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

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TheMageLord,

I have an interesting task for you. This has been bugging me for a while actually.

Regarding the auto-calc combat feature, does it take the quality of the troops into account or the quantity? Can you post the mechanism of how it works?

Here are my observations regarding the auto-calc :

I've noticed that when you're present at the site of the battle...and order your men to attack without you, you'll usually win if you have superior quality troops and only a small disadvantage in numbers (e.g 30 troops vs 50 troops).

But, if the AI sieges one of my castles and I'm away somewhere else, the AI usually wins despite my garrison having superior troops.


Oh and something related to above..

If the AI attacks your castle while you're away, and they lose the battle. Do your troops get experience? Also, is it possible for you to invent a tweak that works as follows :

1)Allows you to train your garrison while you're staying in the castle.
2)Allows garrisoned companions with the training skill to train your troops while you're away from the castle.
 
Lord Kinlar said:
Maybe I should explain in the TML terms as well  :mrgreen:

Open troops.txt. Find the companion you want to garrison, for example, find this line,

trp_npc12 Jeremus Jeremus 16 0 0 1 0 0

and change 16 to 268435472.

trp_npc12 Jeremus Jeremus 268435472 0 0 1 0 0

Repeat this for all companions and claimants.

tried it but it was already done, is it a 1.011 thing?
 
tommylaw said:
Lord Kinlar said:
Maybe I should explain in the TML terms as well  :mrgreen:

Open troops.txt. Find the companion you want to garrison, for example, find this line,

trp_npc12 Jeremus Jeremus 16 0 0 1 0 0

and change 16 to 268435472.

trp_npc12 Jeremus Jeremus 268435472 0 0 1 0 0

Repeat this for all companions and claimants.

tried it but it was already done, is it a 1.011 thing?

No, it was my mistake, I wrote it backwards. Change  268435472 to 16 for males and 268435473 to 17 for females. Or simply use the troop editor, it's easier.

 
Already mentioned in another thread - but is it possible to tweak the way that weather patterns hit Caladria?  I mean, more rain, snow, fog during the game?
 
Hello! Aw, first post and I'm asking for something - how ungrateful!  :oops: :razz:

Anyway, I'm trying to get the Talk to Guild Leader/Village Elder menu to work with 1.011. Everytime I make the edit and reload, it crashes the game upon loading so I presume the text fix isn't actually working as it's supposed to. I've tried it several times incase I missed anything but hrm, still crashing!
 
bob505,
I haven't really had the time to play M&B, let alone make tweaks for it. Feel free to make some of your own, though. If you can find hundreds, I'm sure you can make them :razz:

Pode,
Lots of folks have come up with that idea, but so far none have volunteered to make it.

Tachyon,
I think the reason the AI battle works better when you're there is that you're factored into it. I could be wrong, but I seem to remember seeing a script that just took your party strength and included you. I don't really have the time to do any digging right now to be sure, though.

As far as experience for troops, I don't believe you can store experience when troops aren't in your party. It's an engine limitation. You can call a script to upgrade them with XP (this is what AI parties use), but that doesn't let you chose what they're upgraded to - so it probably wouldn't be a good idea for it to affect the player. This also limits you from training them in the castle.
To see this in action, train a troop so that he's ready to level. Then put him in a castle, and take him back out. His experience will have been wiped.

solabsuca,
Several have asked about that, and I wanted to edit it too - but I couldn't find any scripts dealing with weather, so I think it might be hard coded. You can call operations that set weather for certain maps, but I don't think they work on a global thing (so if you built a random weather system using it it would be sunny one fight, then raining, then sunny, then foggy, all in the same day).

Turanien,
If anything causes a crash, it's likely either the tweak wasn't done properly. The text files are a bit finnicky, any little error causes the whole thing to crash. Make sure you've set the number at the beginning of the script properly (the 11 to 12 and 23 to 24, since you're adding new menu options).
That tweak is also for 1.010, and I'm not sure if Hardrada edited them to be for 1.011 (it would be just a couple numbers changed by 1, if anything). But even if it isn't for the right version, it wouldn't crash - it just wouldn't work once it was done. I haven't actually tested that tweak, I just added it to the list when Hardrada posted it - so I'm not sure if it has any issues or not. Maybe he'll come by and help you :smile:
 
TheMageLord said:
Pode,
Lots of folks have come up with that idea, but so far none have volunteered to make it.
I'd do it, that is a very simple program to throw together, but I can't get some of the tweaks to work as they were written for a variety of versions and some haven't been updated to allow for differences in 1.010 and .011. Even if such a utility was released, it'd become severely out of date a week or two after its release, you know?
 
