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

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The Mercenary said:
I'd like to post a tweak - I don't think it's been said already, it's not in the list. I think.

Changing Companion Hire Costs:

Find this code:

game_get_join_cost -1
18 21 1 1224979098644774912 2133 2 1224979098644774913 0 4 0 1507 1 1224979098644774912 5 0 2171 2 1224979098644774914 1224979098644774912 2133 2 1224979098644774913 1224979098644774914 2105 2 1224979098644774913 5 2107 2 1224979098644774913 1224979098644774913 2105 2 1224979098644774913 40 2108 2 1224979098644774913 5 4 0 152 1 1224979098644774912 2107 2 1224979098644774913 2 3 0 3 0 2133 2 72057594037927936 1224979098644774913 2075 1 72057594037927936

The formula to get the cost for a companion's hire is:

((X+5)^2+40)/5

The X is the companion's level, the 5 in (X+5) is the first 5 in the code, which is in red. The 40 is the blue 40 in the code, and the last 5 is the green 5 in the code. Theoretically, if you lower the green 5, increase the blue 5, or increase the red 40, the companion's price will increase; if you increase the green 5, decrease the blue 5, or decrease the red 40, the price will decrease. At least, that's what G36E tells me.

Those are the mercenary hire costs, I was completely confused by your "mercenary companions" thingy.

The companion hire costs come under scripts.txt, initialize_npcs

initialize_npcs -1
176 500 3 360287970189639844 62 2 500 3 360287970189639844 63 4 500 3 360287970189639844 64 1 500 3 360287970189639844 66 -1 500 3 360287970189639844 71 360287970189639850 500 3 360287970189639844 73 360287970189639859 500 3 360287970189639844 75 360287970189639845 500 3 360287970189639844 60 648518346341351571 500 3 360287970189639844 132 300

Basically the number after each 132 is the join cost for each NPC. (First instance, which is Borcha's join cost, is highlighted in red)

NPCs are labeled npc1, npc2, npc3 etc. until npc16.
npc1=Borcha
npc2=Marnid
npc3=Ymira
npc4=Rolf
npc5=Baheshtur
npc6=Firentis
npc7=Deshavi
npc8=Matheld
npc9=Alayen
npc10=Bunduk
npc11=Katrin
npc12=Jeremus
npc13=Nizar
npc14=Lezalit
npc15=Artimenner
npc16=Klethi
 
Just wanted to help out, and I already know this is probably common knowledge, but incase anyone doesn't know:

Editing Bandit Party sizes is pretty simple:

Open up Party_Templates:

pt_looters Looters 2251799813685257 0 2 312 98 4 25 0 -1 -1 -1 -1 -1
pt_manhunters Manhunters 2 0 23 137 106 9 40 0 -1 -1 -1 -1 -1
pt_steppe_bandits Steppe_Bandits 562949953421319 0 2 312 104 5 56 0 -1 -1 -1 -1 -1
pt_forest_bandits Forest_Bandits 562949953421321 0 26 312 102 5 58 0 -1 -1 -1 -1 -1
pt_mountain_bandits Mountain_Bandits 562949953421321 0 25 312 101 5 60 0 -1 -1 -1 -1 -1
pt_sea_raiders Sea_Raiders 562949953421321 0 2 312 103 5 50 0 -1 -1 -1 -1 -1 

The numbers in red are the ones you want to change. The first ones are the minimum in the party, and the second one is the number that is the maximum for the spawned party.

However, the actual size is based upon your character level and party size. But it's based upon that ratio, so increasing the maximum for Mountain Bandits to say, 200 can spawn Mountain Bandits of upwards of 30-50 at the start of the game. I'm getting Mountain Bandit parties of upwards of 117 or so at my current level, which is 30-some.

Everyone probably already knows this already though.
 
AFAIK, what you've highlighted for the deserters are their culture and hostility towards the player, there is no way to set what/who spawns in a deserter party.
 
