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

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I just applied these tweaks, and now the game crashes when "Loading Setting Data". I guess one of them isn't compatible with L&R 1.406

1. Change to make cattle follow instead of run
3. Make cattle move faster.
2. Allow village elders to give quests again after refusing one
2. Adjust the build times on village improvements.
3. Make windmills give a 5% monthly bonus, instead of only once.
3. Editing the chance of lords escaping after you defeat them.

I applied them all at once without checking one by one. Just a warning to anyone who wants to use these tweaks and the mod, check one by one!

Does anyone have any idea which one(s) it might be?
 
I checked out this mod called custom troops the other day and it basically made it possible to recruit personal recruits from villages (from every faction). Does anyone know if it's possible to change the text files so I could recruit some units I made with the unofficial troop editor, the same way as in "custom troops"? To put another line in so I could recruit my custom made units from any town.

Edit: Nevermind, I'm gonna go for another recruitmentstyle  :roll:
 
To Shadowrunner,

I play L&R 1.406 too an applied several of your tweaks.

Change to make cattle follow instead of run. Working
Allow village elders to give quests again after refusing one. Working
Make windmills give a 5% monthly bonus, instead of only once. This is the problem, but I dont know why.
 
I tried "7. Make all parties that dislike you (like bandits) group up against you. " and it work, so how to make all friendly / allied parties group up with you to against enemy? Because I attacked an enemy lord and all enemy lords in area joined battle against me but no allied group joined to help me though they were nearer than enemy.
 
To the MageLord or somebody else who knows how to do it.

Is there a tweak that can make once you shoot an arrow bolt, javelin..etc... unusable after you shoot it. Like make the ammo dissaper once you shoot.
 
tommylaw 说:
Adorno 说:
tommylaw 说:
if you want to join a battle on the side of a hostile faction (i.e bandits), you can take away the restriction on who you can join in a battle:
Oh, I've been wanting this for so long. Thanks  :razz:
- it should be added to the first post.

unfortunately, i dont think magelord updates this thread anymore

might ask him to, or do a new one

I have wondered sometimes why is it that none of the forum regulars has copied/pasted the MageLord first post, make a new thread with it and update it with the many additions that there have been.

His own weight in silver for the furst regular to make such a contribution to the hungry community!
 
Shadowrunner 说:
I just applied these tweaks, and now the game crashes when "Loading Setting Data". I guess one of them isn't compatible with L&R 1.406

1. Change to make cattle follow instead of run
3. Make cattle move faster.
2. Allow village elders to give quests again after refusing one
2. Adjust the build times on village improvements.
3. Make windmills give a 5% monthly bonus, instead of only once.
3. Editing the chance of lords escaping after you defeat them.

I applied them all at once without checking one by one. Just a warning to anyone who wants to use these tweaks and the mod, check one by one!

Does anyone have any idea which one(s) it might be?

they all work for me, maybe just reverse them and try again, i've had mishaps with tweaks but they've always been my own fault


Panzercracker 说:
I tried "7. Make all parties that dislike you (like bandits) group up against you. " and it work, so how to make all friendly / allied parties group up with you to against enemy? Because I attacked an enemy lord and all enemy lords in area joined battle against me but no allied group joined to help me though they were nearer than enemy.
were they lords? because if you're at negative relations with them they wont help you


Chinta Kari 说:
I have wondered sometimes why is it that none of the forum regulars has copied/pasted the MageLord first post, make a new thread with it and update it with the many additions that there have been.

His own weight in silver for the furst regular to make such a contribution to the hungry community!

if enough people thinks its a good idea
 
tommylaw 说:
Panzercracker 说:
I tried "7. Make all parties that dislike you (like bandits) group up against you. " and it work, so how to make all friendly / allied parties group up with you to against enemy? Because I attacked an enemy lord and all enemy lords in area joined battle against me but no allied group joined to help me though they were nearer than enemy.
were they lords? because if you're at negative relations with them they wont help you
They are 3 lords and king. 1 lord has 0 point relation with me, 2 lords have about 5~10 points and King have over 40 points. They need more to join and help me?
 
Panzercracker 说:
tommylaw 说:
Panzercracker 说:
I tried "7. Make all parties that dislike you (like bandits) group up against you. " and it work, so how to make all friendly / allied parties group up with you to against enemy? Because I attacked an enemy lord and all enemy lords in area joined battle against me but no allied group joined to help me though they were nearer than enemy.
were they lords? because if you're at negative relations with them they wont help you
They are 3 lords and king. 1 lord has 0 point relation with me, 2 lords have about 5~10 points and King have over 40 points. They need more to join and help me?

i dont think the tweak applies to lords, but i was under the impression that lords join in (if they have positive relations with you) when they're nearby without the tweak...
you're best off asking the magelord
 
That tweak don't applies to friendly lords, but to enemy lords. Without that tweak, only my party vs 1 enemy lord party, with that tweak, only my party vs all enemy lord parties in the area :neutral:.
 
