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

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TheMageLord, is there any way you could fix the "No String" error when claimants talk to you after completing the rebellion?
 
Arcius Azrael said:
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:

Hahaha, I didn't even notice that. My version is correct - apparently Lord Kinlar had already changed all of his to be garrisonable and accidentally reversed the process in the instructions.

The dialog fix I didn't count as a separate tweak, more of a continuation of the garrisonable companions one. I linked to it in the post about that - I just edited the post to bold the part about that and make it easier to notice, since it's kind of important to avoid the issues caused by garrisoning heroes.

Terrorib, uh... you quoted my post? Ok.

Tachyon, I actually looked into that No String thing, but the dialog is almost identical to the .960 dialog. It stores a few things, then stores the string with the player's name, then displays it. The only difference between .960 and 1.003 is the 1.003 version clears your quest after the dialog displays while the .960 one does that in the menu before. I don't think that would cause any issues... The problem is it seems to be random from the reports of it. I believe it is only a display error, though - the lord is still removed and set properly by the menu before it, and will come back within 48 hours to rule the kingdom. You just miss the nice farewell speech.
 
A little modification of menus.txt for people who want to choose banner again, in same game. Paste it into Native folder, remember to make backup of original menus.txt.

http://www.sendspace.pl/file/DNAlKiZS/
 
LONG POST WARNING:  :twisted:
This post details how handing out of land by the King is done.
The way it handles giving a piece of land to someone is to calculate a “score” for all lords in the faction (including you). This score is based on their renown, number of holdings, whether or not they captured it (the one who starts the siege gets credit), a lot of luck, and if it's you: a tiny addition of the King’s relationship (too small of an addition in my opinion). It then takes the one with the highest score and awards them the land.

The part that actually handles the scoring is in calculate_troop_score_for_center in scripts.txt:
calculate_troop_score_for_center -1
41 23 2 1224979098644774912 1 23 2 1224979098644774913 2 2133 2 1224979098644774914 1 6 3 1224979098644774915 648518346341351443 648518346341351591 2133 2 1224979098644774916 0 4 0 31 2 1224979098644774912 360287970189639680 541 3 1224979098644774915 7 -2 2133 2 1224979098644774916 1 3 0 1073742365 3 1224979098644774915 7 1224979098644774912 31 2 1224979098644774916 1 4 0 541 3 1224979098644774915 0 3 2105 2 1224979098644774914 4 5 0 541 3 1224979098644774915 0 2 2105 2 1224979098644774914 2 5 0 2105 2 1224979098644774914 1 3 0 3 0 520 3 1224979098644774917 1224979098644774912 7 2120 3 1224979098644774918 500 1224979098644774917 2108 2 1224979098644774918 1224979098644774914 2136 3 1224979098644774919 50 100 2107 2 1224979098644774918 1224979098644774919 4 0 541 3 1224979098644774913 28 1224979098644774912 2107 2 1224979098644774918 3 2108 2 1224979098644774918 2 3 0 4 0 31 2 1224979098644774912 360287970189639680 522 2 1224979098644774920 144115188075856122 1 2 936748722493063317 1224979098644774920 2133 2 1224979098644774921 72057594037927936 2107 2 1224979098644774921 2 2105 2 1224979098644774918 1224979098644774921 3 0 2133 2 72057594037927936 1224979098644774918
The first section deals with finding what centers a lord owns and adding up his holdings based on point values. The 4 there is the value of towns in this equation. The 2 is the value of castles. The 1 is the value of villages. I believe castles would count as 3, since you get the castle and the village. All this is added to a base of 1.

The next part adds in renown. The 500 there is the base number that morale gets added to, so even with 0 renown you have a chance of getting stuff. The next line takes that number and divides it by the score holdings score calculated above. Even just 1 castle with fief is going to cut your renown value down to ¼. Then the next line gets a random number from 50-100 and then multiplies that into the score (this is the big random part of it that frustrates many people). It then checks whether or not they captured the place personally – if they did it multiplies it by 3 and then divides it by 2. That effectively gives you a 50% higher score for capturing it. You could change these numbers to give the one capturing it an even bigger chance if you like.

The last part first checks if you’re the player, and if you are it calls the script that checks your relationship with the king. It then multiplies that relationship score by 2 and adds it to your score. Considering that maximum relationship is 100 and that by this point your score is going to be way up in the thousands, even if you have 0 renown, that multiply by 2 is pretty crappy – which means by default relationship to the king is a tiny factor, with the random roll of 50-100 playing the major part in whether or not you get land. That's all for the tweak, now a bit of discussion on it (also long! :razz:)

For example, lets run a guy with 500 renown (a fairly decent renown) who owns 1 castle with village and has been working his ass off for the king (100 relationship) who conquered another castle and requested it.
500+500 = 1,000
/4 = 250
*(50-100) = 12,500 – 25,000
*1.5 = 18,750 – 37500
+200 = 18,950 – 37700
Your current castle weights pretty heavily against you getting another one, but the real killer would be a roll of 50 on the random – that means you have ½ the number that other lords might get. Capturing it yourself helped your roll quite a bit, but all that time you spent sucking up to the king nets you a whopping 0.53%-1.06% increase in score.