Blank said:
TheMageLord said:
Pode,
Lots of folks have come up with that idea, but so far none have volunteered to make it.
I'd do it, that is a very simple program to throw together, but I can't get some of the tweaks to work as they were written for a variety of versions and some haven't been updated to allow for differences in 1.010 and .011. Even if such a utility was released, it'd become severely out of date a week or two after its release, you know?

I don't see how it would become outdated now that 1.011 is out.  A utility that applied 1.011 tweaks should stay current for the lifetime of 1.011, which AFAIK should be until betas begin for M&B 2.  As you said, though, the problem is that we don't have a 1.011 version of each tweak yet.  So we have a willing coder in Blank, we just need a list of tweaks that work in 1.011 and folks besides TML who can troubleshoot the tweaks that don't yet.
 
TheMageLord said:
Turanien,
If anything causes a crash, it's likely either the tweak wasn't done properly. The text files are a bit finnicky, any little error causes the whole thing to crash. Make sure you've set the number at the beginning of the script properly (the 11 to 12 and 23 to 24, since you're adding new menu options).
That tweak is also for 1.010, and I'm not sure if Hardrada edited them to be for 1.011 (it would be just a couple numbers changed by 1, if anything). But even if it isn't for the right version, it wouldn't crash - it just wouldn't work once it was done. I haven't actually tested that tweak, I just added it to the list when Hardrada posted it - so I'm not sure if it has any issues or not. Maybe he'll come by and help you :smile:

I've just checked, and nothing has changed in 1.011.  As TheMageLord said, the most likely cause is forgetting to update the numbers at the beginning.
 
hi , i have been reading about changing the way kings give lands to you but i cannot understand wich number i have to change  to always receive the land i conquer.  if you can help me pls =) thanks alot =P
 
I've noticed that it's not possible to loot and burn a village unless you have a negative relation with its governing faction. If you could make a tweak that would allow the senseless destruction of all but your own fiefs, that would be great.
 
Is there a way to increase the effectiveness of the surgery skill so more of my troops fall unconscious instead of getting killed?
 
Hardrada said:
TheMageLord said:
Turanien,
If anything causes a crash, it's likely either the tweak wasn't done properly. The text files are a bit finnicky, any little error causes the whole thing to crash. Make sure you've set the number at the beginning of the script properly (the 11 to 12 and 23 to 24, since you're adding new menu options).
That tweak is also for 1.010, and I'm not sure if Hardrada edited them to be for 1.011 (it would be just a couple numbers changed by 1, if anything). But even if it isn't for the right version, it wouldn't crash - it just wouldn't work once it was done. I haven't actually tested that tweak, I just added it to the list when Hardrada posted it - so I'm not sure if it has any issues or not. Maybe he'll come by and help you :smile:

I've just checked, and nothing has changed in 1.011.  As TheMageLord said, the most likely cause is forgetting to update the numbers at the beginning.

These numbers, they're the last numbers on the line above right? If I do a search for these, nothing is returned. However, if I purposely seek for them they are actually there, it's just that the last digit is different. Here's a copy of my mmo_village_manage:

Code:
 mno_village_manage  4 2147484189 3 144115188075856056 35 2 2147484189 3 144115188075856056 35 1 2147484209 3 144115188075856056 39 1 541 3 144115188075856056 7 360287970189639680  Manage_this_village.  2 2133 2 144115188075856040 864691128455135312 2060 1 864691128455135318  .  mno_recruit_volunteers  1 1 1 936748722493063461  Recruit_Volunteers.  5 4 0 1 1 936748722493063394 5 0 2060 1 864691128455135314 3 0  .  mno_village_center  3 2147484189 3 144115188075856056 35 2 2147484189 3 144115188075856056 35 1 2147484209 3 144115188075856056 39 1  Go_to_the_village_center.  21 4 0 1 1 936748722493063394 5 0 521 3 1224979098644774912 144115188075856056 10 1261 1 1224979098644774912 1262 0 521 3 1224979098644774913 144115188075856056 25 1263 2 11 1224979098644774913 1 1 936748722493063393 4 0 200 1 504403158265495558 2147485921 0 546 3 504403158265495558 1 144115188075856056 2147483850 1 504403158265495558 2147483851 1 504403158265495558 1263 2 45 360287970189640286 3 0 1911 1 792633534417207299 1910 1 1224979098644774912 2048 0 3 0  Door_to_the_village_center.  mno_village_buy_food  2 541 3 144115188075856056 35 0 2147484209 3 144115188075856056 39 1  Buy_supplies_from_the_peasants.  6 4 0 1 1 936748722493063394 5 0 521 3 1224979098644774912 144115188075856056 25 2042 1 1224979098644774912 3 0  .  mno_village_attack_bandits  1 561 3 144115188075856056 39 1  Attack_the_bandits.  15 521 3 1224979098644774912 144115188075856056 39 521 3 1224979098644774913 144115188075856056 10 1261 1 1224979098644774913 1262 0 1264 3 0 1224979098644774912 144115188075856085 1264 3 2 360287970189639704 144115188075856086 1020 0 1691 1 0 2133 2 144115188075856016 0 1911 1 792633534417207306 1910 1 1224979098644774913 2133 2 144115188075856040 864691128455135316 2060 1 864691128455135270 2133 2 144115188075856007 1 2048 0  .  mno_village_wait  2 541 3 144115188075856056 130 1 541 3 144115188075856056 7 360287970189639680  Wait_here_for_some_time.  4 2133 2 144115188075855963 144115188075856056 2133 2 144115188075856089 144115188075856056 1031 3 168 5 1 2040 0  .  mno_collect_taxes_qst  7 541 3 144115188075856056 35 0 200 1 504403158265495557 546 3 504403158265495557 1 144115188075856056 2147484194 3 504403158265495557 11 4 521 3 1224979098644774912 144115188075856056 7 2322 2 1 1224979098644774912 526 3 72057594037927941 504403158265495557 11  {reg5?Continue_collecting_taxes:Collect_taxes}_due_to_{s1}.  1 2060 1 864691128455135342  .  mno_train_peasants_against_bandits_qst  4 541 3 144115188075856056 35 0 200 1 504403158265495588 2147483852 1 504403158265495588 546 3 504403158265495588 1 144115188075856056  Train_the_peasants.  1 2060 1 864691128455135348  .  mno_village_hostile_action  2 541 3 144115188075856056 35 0 2147484209 3 144115188075856056 39 1  Take_a_hostile_action.  1 2060 1 864691128455135313  .  mno_village_reports  1 31 2 144115188075856014 1  CHEAT!_Show_reports.  1 2060 1 864691128455135356  .  mno_village_leave  0  Leave...  1 2040 1 0  .

And here is the ending of the line above, where the 11 is changed to a 12.

Code:
2133 2 144115188075856088 1 3 0 11

Something doesn't seem right, I don't know if it's through extensive modding or some human-error on my part ((which I suspect though I don't understand where!))
 
Turanien said:
Something doesn't seem right, I don't know if it's through extensive modding or some human-error on my part ((which I suspect though I don't understand where!))

It's not your fault, I tried following my instructions with an unmodded version and it would appear that the code I posted doesn't work, basically the number which refers to current town should be 144115188075856056, but in the text files generated after I added this to the module system they were increased by 1 to 144115188075856057 for some reason.  Correct this and it works; I've edited my original post now.  Sorry about that, but I have to say I have no idea why that happened.
 
Dear TheMageLord, is it possible to change the dialogue of the game? Like when talking with somebody "Greetings, [playername], I am busy, but perhaps I can devote some time to you."
 
I was playing the other day and for some reason I wondered if it might be possible to add other units, say for example peasant women, to looter or bandit parties so to make it easier to train sword sisters, heck if thats possible then why not also add Camp Followers or Huntresses too! What im asking here is, is there anyway to play around with the code so that when outlaw parties spawn they have a chance to spawn with other units than what they normally have, for example peasant women.

If this is not the case then is it possible to make the game spawn some villagers that are considered outlaws so you can attack them without pissing off a Lord or faction?
 
Banzai! said:
Is there a way to increase the effectiveness of the surgery skill so more of my troops fall unconscious instead of getting killed?

As in each point of surgery skill gives 10% chance of being wounded instead of 4% or something like that.
 
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