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

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TheMageLord said:
Making prisoner value dependent upon level is already mostly in the code. Theres just a line left out (I'm not sure if it was intentional or not). Heres how to add the line in and make it dependent on level. Find this in scripts.txt:
game_get_prisoner_price -1
11 21 1 1224979098644774912 2133 2 72057594037927936 50 4 0 33 3 144115188075855885 360287970189639821 360287970189639831 2171 2 1224979098644774913 1224979098644774912 2133 2 1224979098644774914 1224979098644774913 2105 2 1224979098644774914 10 2107 2 1224979098644774914 1224979098644774914 2108 2 1224979098644774914 6 3 0 2075 1 72057594037927936
Add this in right between the 6 and the 3 and change the 11 to a 12:
2133 2 72057594037927936 1224979098644774914
Your new script should look like this:
game_get_prisoner_price -1
12 21 1 1224979098644774912 2133 2 72057594037927936 50 4 0 33 3 144115188075855885 360287970189639821  360287970189639831 2171 2 1224979098644774913 1224979098644774912 2133 2 1224979098644774914 1224979098644774913 2105 2 1224979098644774914 10 2107 2 1224979098644774914 1224979098644774914 2108 2 1224979098644774914 6 2133 2 72057594037927936 1224979098644774914 3 0 2075 1 72057594037927936
The value has already been calculated by the rest of the script, they just forgot to assign the new value - that's what the extra line does. The actual calculation is level + 10, square that and divide by 6. So a looter is 4+10 = 14, squared =  196, div by 6 = 32.667, rounded down to 32 (the game only saves whole numbers, decimals are just discarded). A Nord Huscarl, on the other hand, is worth 28 +10, squared = 1444, div by 6 = 240. Slightly less for the weak, way more for the strong.

Note that by default this does not work with Ramun the slave trader, or tavernkeepers (if you made the other tweak), due to a check in the script to limit the calculation to ransom brokers. You can change the check to include Ramun and tavern keepers if you like, just change the 360287970189639821 360287970189639831 to this:
360287970189639808  360287970189640122
What that does is broaden the range to include Ramun on the left side and all the tavernkeepers on the right side. I assume the only reason of this check would be that Ramun was supposed to pay a set price of 50 while ransom brokers relied on the level of the troop, so Ramun would pay more for looters and such but less for higher tier troops.

Also, this is not compatible with red.murder's tweak - if you make it use the calculation it will overwrite the 50. I'll list them both so people can chose which one they want.


Rivacheg Raid,
They don't actually group up in big groups, what that does is make separate nearby groups join together when you attack one. So if you have 3 sea raider parties chasing you, and the closest one attacks, all 3 will attack. Or if you have 3 running from you and you jump on one, the other two help. The same way lords help eachother.

Goddamn, that is genius. Pure genius! Thank you  :mrgreen:
 
Given that the prisoner exchange program can be edited to run with the tavern keeper, does this mean that if I was to edit the menu for entry into a city (or perhaps thematically a castle/prison, would be better), I could have this script run immediately, without having to bother with wandering into the tavern at all?
 
Next_Pls,
I believe thats all hard coded. You could just give yourself more stat points by exporting/importing, if you really wanted to.
[/quote]

sorry but how does exporting/importing get more stat points?

oh and one more thing. is it possible to edit the max amount of troops on battlefield to a few hundred on each side? other than using the battle size option?
 
Two more questions please :grin:, but these will probably be my last as I hate to trouble you more than I already have....

Is it possible to add troop recruitment to a city, with a troop tier minimum, through menu txt... or is it hardcoded specifically to village settlements?

Is it possible to add "release" option for imprisoned lords dialogue, possibly with or without a player honor grant? (Very much needed, for when those lord's factions no longer exist.)


Thank you once again for all of your help.
 
Wraithcat,
I'm not sure if you can sell prisoners from a menu or not, I've never tried it. The actual code to go to the prisoner exchange menu is
which in python is (change_screen_trade_prisoners). All you'd have to do is have a menu option with that and it should work (if you can sell them from a menu at all, that is).

It likely wouldn't be compatible with the prisoner value based on level script unless you changed it around, though - it has an npc check. You could probably just remove the npc check - just delete the
33 3 144115188075855885 360287970189639821  360287970189639831
part near the front of it and decrease the number at the start of it by 1 (since you removed 1 line).

Next_Pls,
The battle size option does exactly that, why would you want to bypass the battlesize option? You could rewrite the spawning trigger for all the missions, but all that would do is make them all spawn the same amount no matter the battlesize. All that does is lessen your options... what would be the point? If you mean that you want higher than 100, use Janus' battle size changer.