Now, if it was 20 times it would be 2000 points, a 5.33-10.66% score increase for the absolute maximum relationship possible in this case. That’s a bit better. Then you might change the 50-100 range to 50-60 to narrow the random gap (and make your relationship boost more on the 10% side). And maybe a change of the multiply/divide bit to make it 2x for capturing yourself. Now suddenly your chances of losing it solely on a random roll are way lower, capturing it yourself plays a much bigger part, and getting on the king’s good side actually has benefits. Adjusting the 500 to base renown to make renown more important might be a good idea too, just remember that it lowers the numbers and thus makes the relationship bonus even higher. It also might be good to set the castle number to 1, since owning a city is at least twice as good as owning a castle + fief – unless your plan is to stick all the castles off on the lords and keep the cities for yourself.

Let’s run it through again with these adjustments: 250 base renown, castle set to 1, capturing it yourself set to x2 instead of 1.5, 20x relationship bonus:
500+250
/3 = 250
*(50-60) = 12,500 – 15,000
*2 = 25,000 – 30,000
+2,000 = 27,000 – 32,000
The number is about the same, but the variability is way less – and the numbers that the other lords are going to get (the ones who didn’t capture it) are going to be significantly less. In this case having the 100 favor and capturing all of the stuff yourself would let you control a big chunk of lands without the king denying you at every turn to give it to that no-name with 0 land who hasn’t won a battle in a year. These are the settings I personally am going to use, you can use whatever ones you want.

Even if you don't make any changes, it's at least a good guide on how the system actually works.

-edit- I updated the 144115188075856122 to 144115188075856123 for 1.010 (due to global variable being added). This doesn't actually affect you if you're just changing the numbers, but if you pasted the whole thing in from the old version it would screw up the script.
-edit2- I changed the 144115188075856123 back to 144115188075856122 since in 1.011 the variable was moved to the bottom of the list and no longer offsets the other variables.
 
Hello,

I did the tournament bet tweak, and I can bet with the changed amounts. However, when I win the tourney, it just "rewards" me the same amount of money I  bet in the first place. (ie. Bet 200, says I'll get 2600 if I win, I win, but I get 200)

I just checked the file again and I'm quite sure I did everything right. What gives?..
 
Are you sure you changed all 4 occurences of every number?

It works fine for me - I bet 1000 each time, it takes 1000 denars and gives me the appropriate reward at the end.
 
TheMageLord said:
Are you sure you changed all 4 occurences of every number?

It works fine for me - I bet 1000 each time, it takes 1000 denars and gives me the appropriate reward at the end.

I guess I did something wrong afterall.. I had a backup of the Native file, did the tweak again and this time it worked.

Thanks, and appreciate your work here. :smile:
 
Glad you got it working :smile:


I reorganized the tweaks into categories, since the list was getting pretty long. From now on I'll add new ones to the bottom of the categories, adding new categories if needed.
 
YOU JUST KEEP GOING!

You are like a god.

Can you.. Make a user-friendly program to do all of this? It accesses a selectable folder, and it has buttons for each of the topics you have, such as "Cattle modification", and then after that "Speed" "Follow/Flee", etc, with all of the modifications you get.

It'd just be nice. I did some of your modifications already, just open the file and cntl+F the code.
 
It's hardly needed - you just click a link, read a thread, and do a modification. Not exactly something that could be made much easier with some kind of program. Either way, I'm no programmer. I wouldn't know how to do that if my life depended on it. :smile:

When the module system is out I eventually want to make a mod of my own, perhaps similar to my old The Island mod (maybe with a less cheesy name? Heh heh). One of the systems I envision is a menu where it sets all the variables and all the scripts use them in place of numbers, so everything from party sizes to companion interaction to troop skill levels would be easily changed in a menu accessed from the camp menu.
 
That would be wonderful. I dream of the day.
You are such a valuable member of this community all the modders will be scrambling to have to aid the development of their mods.
Or at least give you credits for all your ideas.
 
Well, technically TLD mod already did a similar thing with the Old Man at the beginning of the game. You could adjust troop skills and the difficulty of the game and such by talking to him. So my idea is far from new, I'm just planning to make it a menu instead of a conversation, and allow it to adjust more things.
 
TheMageLord said:
Well, technically TLD mod already did a similar thing with the Old Man at the beginning of the game. You could adjust troop skills and the difficulty of the game and such by talking to him. So my idea is far from new, I'm just planning to make it a menu instead of a conversation, and allow it to adjust more things.
hasn't dionisia mod got that like thing? you talk to the wizard in the tower to change options.
 
