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

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Request-

Ok I think one of the few really stupid things in this game is that when you attack a Lord whom you are at war with, you lose Faction and Standing with that Lord and his faction. If Lord Jones is in the process of pillaging one of my villages, why should I take a hit for trying to stop him? Absolutely retarded.

Can this be fixed so that no standing hit or faction loss occurs?

Thanks!
 
Darkness ST,
I believe pathfinding bonuses are hardcoded. You could change the pathfinding skill to have a higher maximum or be based off a different statistic, but not the amount of bonus it gives. You could even change the description of the skill, it just wouldn't actually change what it does.

Akora,
That would be in conversation.txt. Look for
dlga_party_encounter_lord_hostile_ultimatum_surrender:close_window 4095 265  0 {s43}  6  7 1 3 936748722493063509 144115188075855885 216172782113784946 1 3 936748722493063325 144115188075856297 -3 4 0 32 2 144115188075855888 -10 1 3 936748722493063319 144115188075855885 -1 3 0 2133 2 144115188075855937 1
The -3 is the faction relation loss, and the -1 is the lord relation loss. Changing them both to 0 would effectively stop the relation loss (It'd still call the scripts, it just wouldn't DO anything).
 
Darkness_ST said:
Hey yall, this is my first post because something has finally bothered me enough to cause me to ask for a fix. I have used a fair amount of your amazing tweaks ML, and i gotta say, for not knowing any languages, you do an absolutely amazing job. But i digress... I am wondering where I could mod the rate that pathfinding increases party speed because i want to be able to eventually catch up with the deserters around the khergits whose speeds range from 5 to 7. This is because they have the biggest parties to fight against for some more xp. I am sick of constantly hunting down tiny parties of sea raiders and the like. I tried to fix this by doing the banding together tweak, but it was not enough.

To summarize, if it is possible, where can i modify the rate of which my map speed increases with each level in pathfinding? Thanks in advance  :grin:

try going with a smaller army so they wont run away. personally if i want to go hunting ill just ditch my army in a garrison and go with just my 8 companions. map speed is very high like this (if you are all mounted) and most deserters/bandits come to me this way, and im fast enough to run from any mob i don't want to fight (not to mention all the extra xp from not sharing with the soldiers AND paying half wages while you do this). for the big parties you can lure them with like 30 husklars or knights etc (good for those 60+ man at arm groups).
another option is to go with only mounted troops, your map speed will be a lot better then when schlepping along all those infantry units...
oh and lighter inventory = more map speed. and 5-6 extra horses in your inventory will help too (you can have more but the bonus is minimal after about 6)

or you could just tweak it :razz:

Edit:
I think TML has not enough work, so here goes request for tweak 56!!  :mrgreen:
make a message appear when bandits raid your villages (maybe if theres a messenger post installed?). i mean, they can send messengers when an enemy faction raids them but bandits apparently have some kind of radio jamming device (ok, so it's a very big net, to catch the messenger) and you never know about it (unless you meet a farmer in the inn or stumble on them by accident).
can it be done?
 
TheMageLord said:
That # of troops is probably due to some of them being unconscious. Did you look at the troops you were defending with to see how many were actually fit for battle?

All of the troops garrisoned and all of the troops in my party were at full health.

Thank you for the other answers. 
 
I'm guessing it would be impossible to make lords from other factions join your faction without the mod tools.  What about adding new lords to the game?
 
Are you tired of merchants who can't afford to buy the goods/loot you worked so hard for?  Here's how to change the amount of denars merchants have to spend.

