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

Users who are viewing this thread

TheMageLord said:
Mills gives a one time bonus of 5%, which I admit kinda sucks... Changing it to a recurring means you have to add a new trigger (so might not be savegame compatible).

Heres a simple trigger that I made from scratch that you can add that will keep applying the bonus:
720.000000 3 6 3 1224979098644774912 648518346341351501 648518346341351591 541 3 1224979098644774912 131 1 1 3 936748722493063465 1224979098644774912 5
What this does is: Every 720 hours (30 days) it runs a check through all the villages. For each village without a mill, it triggers a script that increases prosperity by 5%. I highlighted the hours in red and the increase in blue in case you want to change that.

What you do is open up simple_triggers.txt and paste that whole thing in at the very bottom, then go up to the very top and increase the very first number in the file (84, on line 2) by 1 (so 85 unless you've added other triggers). That way it will read the trigger. Again, I don't know if this is savegame compatible - I don't have a save with a mill built to see if it is or not. Also note that while this trigger *should* work, im only human. I'll be using it myself, though - so I do trust it :smile:

That was some insane tweaking TheMageLord, I'll test it out. Finally, a mill is actually worth building.

Btw, TheMageLord... assuming a village already is at 100% prosperity, won't the Mill push it beyond that level and possibly screw up the game?
 
TheMageLord said:
Heres a simple trigger that I made from scratch that you can add that will keep applying the bonus:
720.000000 3 6 3 1224979098644774912 648518346341351501 648518346341351591 541 3 1224979098644774912 131 1 1 3 936748722493063465 1224979098644774912 5
What this does is: Every 720 hours (30 days) it runs a check through all the villages. For each village without a mill, it triggers a script that increases prosperity by 5%. I highlighted the hours in red and the increase in blue in case you want to change that.
You mean with a mill, right? Great tweak, though. :grin:
 
Whoops, yea, typo :smile: Script is checking for WITH a mill, haha.

It won't increase prosperity above 100 - my trigger uses the same script that everything else that increases prosperity uses. That script clamps the value to go no higher than 100 or lower than 0. All it does is call that script with a value of 5, thus increasing by 5.
 
TheMageLord said:
Heres another little quick tweak: Number of mercenaries that spawn in villages.

Open up scripts.txt and find:
update_mercenary_units_of_towns -1
6 6 3 1224979098644774912 648518346341351443 648518346341351461 2136 3 1224979098644774913 360287970189639706 360287970189639713 501 3 1224979098644774912 90 1224979098644774913 2136 3 1224979098644774914 3 8 501 3 1224979098644774912 91 1224979098644774914 3 0
The 3 8 is the range of the amount set whenever the script triggers. You can change it to whatever you like. It recalculates the mercenaries every time, not add to them, so you can't get multiple types in the same town.

So we can now recruit 50 hired blades at once, huh? Nice!  :mrgreen:

TheMageLord said:
It's MUCH easier to read in the module system, though - I have been using the .960 system to "translate" what things do exactly, which is very similar to the 1.003 (not quite, though - you have to pay attention to the text files to spot the differences). Once the 1.003 module system comes out, the editing of text files is no longer necessary - you can just edit the module system .py files and then compile the text files from them. Editing via the text files is kind of akin to reading machine code instead of a scripting language (although not quite so ridiculous).

I'll try and learn some Python till then. :wink:



 
I suggest learning the .960 module system. It's practically the same as the 1.003 one. 1.003 will have changed values, more coding, and maybe some new functions, but the meat of it will be the same.
 
Lord Kinlar said:
TheMageLord said:
Heres another little quick tweak: Number of mercenaries that spawn in villages.

Open up scripts.txt and find:
update_mercenary_units_of_towns -1
6 6 3 1224979098644774912 648518346341351443 648518346341351461 2136 3 1224979098644774913 360287970189639706 360287970189639713 501 3 1224979098644774912 90 1224979098644774913 2136 3 1224979098644774914 3 8 501 3 1224979098644774912 91 1224979098644774914 3 0
The 3 8 is the range of the amount set whenever the script triggers. You can change it to whatever you like. It recalculates the mercenaries every time, not add to them, so you can't get multiple types in the same town.

So we can now recruit 50 hired blades at once, huh? Nice!  :mrgreen:

TheMageLord said:
It's MUCH easier to read in the module system, though - I have been using the .960 system to "translate" what things do exactly, which is very similar to the 1.003 (not quite, though - you have to pay attention to the text files to spot the differences). Once the 1.003 module system comes out, the editing of text files is no longer necessary - you can just edit the module system .py files and then compile the text files from them. Editing via the text files is kind of akin to reading machine code instead of a scripting language (although not quite so ridiculous).

I'll try and learn some Python till then. :wink:

I didn't know mercenaries spawned in villages  :shock: . Or is that another tweak of yours?
 
Tachyon said:
I didn't know mercenaries spawned in villages  :shock: . Or is that another tweak of yours?

It's pretty obvious that's typo. This is what you modify -> update_mercenary_units_of_towns
 
Another nice utility for comparing compiled .960/1 files is DiffMerge, only downside being you have to save the portions you want to compare into separate files beforehand. It'll give you a visual guide on what's changed in the files you select and so can be useful for porting .960 crap.

And thanks TheMageLord. I feel privileged :razz:
 
Charonte said:
Another nice utility for comparing compiled .960/1 files is DiffMerge, only downside being you have to save the portions you want to compare into separate files beforehand. It'll give you a visual guide on what's changed in the files you select and so can be useful for porting .960 crap.

