spot.

24.000000  32 6 3 1224979098644774912 648518346341351501 648518346341351591 521 3 1224979098644774913 1224979098644774912 45 2136 3 1224979098644774914 0 100 4 0 2147483678 2 1224979098644774914 3 2133 2 1224979098644774913 0 4 0 3 0 5 0 2147483678 2 1224979098644774914 10 2136 3 1224979098644774914 111 121 2107 2 1224979098644774913 1224979098644774914 2108 2 1224979098644774913 100 2136 3 1224979098644774914 1 3 2105 2 1224979098644774913 1224979098644774914 5 0 2147483678 2 1224979098644774914 50 2136 3 1224979098644774914 3 8 2106 2 1224979098644774913 1224979098644774914 5 0 2136 3 1224979098644774914 101 111 2107 2 1224979098644774913 1224979098644774914 2108 2 1224979098644774913 100 2136 3 1224979098644774914 1 3 2105 2 1224979098644774913 1224979098644774914 3 0 2112 3 1224979098644774913 0 101 501 3 1224979098644774912 45 1224979098644774913 2121 3 1224979098644774915 1224979098644774913 10 2108 2 1224979098644774915 2 1 5 936748722493063202 1224979098644774912 288230376151711816 1224979098644774915 0 3 0

There are many ways you could edit the way it works. The red 0 and 100 are the parameters for the random number generated (between 0 and 100), and it then takes 0-2 for 0 cows (3 in the code), 3-9 for big growth (10 in the code), and 10-49 (50) for negative 3-8. 50+ is the low growth one. You could change that to 45 100 to make it give a roughly 9% chance of 3-8 negative growth and 91% chance of small positive growth - that'd probably balance it out good enough to work, but it would remove the chance of big growth and big loss entirely. You could also go through and modify the blue numbers - the first and third being the straight cattle added range, with the second being the range to subtract. The lime green number (3) is the chance of eradicating the herd. The yellow numbers are the amount to increase the herd percentage wise, first for the big growth then for the small growth. It takes that number divided by 100 so 111 is 11% increase.

Link to other tweaks.


So can anyone explain that in english? :razz: That makes my head hurt.

Or can anyone just suggest some good numbers to pop in so that a village almost always has cattle...
 
Sorry to resurrect an old thread, but I've got a related question:

Is it possible to change cattle loss so it reflects the way cattle gain works (i.e., a reduction in percentage in addition to a base loss?)
 
so youre complaining about how lords in shiny armor were not really all that popular and burned villages for fun?

....

on another note, water is wet!
 
Jade Knight said:
Is it possible to change cattle loss so it reflects the way cattle gain works (i.e., a reduction in percentage in addition to a base loss?)
It is possible but doing it by changing the text files is difficult because you have to add new lines.
You would need to make the change in the module system, create the new text files, note the changes and then add these to the original files (or just use the new files).
 
Berpol said:
Jade Knight said:
Is it possible to change cattle loss so it reflects the way cattle gain works (i.e., a reduction in percentage in addition to a base loss?)
It is possible but doing it by changing the text files is difficult because you have to add new lines.
You would need to make the change in the module system, create the new text files, note the changes and then add these to the original files (or just use the new files).

Ah, thanks.  I guess I need to learn more about modding!
 
Hello from the future!

After tinkering for a while, I've come up with instructions to modify the game so that farmers will occasionally buy a cow for the village while they're in town. After all, the towns seem to have no shortage of cattle for you to herd. If you babysit your villages like a good Lord Protector, not only will the village prosper but it will reliably recover from livestock shortages.

I tested this on 1.011, the 2009 version. Only one line needs to be changed in one file. Make a backup copy of simple_triggers.txt before proceeding.

Open simple_triggers.txt and jump to line 49. It is the only line starting with "8.000000 66". Change the 66 to 74, this represents the number of instructions you are adding to the trigger script.

On that same line, find the sequence of numbers "1 3 0 3 0 501". In between the "1 3 0" and "3 0 501", paste the following:

4 0 2136 3 1224979098644774924 0 5 31 2 1224979098644774924 1 521 3 1224979098644774925 1224979098644774913 45 2105 2 1224979098644774925 1 2112 3 1224979098644774925 0 101 501 3 1224979098644774913 45 1224979098644774925 3 0

and that's it!

~Max
 
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