Fantastic thread/work here. I've used a good handful of these myself (quest timers, cattle following, wine/ale = consumables and other tweaks). One little feature I'd love, and I hope it's a simple one, is a way to reduce the frequency of bandit spawns (sea raiders, mountain/forest/steppe bandits, looters) - so emptying out an area of these groups has a bit more of a lasting effect. Any chance of such a text file tweak? Would it perhaps be in the triggers file somewhere, the spawn rates?
 
The Fief awarding thing is the best one yet, thanks a bunch, MageLord. :grin: One question, though: Does asking for the fief have any effect on how likely the king is to award it to you, or does it make no difference at all?
IMO it should, it'd be neat if asking/not asking had effects in the game based on how much you already have. Like if you have twice as much as everyone else combined, asking for more would make you seem greedy and give you a relations hit with everybody (and the poorer the lord the bigger the hit), but if the king's your buddy he'd give it to you anyway. But I'm digressing into modding ideas again.
 
I don't know, I never played Dionisia.

Folthrik, heres the script to change the number of recruits available:
update_volunteer_troops_in_village -1
35 23 2 1224979098644774912 1 521 3 1224979098644774913 1224979098644774912 26 521 3 1224979098644774914 1224979098644774912 19 522 3 1224979098644774915 1224979098644774914 41 2133 2 1224979098644774916 1 2123 3 1224979098644774917 1224979098644774913 10 6 3 1224979098644774918 0 1224979098644774917 2136 3 1224979098644774919 0 100 2147483678 2 1224979098644774919 10 2136 3 1224979098644774919 0 2 1561 3 1224979098644774920 1224979098644774915 1224979098644774919 4 0 2147483680 2 1224979098644774920 0 1561 3 1224979098644774920 1224979098644774915 0 3 0 32 2 1224979098644774920 0 2105 2 1224979098644774916 1 2133 2 1224979098644774915 1224979098644774920 3 0 2133 2 1224979098644774921 7 4 0 30 2 1224979098644774913 5 2133 2 1224979098644774921 1224979098644774913 2108 2 1224979098644774921 2 2105 2 1224979098644774921 10 5 0 2147483678 2 1224979098644774913 0 2133 2 1224979098644774921 0 3 0 2107 2 1224979098644774921 3 2120 3 1224979098644774922 2 1224979098644774916 2108 2 1224979098644774921 1224979098644774922 2136 3 1224979098644774923 0 1224979098644774921 501 3 1224979098644774912 92 1224979098644774915 501 3 1224979098644774912 93 1224979098644774923
The 7 is where it sets the default maximum, which is the max number you get with less than 5 relation. The 5 is the minimum relation to get additional troops. If relationship is above 5, it takes relationship and divides it by 2 and then adds 10 as the new maximum. Then at the bottom it takes a random number between 0 and the maximum set above, and saves that as the amount of troops available in the village. So with default settings a relationship of 50 would give you anywhere between 0 and 35 troops. You could change the 2 to a 1 to make it take the full relationship. Finding a random number between X and Y where X is higher than Y might cause problems too, so don't raise the 0 more than about 5 if you do change it.

You can also edit the chances of getting higher tier troops. The first 10 divides into your relation to determine how many times to try doing an upgrade. The next 10 is the chance of upgrading the troops to the next tier. Then the 3 and 2 are the way the game lowers the total troop numbers based on what tier they are. It multiplies by the 3, then divides it by the 2+tier. You could raise them both a bit to make higher tier troops reduce the numbers less if you wanted. Note however that if you DO make changes to the chance of higher tier troops, you may have a tough time finding lower tier troops, which you need to make the troops that aren't specifically set as the tiers (for instance, tier 4 and 5 khergits are archers - if you wanted lancers you'd have to get lower tier and upgrade).

Ringwraith, requesting the fief only ALLOWS you to be considered for it. If you don't request it you aren't even considered.
 
TheMageLord said:
Ringwraith, requesting the fief only ALLOWS you to be considered for it. If you don't request it you aren't even considered.

Well, actually, I took a castle once, didn't request it, and my King was willing to extend my holdings, and I declined.
 
Azzer, changing spawn time on bandits is actually quite easy. Go into simple_triggers.txt and find:
36.000000  1 1 1 936748722493063455
(that's the entire trigger). The 36 is the number of hours between calling the script that spawns stuff. That one script spawns everything from looters to deserters.

-edit- Heres the way to change the maximum number of them spawned, if anyone wants to do that. Open up scripts.txt and search for
2147483678 2 1224979098644774912 14
That's a less than check, if the total parties on the map is less than 14 when the script is run, it spawns more. There are 4 instances of it, the first is for mountain bandits, the second forest bandits, the third sea raiders, and the fourth steppe bandits. Looters are by default 23, so search for 2147483678 2 1224979098644774912 23 to find their maximum. Deserters are 15, so it's 2147483678 2 1224979098644774912 15 for them. This is all in the same script, spawn_bandits.
 
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