Woo, lots of new posts. Been a bit busy lately
Lets see...
KonFuseD[Q],
I'd rather not have anything in the list that causes errors, and that may cause problems in the future. There are better ways to make peace - you could just call up the menu that gives you the choice to make peace, so you would pay for peace then immediately leave the conversation to find a menu asking if you want to make peace.
Hardrada,
Ok, added your stuff.
IceShade,
I updated the post to include the new global variable needing to be set the other day. It would just have to be the same thing as the updated one to set it correctly. I never did check to see if all that still works, as I don't use it. I haven't actually played M&B for weeks
Amade,
If you can find the trigger in module_simple_triggers.py in the module system you could probably figure out how to tweak it by looking over the code and determining how it works. If memory serves it's the same trigger that does war and peace, but it might be different probabilities - I can't recall. The module system is usually pretty good with comments telling you what trigger does what though, so I suggest just looking in there and seeing if you can figure it out.
Hardrada,
Your number is slightly wrong on the explanation, but the tweak looks good
The game actually only stores whole numbers, and it doesn't round up - all the decimals are simply cut off. So in your example you'd be paid 11400 instead of 11500. This knowledge from my experience with troop values - even if a troop is worth 1.92 wage, you only pay him 1.
Tiberius,
You would have to edit the trigger that gives you pay. I believe the global variable used for mercenary pay is $mercenary_service_accumulated_pay, so just look for that in module_simple_triggers.py and you will come across a trigger adding to it. Changing the way that trigger works should make your pay better.
Zathan,
Thats the cost of mercenaries that YOU hire, not the wage you get paid if you become a mercenary to a kingdom.
Ogodei,
I'm not sure if you can change that or not, but there are text color tweaks for lots of colors - so name text may very well be possible. I don't really have the time to dig around for it, though. Hopefully someone else will post an answer
Dreen,
Alright, I updated the post to include that. That new variable changes the reference for a LOT of things, and I haven't had the time lately to go through and figure out which ones had changed
Targir,
I'm not sure what you mean, do you mean to make them show up in taverns like the other heroes? If so, I believe the scripts that add them to towns is a range - between companions_begin to companions_end (constant values set in module_constants, they refer to the first hero in the list and the guy after the last hero in the list). To get your hero included in the setup you would have to add an npc in troops.py in between the others. Adding npcs like that with the text files won't work (it doesn't update the references and throws everything out of whack) but doing it in the module system should be safe. They won't have conversations set though, so it would either say no_string or use some kind of default if there is one.
destii,
That would require some kind of special system set up to make it work. You would have to make a new reinforcement party for each different type of lord you want, then modify the script where it adds reinforcements to use the new ones IF it's the lords that you want it given to. Or modify the existing parties and give different lords differing chances of getting each one. It wouldn't be an easy add-in, and would require a bit of knowledge of the module system to get working.
audum,
Are you sure it doesn't work? I haven't actually tested it (don't have an old character for 1.010 to see) but the menu appears to be the same, and I can still find the number. You are looking in menus.txt, right?
bravesirknight,
You could add some kind of menu option to do that. Maybe in the camp menu or something? You would just have to use the appropriate coding in the module system and then compile it. It's much easier to figure out than the text files
Gaping Angus,
I think that's just an initial payment. The actual wage is added in simple_triggers.
Kalenden,
That's for 1.010, right? Did you paste that in over your script in 1.010? The intention was just to show you which numbers to change, and if you pasted it in over your script (the script there was from 1.003) it would change the global variable being used. Instead of finding your kingdom, it finds something else - thus totally screwing up the check to find the king whose relation will be affecting you. I updated that post with the new number (changed 144115188075856122 to 144115188075856123). It should still work in 1.010, the only change was that global variable reference being thrown off (due to the added global variable in 1.010).
Wow that was a long post. Sorry if I missed anyone, lots of folks to reply to
I updated the scripts that I know needed updating, but I don't really have the time to dig through them all and make sure they still work. I didn't really intend to keep this alive after the module system was out, anyway - but I suppose it's still useful for people who don't want to bother with it.
I'd like to work on my own module when I find the time, but so far all I've managed to do was partially complete a troop overhaul for it in the few hours of spare time I've had. I changed it so that all factions have troops from the same troop tree, so any faction recruit can be changed into anything from bowmen to axe throwers to lancers to spearmen to knights (mounted or unmounted). They still have their own faction flavors - with them getting reinforcements pre-upgraded to the point that they're already on the path to be certain types of troops (heavy cavalry types for Swadians, light cavalry for Khergits - for instance). I also made all the troops a good bit stronger, and all the top-tier troops (except mercenaries) wear heraldic armor displaying your colors. And I still haven't managed to play it and see how all THAT works... A TON of things to do before it would be in any shape for a release (dialogs, scripts, etc - I tend to make my mod one module_ file at a time haha).