Compilation of 82 little tweaks to the text files to change your gameplay(links)

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Lengua Muerta 说:
I think not. I really think it's not possible... unless you use the "Make volunteers in villages vary based on ownership of village". I've used this tweak, but I can't really tell you if Lords will continue recruiting their "default" troops or not - I've eliminated two factions so far, but I haven't really noticed if the Lords that changed sides after the war changed troops as well.

I already have that one in my game and looked at the one what modifies the type/amount of troops AI lords get, but I don't know if that would do any good (and might have the unfortunate side effect of making lords who joined the Vaegirs spawn Nord troops if it even works). Thing is, the game generates a corps of original-faction troops for lords who've switched, independent of their recruiting from villages and regardless of which faction they currently belong to. Which is irritating from a tactical position, especially late in the game when there's only one other faction left and just about every battle is basically fought against every troop type in the game.

Unfortunately, there doesn't seem to be a way around it. Disappointing, but I suppose I'll get over it.
 
"In my opinion, if you chose to have excellent infantry [Huscarls] among your ranks, the pay-off should be less speed on the map." Yeah I guess that makes sense. It still is kind of frustating that I have like twenty horses in my inventory but they don't help any with my travel speed unless I have a bunch of other stuff in my inventory. I guess my troops just prefer to walk hundreds of miles rather than riding a horse. :smile: Thanks anyway!
 
dantw 说:
"In my opinion, if you chose to have excellent infantry [Huscarls] among your ranks, the pay-off should be less speed on the map." Yeah I guess that makes sense. It still is kind of frustating that I have like twenty horses in my inventory but they don't help any with my travel speed unless I have a bunch of other stuff in my inventory. I guess my troops just prefer to walk hundreds of miles rather than riding a horse. :smile: Thanks anyway!

Yeah, the only benefit to having extra horses in your inventory is using them as pack horses when carrying trade goods; otherwise they're just taking up space. You might be able to increase your speed a bit by adding mounted troops into the mix, but that will necessarily be balanced against your total army size and probably won't provide a substantial boost in either case. As mentioned, your best bet to increase world map speed with a lot of infantry is to invest in pathfinding (either with your character or one of your companions).
 
Some of them do indeed, I've implemented some so I know; I put my question in the Warband thread and got no answer, I really want to know how to control defections/indictments.
 
does the Adding Meet with Village Elder and Guild Master options to the menus still work?
There was a mod that did it for you, is that out there still?
 
bajatmerc 说:
does the Adding Meet with Village Elder and Guild Master options to the menus still work?
There was a mod that did it for you, is that out there still?

I haven't tried that tweak, but I think it does work.
I suggest you to download TweakMB - it lets you add that tweak with only one click. Beware, though, as the tweak may completely screw up your game.
 
Anyway we can get the Pro's to make a 2013 Warband/WFaS update ... because 50% of the stuff posted here in 145 pages works...the rest is pure crap.

ie....

1) village garrisons ... nil

1a) village and caravan escorts ... nil

2) nothing in conversations.txt

3) most of mission.txt is useless

4) nearly all scripts.txt add-ons are useless

lots of hearsay and circumspection...

TWEAKMB has not been updated in a while and does not work with most mods. Time for an update??? Maybe??? Anyone???
 
TheMageLord 说:
You can adjust xp earned during battle and the speed of npcs leveling up with the _xp_multiplier's in module.ini.

As far as the direct after-battle xp gain, search scripts.txt for
2108 2 1224979098644774922 100 1674
The 100 is the divisor for party XP shares. Changing it to 50 would result in double xp for after-battle xp gain.

Honor lost for refusal to ransom lords is in menus.txt, search for
1 2 936748722493063326 -1
The -1 is the amount of honor to subtract. It's only 1 honor lost by default.

I can't find the string for lost honor in menus.txt.  I have even tried searching for "936748722493063326" alone, but it doesn't exist.

I just reinstalled the game on a new system and it hasn't been run yet. Does this have something to do with it? Or can you tell me why?
 
AtotehZ 说:
TheMageLord 说:
You can adjust xp earned during battle and the speed of npcs leveling up with the _xp_multiplier's in module.ini.

As far as the direct after-battle xp gain, search scripts.txt for
2108 2 1224979098644774922 100 1674
The 100 is the divisor for party XP shares. Changing it to 50 would result in double xp for after-battle xp gain.

Honor lost for refusal to ransom lords is in menus.txt, search for
1 2 936748722493063326 -1
The -1 is the amount of honor to subtract. It's only 1 honor lost by default.

I can't find the string for lost honor in menus.txt.  I have even tried searching for "936748722493063326" alone, but it doesn't exist.

