Balrog, kaeldragor,
Glad you find them useful
Swadius,
Yes, that's the trigger for schools adding relation. Every 720 hours.
Glad you find them useful
Swadius,
Yes, that's the trigger for schools adding relation. Every 720 hours.
CBCRonin said:Small question:
Is the allowed garrison/prisoner troop limit one of the #s located in the party txt. file or is it hardcoded?
My intent is to increase the number of prisoners I can imprison in a single castle, but if it isn't save game compatible or might cause a "game break" I can do without.
Thx again.
Nebless said:Lord Kinlar said:Neither of the 1.x versions will update the troop info from troops.txt once you start a new game.
Meaning you can't garrison hero's if you have a 1.x version even if you load the data and start a new game?
TheMageLord said:It's actually been this way as far back as I can remember - when you start a new game it saves the entire troops file in your savegame, so any changes made to the troops file after that won't take effect until you start another new game.
Instag0 said:I've mentioned this a few times to people and on the forums, but I still think it deserves saying. Someone should really make a program that lets you tweak these things through a nice, easy to use GUI.
Works like a charm, as far as I can tell. This definitely makes battles go by faster when you get mugged by an enemy army. Stupid pathfinding bug...TheMageLord said:I looked into reinforcements, and it's set to give 2 waves on a normal battle and 7 on a siege.
This can be changed by opening up mission_templates.txt and finding:(search for it without the #, I just put that there to explain). That's a check to see if defender reinforcements is below the #. Every reinforcement wave adds 1 to the number, so it sends # reinforcement waves. There should be 4 instances of it: Lead charge, village raid, castle with belfry, and castle with ladder. On lead charge and village raid it's set to 2, while on the castles it's set to 7. Changing those numbers will increase or decrease the number of reinforcement waves available to the defender.2147483678 2 144115188075856126 #
The attacker reinforcements are underYou'll find 4 instances of this too, all right below the defender reinforcement ones. The numbers here are default 2 for lead charge and village raid, and default 5 for both castles. Changing these will make the attacker get more or less reinforcement waves.2147483678 2 144115188075856127 #
This SHOULD work, but I haven't had time to test it just yet - and I have class in a couple hours so I won't be able to until later.
Yep, I can definitely confirm that .960 let you alter troops (but not lords or NPCs) after a game started.Lord Kinlar said:In 0.960, you can modify troop.txt anytime you want and the changes take effect immediately and I'm pretty sure about this.
itm_awlpike Awlpike Awlpike 1 pike 0 6651908 4222131026002688 378 8202 3.500000 100 0 0 0 12 30720 92 0 160 0 287 30
0
I don't know about the damage, but I bolded the price for you.Swadius said:itm_awlpike Awlpike Awlpike 1 pike 0 6651908 4222131026002688 378 8202 3.500000 100 0 0 0 12 30720 92 0 160 0 287 30
0
Shatari said:I don't know about the damage, but I bolded the price for you.Swadius said:itm_awlpike Awlpike Awlpike 1 pike 0 6651908 4222131026002688 378 8202 3.500000 100 0 0 0 12 30720 92 0 160 0 287 30
0
Swadius said:This thread is lacking weapon scripts:
itm_messenger_horse Messenger_Horse Messenger_Horse 5 steppe_horse 0 sumpter_horse 4294967296 hunting_horse 262144 saddle_horse 34359738368 courser 68719476736 65537 0 1500 110595670016 0.000000 60 0 40 0 5 150 41 43 0 0 20 0
0
Ringwraith #5 said:......or you could just use the item editor.
Swadius said:Shatari said:I don't know about the damage, but I bolded the price for you.Swadius said:itm_awlpike Awlpike Awlpike 1 pike 0 6651908 4222131026002688 378 8202 3.500000 100 0 0 0 12 30720 92 0 160 0 287 30
0
Thank you.
TheMageLord said:I looked into reinforcements, and it's set to give 2 waves on a normal battle and 7 on a siege.
This can be changed by opening up mission_templates.txt and finding:(search for it without the #, I just put that there to explain). That's a check to see if defender reinforcements is below the #. Every reinforcement wave adds 1 to the number, so it sends # reinforcement waves. There should be 4 instances of it: Lead charge, village raid, castle with belfry, and castle with ladder. On lead charge and village raid it's set to 2, while on the castles it's set to 7. Changing those numbers will increase or decrease the number of reinforcement waves available to the defender.2147483678 2 144115188075856126 #
The attacker reinforcements are underYou'll find 4 instances of this too, all right below the defender reinforcement ones. The numbers here are default 2 for lead charge and village raid, and default 5 for both castles. Changing these will make the attacker get more or less reinforcement waves.2147483678 2 144115188075856127 #
This SHOULD work, but I haven't had time to test it just yet - and I have class in a couple hours so I won't be able to until later.
I'm not sure what the limit for troop garrison is, as like you I have never hit that one ..... but lord/king prisoner limit is 32. It says in red, "party capacity reached", so no other prisoners of any type can be "given" (give button fades out).TheMageLord said:I believe most of the numbers in parties.txt are location information, and setting things like the ai behavior (on towns and castles it's hold, to keep the towns from running off!) and icon. I don't think prisoner or troop limits would be in there. I looked around a bit in scripts.txt and don't see anywhere setting a limit on troops or prisoners though - what is the limit? I know I've stationed around 500 troops in places without any kind of artificial limit stopping me.
TheMageLord said:I looked into reinforcements, and it's set to give 2 waves on a normal battle and 7 on a siege.
This can be changed by opening up mission_templates.txt and finding:(search for it without the #, I just put that there to explain). That's a check to see if defender reinforcements is below the #. Every reinforcement wave adds 1 to the number, so it sends # reinforcement waves. There should be 4 instances of it: Lead charge, village raid, castle with belfry, and castle with ladder. On lead charge and village raid it's set to 2, while on the castles it's set to 7. Changing those numbers will increase or decrease the number of reinforcement waves available to the defender.2147483678 2 144115188075856126 #
The attacker reinforcements are underYou'll find 4 instances of this too, all right below the defender reinforcement ones. The numbers here are default 2 for lead charge and village raid, and default 5 for both castles. Changing these will make the attacker get more or less reinforcement waves.2147483678 2 144115188075856127 #
This SHOULD work, but I haven't had time to test it just yet - and I have class in a couple hours so I won't be able to until later.