Once a day the game compares the amount of money that a merchant has with a set figure in the code, and if the merchant has less than that it selects a random number between two other figures and gives that to the merchant.  The code that controls this is at the top of triggers.txt.
0.000000 0.000000 24.000000  0  31 1492 1 100 1490 1 150 1492 1 100 1493 2 288230376151711829 700 1512 3 360287970189640140 11 36 2121 3 1224979098644774912 232 288230376151711814 6 3 1224979098644774913 648518346341351443 648518346341351461 521 3 1224979098644774914 1224979098644774913 23 1492 1 100 6 3 1224979098644774915 288230376151711814 288230376151711840 2120 3 1224979098644774916 1224979098644774915 1224979098644774912 521 3 1224979098644774917 1224979098644774913 1224979098644774916 2133 2 1224979098644774918 100 2107 2 1224979098644774918 1000 2108 2 1224979098644774918 1224979098644774917 2107 2 1224979098644774918 1000 2108 2 1224979098644774918 1224979098644774917 2107 2 1224979098644774918 1000 2108 2 1224979098644774918 1224979098644774917 2107 2 1224979098644774918 1000 2108 2 1224979098644774918 1224979098644774917 1493 2 1224979098644774915 1224979098644774918 3 0 1512 3 1224979098644774914 11 36 1510 2 1224979098644774914 30 1511 1 1224979098644774914 2149 2 1224979098644774919 1224979098644774914 2147483678 2 1224979098644774919 1500 2136 3 1224979098644774920 500 1000 1 3 36748722493063468
1224979098644774914 1224979098644774920 3 0
0.000000 0.000000 24.000000  0  14 1492 1 100 1490 1 150 6 3 72057594037927938 360287970189640068 360287970189640086 1512 3 72057594037927938 13 16 1512 3 72057594037927938 12 16 1512 3 72057594037927938 14 8 1512 3 72057594037927938 15 4 1510 2 72057594037927938 30 1511 1 72057594037927938 2149 2 72057594037927942 72057594037927938 2147483678 2 72057594037927942 900 2136 3 1224979098644774912 200 400 1 3 936748722493063468 72057594037927938 1224979098644774912 3 1 0
0.000000 0.000000 24.000000  0  19 1492 1 100 1490 1 150 6 3 72057594037927938 360287970189640086 360287970189640104 1512 3 72057594037927938 2 5 1512 3 72057594037927938 3 5 1512 3 72057594037927938 4 5 1512 3 72057594037927938 7 6 1512 3 72057594037927938 8 4 1512 3 72057594037927938 9 3 1512 3 72057594037927938 10 5 1512 3 72057594037927938 5 2 1512 3 72057594037927938 6 2 1510 2 72057594037927938 30 1511 1 72057594037927938 2149 2 72057594037927942 72057594037927938 2147483678 2 72057594037927942 900 2136 3 1224979098644774912 200 400 1 3 936748722493063468 72057594037927938 1224979098644774912 3 1 0
0.000000 0.000000 24.000000  0  11 1492 1 100 1490 1 150 6 3 1224979098644774912 360287970189640141 360287970189640159 1512 3 1224979098644774912 1 5 1510 2 1224979098644774912 65 1511 1 1224979098644774912 2149 2 1224979098644774913 1224979098644774912 2147483678 2 1224979098644774913 600 2136 3 1224979098644774914 200 400 1 3 936748722493063468 1224979098644774912 1224979098644774914 3 0

First we have Goods Merchants, then Armourers, Weaponsmiths, and lastly Horse Merchants.  Let's start with the goods merchants and change the first red number (1500) to something higher than we would ever need, I'll use 50000 since there's no harm in going a bit overboard.  We also want to change the random number range so it won't take too long before the merchants are swimming in cash, I'm going to use 10000-20000 so just replace the red 500 1000 with 10000 20000 and in just a few days every goods merchant will have 50000-70000 denars to spend on your goods.  Just repeat the process with the other merchant types and you'll never have any trouble finding a buyer for your best loot again.
 
Would it be possible to add a "Give all" Button to the Garrison Troop Menu (and the Ransom Broker Menu as well)?
It´s a pain in the ass if you want to change your army from all-cavallry to all-infantry (clicking 150 times to take my huscarls out of the garrison takes alot of time...).
 
lol, there is actually a garrison all button. All you have to do is press control and click give to garrison them all at once.
 
Well there is still no Give All Button then.:razz:

But thx for telling me the Ctrl+left click option. I didn´t know this worked with this button, I only used it for selling/buying stuff...  :oops:
 
How could I modify the rewards from the Challenge (lord) to a Trial of Arms Lady's quest? It's not fair nor realistic that, after completing the quest, accepting the reward gives you exp. and money, and not accepting it gives you the same exp. and money AND honour.
 