I just reinstalled the game on a new system and it hasn't been run yet. Does this have something to do with it? Or can you tell me why?
It should be there.
I just found the following in my Native, 1267AD and Europe 1805 - II menus.txt:
mno_ransom_reject  0  Reject_the_offer.  4 1 3 936748722493063319 144115188075856346 -4 1 2 936748722493063326 -1 2133 2 144115188075855924 1 2040 0  .

Search for it under "mno_ransom_reject", rather that with that bunch of numbers.
Or, you can install TweakMB, which is easy to use and modifies the file you want, among others.
 
Lengua Muerta 说:
It should be there.
I just found the following in my Native, 1267AD and Europe 1805 - II menus.txt:
mno_ransom_reject  0  Reject_the_offer.  4 1 3 936748722493063319 144115188075856346 -4 1 2 936748722493063326 -1 2133 2 144115188075855924 1 2040 0  .

Search for it under "mno_ransom_reject", rather that with that bunch of numbers.
Or, you can install TweakMB, which is easy to use and modifies the file you want, among others.

This is what mine says:
mno_ransom_reject  0  Reject_the_offer.  4 1 3 936748722493063439 144115188075856863 -4 1 2 936748722493063446 -1

The same thing has happened with some of the other tweaks.

Is it because I am running Native 1.154? The newest version.
 
TheMageLord 说:
Hinotori,
It's quite easy, actually. Just open up quick_strings.txt and find
qstr_{reg6?:{reg4?{s54}_i {reg6?:{reg4?{s54}_is_the_ruler_of_{s56}.^:{s54}_is_a_vassal_of_{s55}_of_{s56}.^}}Renown:_{reg5}.^{reg9?{reg3?She:He}_is_the_{reg3?lady:lord}_of_{s58}.:{reg3?She:He}_has_no_fiefs.}{s59}
This is where it gets the text for the lord's pages. The relation is already stored by the script (in order to get the line of text that it displays), we just need to add a direct reference to it. It's stored as register 0, so to display the number all you'd have to do is add {reg0}. But let's make it a bit more fancy. Change it to this:
qstr_{reg6?:{reg4?{s54}_i {reg6?:{reg4?{s54}_is_the_ruler_of_{s56}.^:{s54}_is_a_vassal_of_{s55}_of_{s56}.^}}Renown:_{reg5}.^{reg9?{reg3?She:He}_is_the_{reg3?lady:lord}_of_{s58}.:{reg3?She:He}_has_no_fiefs.}{s59}^Relation:_{reg0}.
What I added is in blue. What this does is the ^ makes it start on a new a line, then it says "Relation: #." You could also delete the {s59} if you wanted - that's the bit that gives the general feeling text (like "They are fond of you" or whatever).

Note that this IS savegame compatible, but it won't show up until the notes on that particular troop get updated. This isn't done unless something changes, like if they lose or gain land or something. Changing relation updates it too.

I would like to make this tweak to my game, but:
qstr_{reg6?:{reg4?{s54}_i {reg6?:{reg4?{s54}_is_the_ruler_of_{s56}.^:{s54}_is_a_vassal_of_{s55}_of_{s56}.^}}Renown:_{reg5}.^{reg9?{reg3?She:He}_is_the_{reg3?lady:lord}_of_{s58}.:{reg3?She:He}_has_no_fiefs.}{s59}

... does not even remotely appear in "quick_strings.txt". I tried to boil it all the way down to searching for "_is_the_ruler_of_" and even that didn't appear.

Somehow my files are vastly different from what is written in the forums. My bet is that you've seen this before.. why is this?
 
mastervillois 说:
What i mean here it is not the numbers within the parties but the parties themselves. Let say more patrols parties in mods such as pop, native expanded. i believe it is not tweakable trough texts modification. correct if am wrong.
Wrong topic?
 
AtotehZ 说:
mastervillois 说:
What i mean here it is not the numbers within the parties but the parties themselves. Let say more patrols parties in mods such as pop, native expanded. i believe it is not tweakable trough texts modification. correct if am wrong.
Wrong topic?
how to modify global cap of parties on the map.What i mean here it is not the numbers within the parties but the parties themselves. Let say more patrols parties in mods such as pop, native expanded. i believe it is not tweakable trough texts modification. correct me if am wrong.
 
How to change the title of the khergit lords, so the Noyan is infront of the name. ( Im making a mod and i want the Khergit Khanate to be a normal faction.)
 
How to safely remove the tutorial and multiplayer with the troops and coding etc, so i don't get any errors! I hope you will help me :[
 
Hello
I'm new here.
I'm quite enjoing the warband with the floris mod.
But I have one thing that irritates me a lot.
It is the time needed to upgrade the troops.
Can somebody suggest what parameters in troops.txt which shold be changed?
or any other way to upgrade troops faster.
 
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