Hardrada,
Looks good, I added it to the list.
Makute,
You'd have to find the appropriate dialog in conversation.txt for the different choices where it rewards you with the money. Whenever a dialog gives money or relation there will be a bit of code right after it with the number to give, you could just edit that number and it would give a different amount.
CatalystDestiny,
Looking into troop numbers in towns/castles, it appears it's all based on wealth. It checks daily if they have 2005 wealth or more, and if they do it gives them troops from their reinforcement party (in party_templates) based on kingdom, and it reduces wealth by 400. Then every week they get added wealth. The wealth calculation is 15x prosperity (a number from 0 to 100) + 700, 50% more if it's a city, and then subtract out their troop costs. So a very rich city (100 prosperity) would get ((15x100) +700)*1.5= 3300 wealth, minus all troop costs, per week. A 0 prosperity city would only get 1050. The minimum wealth is 0, so even if they get troop costs over the income they won't go into negatives. So it appears the best way to modify garrisons would be to modify how much wealth places receive. This is in simple_triggers.txt:
As far as weather, I looked before and never did find anything relating to weather - I think thats all hardcoded.
Pongo,
The easiest way would be to just get rid of the relation hit when you capture someone. Shatari has actually pretty much answered how to do this, you just find the -10 in the "You_are_my_prisoner_now" dialog. The actual line is:
Shatari,
Correct on both. There wouldn't be any effect changing them other than the obvious (the relation hit will be what you change it to! ).
SirStalker,
You just have to find that exact series of numbers in menus.txt. Use your text editor's search function, and copy/paste the numbers in to find them.
SantasHelper,
I believe the support skills benefit them, I know pathfinding benefits them - my cattle speed hack gives them 10 riding and pathfinding, and that speeds up cattle herds by quite a bit more than just 10 riding. I believe tactics works too, but I haven't really done any experiments in this area. I believe heroes all show up before regular troops, which is why you get all heroes when you have an all hero party - and why you always face an AI lord in the first fight. As far as relation, you'd have to look at the specific dialog. I don't believe sea raiders even have a dialog hit, they're just always hostile. If a script is called to change any relation it should be displayed on the screen, then you just go to whatever dialog it was that caused it to display and see how it works.
Looks good, I added it to the list.
Makute,
You'd have to find the appropriate dialog in conversation.txt for the different choices where it rewards you with the money. Whenever a dialog gives money or relation there will be a bit of code right after it with the number to give, you could just edit that number and it would give a different amount.
CatalystDestiny,
Looking into troop numbers in towns/castles, it appears it's all based on wealth. It checks daily if they have 2005 wealth or more, and if they do it gives them troops from their reinforcement party (in party_templates) based on kingdom, and it reduces wealth by 400. Then every week they get added wealth. The wealth calculation is 15x prosperity (a number from 0 to 100) + 700, 50% more if it's a city, and then subtract out their troop costs. So a very rich city (100 prosperity) would get ((15x100) +700)*1.5= 3300 wealth, minus all troop costs, per week. A 0 prosperity city would only get 1050. The minimum wealth is 0, so even if they get troop costs over the income they won't go into negatives. So it appears the best way to modify garrisons would be to modify how much wealth places receive. This is in simple_triggers.txt:
The 3 and 2 are the +50% for cities (multiply by 3, divide by 2) and the other two are mentioned above. Increasing them should make garrisons grow larger over time, since the cities/castles will have more wealth to recruit with. I haven't actually tested it, though.168.000000 25 6 3 1224979098644774912 360287970189639861 360287970189639971 520 3 1224979098644774913 1224979098644774912 21 2107 2 1224979098644774913 101 2108 2 1224979098644774913 100 500 3 1224979098644774912 21 1224979098644774913 1 2 936748722493063286 1224979098644774912 3 0 6 3 1224979098644774914 648518346341351443 648518346341351501 2147484189 3 1224979098644774914 7 360287970189639680 561 3 1224979098644774914 7 1 521 3 1224979098644774915 1224979098644774914 49 521 3 1224979098644774916 1224979098644774914 50 2122 3 1224979098644774917 1224979098644774916 15 2105 2 1224979098644774917 700 4 0 541 3 1224979098644774914 0 3 2107 2 1224979098644774917 3 2108 2 1224979098644774917 2 3 0 2105 2 1224979098644774915 1224979098644774917 1 2 936748722493063284 1224979098644774914 2106 2 1224979098644774915 72057594037927936 2111 2 1224979098644774915 0 501 3 1224979098644774914 49 1224979098644774915 3 0
As far as weather, I looked before and never did find anything relating to weather - I think thats all hardcoded.
Pongo,
The easiest way would be to just get rid of the relation hit when you capture someone. Shatari has actually pretty much answered how to do this, you just find the -10 in the "You_are_my_prisoner_now" dialog. The actual line is:
It's the first instance of that in the conversation.txt file.1 3 936748722493063319 144115188075855885 -10
Shatari,
Correct on both. There wouldn't be any effect changing them other than the obvious (the relation hit will be what you change it to! ).
SirStalker,
You just have to find that exact series of numbers in menus.txt. Use your text editor's search function, and copy/paste the numbers in to find them.
SantasHelper,
I believe the support skills benefit them, I know pathfinding benefits them - my cattle speed hack gives them 10 riding and pathfinding, and that speeds up cattle herds by quite a bit more than just 10 riding. I believe tactics works too, but I haven't really done any experiments in this area. I believe heroes all show up before regular troops, which is why you get all heroes when you have an all hero party - and why you always face an AI lord in the first fight. As far as relation, you'd have to look at the specific dialog. I don't believe sea raiders even have a dialog hit, they're just always hostile. If a script is called to change any relation it should be displayed on the screen, then you just go to whatever dialog it was that caused it to display and see how it works.