Sir Bommel said:
Well there is still no Give All Button then.:razz:

But thx for telling me the Ctrl+left click option. I didn´t know this worked with this button, I only used it for selling/buying stuff...  :oops:
no worries  :grin:. But i always lag out during this lol... too many troops due to modifying  :lol:
 
Hey MageLord, I have 2 script requests if possible.

1. Is it possible to script change the amount of troops towns get as defenders (Dhirim and what not), and maybe even castles?

2. Is there any scripting that can be modded to change how often the various weather effects happen? (In either/both the world map, and for the individual battlefields themselves.)

Thanks in advance if you could find out if either are possible to mod at this point.
 
Here is a petty request.
When I allow a lord to be ransomed, I want all of the relations I lost with him by capturing him to be restored. It really sucks that if you take them captive your country gets allmost none of the lords that are available when country is defeated.

 
Pongo said:
Here is a petty request.
When I allow a lord to be ransomed, I want all of the relations I lost with him by capturing him to be restored. It really sucks that if you take them captive your country gets allmost none of the lords that are available when country is defeated.

Hehehe, I was just imagining this happening in the medieval ages.

You: "So, uh, I'm ransoming you off as a slave, and your faction has agreed to pay me for your life, so, as I've treated like dirt and as a slave and prisoner, we're cool now?"

Lord: "Yeah, we cool."

Lol, imagining that situation made me laugh a bit  :lol:
 
What your descirbing has nothing to do with how gentry and nobility were treated when they were ransomed. Just saying.
They were treated very well normally.
Taking an enemy captive for ransom would be the default expected behavior and would probably not have any negative impact on your relations. It was the expected behavior on all sides. The concept was even enshrined in their tournements, were you might have to ransome your armour.
This game makes it out like something only a scoundrel would do. A scoundrel would kill you not take you captive.
 
Pongo said:
What your descirbing has nothing to do with how gentry and nobility were treated when they were ransomed. Just saying.
They were treated very well normally.
Taking an enemy captive for ransom would be the default expected behavior and would probably not have any negative impact on your relations. It was the expected behavior on all sides. The concept was even enshrined in their tournements, were you might have to ransome your armour.
This game makes it out like something only a scoundrel would do. A scoundrel would kill you not take you captive.

Yeah except when you factor in this is a game, where your two primary sources of income, are blatant and open market slavery, and the mass genocide of looters and sea raiders, modesty tends to go flying right out of the window lol...
 
TheMageLord said:
Honor lost for refusal to ransom lords is in menus.txt, search for
1 2 936748722493063326 -1
The -1 is the amount of honor to subtract. It's only 1 honor lost by default.
I was poking around, and I was wondering: is this number how much your relation drops if you decline to ransom a lord?
-4 1 2 936748722493063326 -1

Also, in conversations.txt there is a -10 under "dlga_defeat_lord_answer (blah blah blah) You_are_my_prisoner_now". I think this is the impact to your relationship for taking a lord prisoner. Am I right? If I'm right about both of them, do you think there is side effects to boosting the former and lowering the latter? I personally feel that lords should expect to be taken prisoner (its just how things were done back then), and the player should only have a major relation drop if they refuse to ransom a captured lord.
 
CatalystDestiny said:
Pongo said:
What your descirbing has nothing to do with how gentry and nobility were treated when they were ransomed. Just saying.
They were treated very well normally.
Taking an enemy captive for ransom would be the default expected behavior and would probably not have any negative impact on your relations. It was the expected behavior on all sides. The concept was even enshrined in their tournements, were you might have to ransome your armour.
This game makes it out like something only a scoundrel would do. A scoundrel would kill you not take you captive.

Yeah except when you factor in this is a game, where your two primary sources of income, are blatant and open market slavery, and the mass genocide of looters and sea raiders, modesty tends to go flying right out of the window lol...

Both are just realistic for the times reflected. But nothing to do with my request.
 
Honor lost for refusal to ransom lords is in menus.txt, search for
1 2 936748722493063326 -1
The -1 is the amount of honor to subtract. It's only 1 honor lost by default.
[/quote]


I cant find the place to edit the #'s.

I found menus.txt but i cant find the proper spot to edit.
 
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