Hey all

I wanted to know if is it possible (i didn't see it in this pages) to make AI battles faster

I mean, when 2 AI groups go in a fight they take toooooo many time to end the battle, 2 parties with 200 people have only 10-20 casualities aday, it's simply crazy :grin:

Thanks
 
vonmistont found this out:

look for this in scripts.txt

game_event_simulate_battle -1
204 21 1 1224979098644774912 22 1 1224979098644774913 4 0 2204 2 1224979098644774914 1224979098644774912 2204 2 1224979098644774915 1224979098644774913 2147483679 2 1224979098644774914 432345564227567629 2147483679 2 1224979098644774915 432345564227567629 2190 3 1224979098644774916 1224979098644774914 1224979098644774915 30 2 1224979098644774916 0 2075 1 1 5 0 2133 2 1224979098644774917 0 4 0 1073741855 2 144115188075856084 1224979098644774912 31 2 144115188075856084 1224979098644774913 2133 2 144115188075856084 -1 2133 2 144115188075855963 144115188075856085 2133 2 1224979098644774917 1 5 0 4 0 1073742365 3 1224979098644774912 2 1 541 3 1224979098644774913 2 1 2133 2 1224979098644774917 1 3 0 501 3 1224979098644774913 2 0 1662 2 1224979098644774912 648518346341351440 1662 2 1224979098644774913 648518346341351439 1 3 936748722493063209 648518346341351440 0 2133 2 1224979098644774918 72057594037927936 1 3 936748722493063209 648518346341351439 0 2133 2 1224979098644774919 72057594037927936 2123 3 1224979098644774918 1224979098644774918 20 2110 2 1224979098644774918 50 2111 2 1224979098644774918 1 2123 3 1224979098644774919 1224979098644774919 20 2110 2 1224979098644774919 50 2105 2 1224979098644774919 1 4 0 1073742365 3 1224979098644774912 0 2 541 3
(this isnt the whole thing, i just post the useful bit since this script is huge

the numbers in bold (20, 50, 1) determines casualty rates (i think) so i have mine on 10, 200, 5, but you can adjust this yourself to make battles go mega fast, just decrease the first number in bold and increase the second and third in both instances

 
"The amount of days to not repeat a quest is in the get_random_quest script, but each one is set individually - so you'll have to change each one that you want to.

Just open the scripts.txt file and search for 2133 2 1224979098644774938 (the first one is in the appropriate script). The first one you'll find will have a 0 following it, that's where the variable is initially set (so don't change that one). I'll list the results you'll find, with the default number so you can find the ones you want to change. These numbers are the number of days it takes before the quest will repeat.

1. initially set, 0
Village quests:
2. village grain delivery, 20
3. village cattle delivery, 20
4. train villagers against bandits, 40"

Sorry I didn't quote I'm to lazy to find the text... :grin:
Well anyway can u paste what to write with the village grain delivery,cattle,bandits? Didnt find where and what I was supposed to change.
 
tommylaw 说:
search for:
2133 2 1224979098644774938 20
and change the first two instances of those numbers
change the 20 to whatever you want

So If I want it to be 1 day "respawn" of the quest it will look like this? 2133 2 1224979098644774938 1
Btw there's like 6  of 2133 2 1224979098644774938 20    but I changed the first two of them to 2133 2 1224979098644774938 1


EDIT: Woho! It worked with the grain and the cattle!
 
tommylaw 说:
zulnar 说:
So If I want it to be 1 day "respawn" of the quest it will look like this? 2133 2 1224979098644774938 1
Btw there's like 6  of 2133 2 1224979098644774938 20    but I changed the first two of them to 2133 2 1224979098644774938 1

that should be right, you might also want this one: 2. Allow village elders to give quests again after refusing one


Already got it :grin::grin: lol have used almost every tweak in here :razz:. Btw got 2 villages now with 50+ rep and around 600-700 units. 500 of them are archers...
It looks very nice combined with battlesizer ^^
 
Quick question, is anyone having trouble getting these to work? I'm using 1.011 and I can see all of the changes I've made in the files, and I've made all of the right changes in the Native module (the only one I have so I know I'm not playing the wrong one) I'm just wondering... is there some way to get the changes to actually take effect? Even when I change something small like the few numbers to make prisoner skill have a larger multiplier, or slaves sell for more than 50, none if it goes through. Just wondering if anyone had the same problem, and if they have a solution.


Shane
 
the prisoner one i find doesnt work, but i've done most of the others and they work for me, which other ones dont work for you?
 
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