I've been using WinMerge since my Battlefield 2 days.  :smile:

http://winmerge.org/
 
Those look like a pretty neat programs. You could probably have it compare the entire scripts.txt file for differences? I always just eye it and spot the differences, but those would probably make it a good bit easier.

I'm happy to put other people's tweaks on my thread, it's just a compilation - the more people who contribute the more tweaks available :smile:

Looking over my list, I just now realised I forgot to put allthesedamnnamesaretaken's tweak in as #10. I was thinking I did that several days ago, but I must've forgot. Went ahead and put it as 21 so people will notice it.
 
TheMageLord said:
Those look like a pretty neat programs. You could probably have it compare the entire scripts.txt file for differences? I always just eye it and spot the differences, but those would probably make it a good bit easier.

WinMerge makes it really easy to spot the differences in text files, I strongly recommend it. Here's a screenshot.



TheMageLord said:
I'm happy to put other people's tweaks on my thread, it's just a compilation - the more people who contribute the more tweaks available :smile:

Looking over my list, I just now realised I forgot to put allthesedamnnamesaretaken's tweak in as #10. I was thinking I did that several days ago, but I must've forgot. Went ahead and put it as 21 so people will notice it.

As far as I can see, you haven't included the dialog fix in your tweaks list. Why is that?  :twisted:

 
DiffMerge does the same thing :razz: Heck, it'll compare folders if I ask it to.

But let's not brag about what's the better software :grin:

As for scripts.txt, I think it counted 241 changes which isn't too much considering. Mostly it was just new sections, otherwise having a few changes here and there. Not bad, really. I'd say 99% of the identifiers remain the same throughout.
 
TheMageLord, and whoever else has contributed to those tweaks - you guys rock.

Since the release of the 3rd tweak I've been checking this thread and TML's posts on a daily basis. You deserve a great kudos for this fascinating contribution.

Thanks a bunch!

 
Thank you TheMageLord for these awesome tweaks!  I am checking this thread several times a day and I love seeing new tweaks that I could never discover myself and correct little things that really make the game more fun!

Great work, thank you!

Val
 
Back to page 4, about the garrsion companion thingy, you two said 2 opposite things:
Magelord said:
change all instances of 268435472 to 16
While Lord Kinlar said:
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.

so, er, which one is correct? And btw, I did both way and I still cant garrison any of my companion  :shock:
 
TheMageLord said:
Franciscus, this has already been covered here. (or see the posts below)

Tachyon, I believe that's hard coded, unfortunately. It would be nice to train troops in castles.

GetAssista, you can do that, but without the module system it isn't trivial. With the module system you'd just go in and change the tier 1-5 rewards and it would get set everywhere. Without it, you have to go into conversation.txt and edit them all. If all you care about is how much you get, first search for arena_training_melee_intro_reward to get to the right area. Then search for:
1 3 936748722493063468 360287970189639680
That will be followed directly by numbers - 5, 10, 25, 60, and 250. Those are the amounts that are actually given to you. If you want to make it say the right amount, go back to arena_training_melee_intro_reward and search for:
2133 2 72057594037927946
This is where it tells you how much you've won when its giving it to you, and will be the same series of numbers. And then if you want it to tell you the prizes correctly in the conversation when asking about prizes... Go back to arena_training_melee_intro_reward and look for the group of lines like this:
2133 2 72057594037927947 5
That's telling the reward for tier 1. Go through and set the 5, 10, 25, 60, and 250 in that series so that it will display correctly. THEN you go to arena_training_melee_explain_reward (the next dialog) and do the same there. These are both basically the same dialog, but one is called when you very first ask for the reward, and the second is called when you ask again later.




And for the village improvement build times, that's in menus.txt. Look for menu_center_improve. Heres an excerpt:
menu_center_improve 0 {s19}_As_the_party_member_with_the_highest_engineer_skill_({reg2}),_{reg3?you_reckon:{s3}_reckons}_that_building_the_{s4}_will_cost_you_{reg5}_denars_and_will_take_{reg6}_days. none 22 1 2 936748722493063459 144115188075856091 2133 2 1224979098644774912 72057594037927936 2320 2 4 0 2320 2 19 1 1 2 936748722493063457 1369094286720630792 2133 2 1224979098644774913 72057594037927936 2133 2 1224979098644774914 72057594037927937 2133 2 72057594037927938 1224979098644774913 2121 3 1224979098644774915 5 1224979098644774913 2107 2 1224979098644774912 1224979098644774915 2108 2 1224979098644774912 20 2123 3 1224979098644774916 1224979098644774912 100 2105 2 1224979098644774916 3 2133 2 72057594037927941 1224979098644774912 2133 2 72057594037927942 1224979098644774916 4 0 31 2 1224979098644774914 360287970189639680 2133 2 72057594037927939 1 5 0 2133 2 72057594037927939 0 2322 2 3 1224979098644774914 3 0 3
The red 100 is the amount it divides the cost of the improvement to get the time - so for every 100 denars of cost, it's a day. You could up this to 500 or 1000 to significantly decrease build times. The red 3 after that is the amount of days added after it has got the number from dividing - you could set this to 0 to directly knock 3 days off all the build times. While I'm here I might as well note that the blue 20's are the way engineering skill counts into things. It takes the first 20 minus engineering skill divided by the second 20. So the default is 10 engineering = 50% of the cost and time. You could change them both to 15 to make it 10 engineering give only 1/3 of the cost and time, or even 12 for 1/6 - just don't change it to 10 or less, or it'll be free improvements (which doesn't make much sense!).
 
Back
Top Bottom