CBCRonin,
Both are possible. The release option wouldn't be too difficult, you'd just have to add a dialog that removes the prisoner and sets the slot_troop_is_prisoner to 0.

Adding recruitable troops in cities could be done in several ways. You could have it generate the troops when you go to the menu to recruit them, and just have it record and check the date to keep you from recruiting them too often. Or you could make a trigger that sets slots in the town and have it pull the troop type and number from the slot, the way villages work. I'd have to look into exactly how slots work - I've never really tried messing with them. I'm not sure if theres a hardcoded list of slots on different things, or if you can just make them up on the fly.
 
If it's possible to add a "recruit volunteers" option to town/castle menus then here's a simple idea...

When you click on the "recruit volunteers" button when you're in a castle or town, the game can trigger "recruit villagers" for all the villages tied to that castle/town. So you wouldn't need to visit each and every village to recruit volunteers, just visit the town/castle they belong to.  :smile:
 
Lord Kinlar said:
If it's possible to add a "recruit volunteers" option to town/castle menus then here's a simple idea...

When you click on the "recruit volunteers" button when you're in a castle or town, the game can trigger "recruit villagers" for all the villages tied to that castle/town. So you wouldn't need to visit each and every village to recruit volunteers, just visit the town/castle they belong to.  :smile:

Waow thats a long list MageLord, another one and im sure you will hate me :razz:, Klinlar made me think about something, trainning troops is boring and i have lot lot lot of cash i dont know what to do with, i guess it wouldnt be easy but its up to you :smile:.
My idea is to add a menu to the guild manager or whatever the name in the town to recruit troops based on the side you are and only if you are the *owner* of the town but you could also choose the tier of the troop and ou would have to pay lot more to have them. ( Like if you did a recruiting campaign followed by a massive trainning program hence the price :wink: )

Menu from the guild manager

1. Bla blah.
2. Blah bla.
3. I would like to start a recruiting campaign.

(Clicked on 3)
1. Tier 1 troop
2. Tier 2 troop
3. Tier 3 troop
etc etc.

After choosing the tier you get

1.1000 Denar
2.2000 Denar
etc etc etc

I guess it would be easier to just wait for the module files bu hell im asking anyway :smile: I could even throw you some bucks for it :grin:
 
TheMageLord said:
What all numbers did you actually set? I just changed my party size by making base size 50 leadership bonus 10 and renown per leadership point 10, giving me a party size of 385 on my current game, and can't seem to replicate any of the problems people have been reporting. A week gone by and no abandoning me, no shrinking or randomly growing party sizes. No problems at all.

The only oddity that I notice is just a peculiarity with the basic morale script, in that it limits it to being at the minimum 0 - so even if you have 500 troops reducing morale the lowest you can go is 0, which is then modified by current events giving me a 71 - so I have this ridiculous menu giving me numbers that add up to a massive negative (especially after the food morale bug struck, which just happened again while I was testing this - but it corrected itself due to my fix), then saying +71 current events = 71.

Obviously something is wrong if your party size is jumping way up and then into the negative, but I don't know what it might be. You didn't set the default 25 to a 0 or anything, did you?
In the size script I replaced 10 with 30, 3 with 5 and 25 with 10.  In the morale script I replaced 3 with 0 and 7 with 15.  I changed these last two back to the original values, but the bug kept happening.  So I reloaded the game and will try some experiemnts.
 
TML, is it possible to make "Calradia Conquered by One Kingdom..." screen appear only once? It keeps nagging constantly after you defeated all the other factions and it's quite annoying.
 
TheMageLord said:
This works, but it's just a hack - the dialog will say "Playername is the rightful ruler of No Faction. Join our cause against the usurper, Playername!" and you can convince them like normal, then they'll join you. But doing this you'll be able to ask any lord from any faction to join. You also wouldn't have any way of giving them fiefs, so they'd be permanently landless.
does this hinder their ability to generate/recruit troops? or is the only downside you have to collect taxes yourself  :grin:
 
Hi again TheMageLord  :smile:

i have a tweak request (kind of silly request but here goes...) :
you know when you kill the last enemy troop on a battle map it takes about 3-4 seconds for the you-win message to pop up. is there any way to make it appear faster (as in instantly after killing the last troop)? so i can hit tab as soon as last troop falls?
i'm having a case of premature tabbing the way it is now :razz:

probably hard coded but i figure if anyone would know it would be you :wink:

edit: typo
 
ScoobyDooby said:
Hi again TheMageLord  :smile:

i have a tweak request (kind of silly request but here goes...) :
you know when you kill the last enemy troop on a battle map it takes about 3-4 seconds for the you-win message to pop up. is there any way to make it appear faster (as in instantly after killing the last troop)? so i can hit tab as soon as last troop falls?
i'm having a case of premature tabbing the way it is now :razz:

IIRC, there was much less delay in 0.960. That delay is longer now and it's probably intentional. Armagan probably wants us to watch the troops cheering.  :wink:
 
Changing the arena melee winnings doesn't seem to work for me.. This is what I find at the:
arena_training_melee_intro_reward:
Code:
dlga_arena_training_melee_intro_2:arena_training_melee_intro_reward 69631 818  1 31 2 144115188075856002 0 Is_there_a_reward?  819  1 2133 2 144115188075856002 1 
dlga_arena_training_melee_intro_reward:arena_training_melee_intro_2 4095 819  9 2133 2 72057594037927937 3 2133 2 72057594037927947 5 2133 2 72057594037927938 6 2133 2 72057594037927948 10 2133 2 72057594037927939 10 2133 2 72057594037927949 25 2133 2 72057594037927940 20 2133 2 72057594037927950 60 2133 2 72057594037927951 250 There_is,_actually._Some_of_the_wealthy_townsmen_offer_prizes_for_those_fighters_who_show_great_skill_in_the_fights._If_you_can_beat_{reg1}_opponents_before_going_down,_you'll_earn_{reg11}_denars._You'll_get_{reg12}_denars_for_striking_down_at_least_{reg2}_opponents,_{reg13}_denars_if_you_can_defeat_{reg3}_opponents,_and_{reg14}_denars_if_you_can_survive_long_enough_to_beat_{reg4}_opponents._If_you_can_manage_to_be_the_last_{man/fighter}_standing,_you'll_earn_the_great_prize_of_the_fights,_{reg15}_denars._Sounds_good,_eh?  818  1 2133 2 144115188075856003 1

I can't seem to find the: 1 3 936748722493063468 360287970189639680

Any help TML?
Thanks
 
Lord Kinlar, jocan2003,
Both good ideas, but I'd rather not do any serious modding until the module system is out. I may fool around with it later, but no guarantees :smile:

Macethump,
Are you sure it was the right number in the size script? I see you replaced 3 with 5, but in 1.003 that 3 was actually default 5 (I updated it to say that a while back but I never did update the actual bit of code in quotes). I just looked and realised that the 3 right before the 5 is telling it to take charisma for a bonus. If you changed that to 5 I'm not sure what it would do - there is no attribute 5. I need to go ahead and update that post since so many people are using it. I never use it anymore since the party sizes of npcs is more realistic now (back when I made that npcs would get like 400 and 500 man armies), but since so many others are I really need to fix it to reduce confusion.

Lord Kinlar,
That is annoying, isn't it? I actually already erased the line to stop it but didn't think to post it for others. Just open up simple_triggers.txt and search for
1 4 936748722493063341 864691128455135404 1224979098644774913 0
That's the line that calls up the script to make the menu show up. Just erase all that, then go up to
24.000000  71 2133 2 1224979098644774912 0
and change the 71 to 70 (since we removed a line). This prevents the menu from appearing at all, so don't do it if you like the menu for some reason :grin:

Muglebust,
I'm not sure if it hinders them or not. They might do fine recruiting in your castles. I know enemy lords with no lands still seem to have troops.

ScoobyDooby,
I actually tried to do that before, and couldn't get any difference. I was probably editing the wrong section, though - I'll look into it later.

M.A.C.H.I.N.E,
It isn't actually at that dialog, I just used that as a point of reference to get past all the stuff before it. It's actually in the dialogs following it, one dialog for each.
 
Heres a tweak I'd like to contribute to your cause MageLord :grin:

-How to change the amount of Denars required to buy drinks for everyone in the bar. (Which means more town relation)

Search conversation.txt and and find this line:

dlga_tavernkeeper_buy_drinks:tavernkeeper_buy_drinks_2 4095 615  0 Of_course,_{my_lord/my_lady}._I_reckon_{reg5}_denars_should_be_enough_for_that._What_should_I_tell_the_lads?  616  2 2133 2 144115188075855905 1000 2133 2 72057594037927941 144115188075855905

The 1000 is the amount of denars required to buy the wine. I changed this to 250 to make it really cheap to buy wine for everyone. Comes in handly so I can gain easy relation with Dhirim now. :smile:
 
Swadia Nutt,
Alright, I added it. I put it under quests, it's not really a quest but it kinda goes hand in hand with the relation one above it (you can use the other one to change how much relation it gives you).
 
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