G36E said:
AFAIK, what you've highlighted for the deserters are their culture and hostility towards the player, there is no way to set what/who spawns in a deserter party.
You so sure about it? Because Im, somehow, not.
Started playing CalradiaRising mod just yesterday - 100ish deserter parties, having 5x(1-:cool: of each conutry's units named deserters(thats the template) + over 100 real deserter units, like rhodok crossbowmen.
You can affect deserters parties by setting a template for which units are a must in there and also there is probablt a script/trigger that makes a deserter party in the first place - it should contain a script, similar to player's recruiting in village. Triggered by some X(more than X deserters in an area from all parties), amount of units and their upgrade chances depending on some Y value(possibly player's level), contry/area Z spawns a party of deserters.
Dont think the amount of deserters matches the amount and type of unhappy guys who ran away from your/lord's party because of low morale.

As for the "being the king" mechanics - it has some "features" or maybe bugs in it - giving a village to some lords decreases relations with part of/all others and +5 with this one, while giving to another just gives the +5 thing - personal relations with former enemies - if you give land to the former lord's archenemy, he hates you - you get a penalty equal to their relations(if they were at war with -50, you will get +5 on one lord and -50 on second one). So hard to be a King. :grin:
That's actually the reason some lords even agree to come to your side - their AI King made some "wrong" decisions while sharing the captured lands, so some of them got negative relations with the King thus giving us a possibility to get a new lord for our own country. Its a 0..100 random roll to get the lord after you set your reasoning and the base chance, depending on lord's happiness about his country/King.
This thing might need some tweaks altogether, if a King-mode is to be added in some Mod, as with each captured object even the AI King gets more penalties on relations, than bonuses. Especially with his equation thing, which doesnt even let him make a "best choice" according to feelings of some sort - its pure maths. So after some country captures a dozen of objects, you can just come over and recruit every second lord without any trouble, as they will all be on negative terms with the King by the time. Why only half - because with each guy you get, your persuation formula gets a penalty, for you already have some of the lord's "archenemies" in your country.
 
The tuple for deserter party component troops is left empty, so I would assume they are set elsewhere.
 
TheMageLord said:
Swadia Nutt,
It's in simple_triggers.
720.000000  7 6 3 1224979098644774912 648518346341351501 648518346341351591 541 3 1224979098644774912 7 360287970189639680 521 3 1224979098644774913 1224979098644774912 26 2105 2 1224979098644774913 1 2110 2 1224979098644774913 100 501 3 1224979098644774912 26 1224979098644774913 3 0
is the trigger to add 1 relation a month. You could change the 720 to make it more often, or the 1 to make it add more than 1 relation.
Thanks man, you're much better at this than me. :oops:
 
TheMageLord said:
A new UnReal World just released, so I'll probably be playing it over M&B until the module system is out, so if I get a bit unresponsive that's why. I will probably still take time to reply, just saying if I don't...

So many game releases, so little time :grin:

Wow, thanks for the link, that is a hard game.  The mechanics seem very familier...
 
Hank,
Yep, thats the bandit sizes. I mentioned the format for it before but never actually made instructions for it, heh.

As far as the deserters, those are created by the spawn_bandits script. It calls up a random lord, then gets his faction, then picks the tier 1 troop of that faction, then upgrades them all with a bit of randomness thrown in. The number of them it spawns is a random number between 10 and (11+(playerlevel x 2)-1). So if you're level 10 it randomly spawns between 10 and 30 deserters. Those lines are
2122 3 1224979098644774922 1224979098644774921 2 2105 2 1224979098644774922 11 2136 3 1224979098644774923 10 1224979098644774922
in scripts.txt.

It doesn't actually take troops from the lord party that it spawns them from.
 
Omg, I my guess about deserters was correct even not looking at the code :mrgreen:

As for UnReal World it gets boring too fast, even if you choose one hell of a difficult scenario...
If people were actually living like that some 500 years ago, I'd better die than live like that, without a PC with M&B installed.
And the latest version is buggy too with things like invisible enemies and constant crashes, guess thats why you're still around. :wink:
 
Every new release has bugs to work out, theres going to be a bugfix Friday. I'm "still here" because im addicted to forums. :grin: I'm also on the URW forum, the Dwarf Fortress forum, and I was on the Darkfall Online forum until it got infested with brainless idiots. I haven't actually played M&B since Saturday.

I wish the M&B devs still talked to their fans like Sami does... they've been pretty silent for years now, and ever since the release they haven't said a word.
 
Yea, wonder what devs are doing. There are dozens of dozens of dozens of great ideas on how to improve the gameplay from the players by now and nobody to listen to them.
And yea, Dwarf Fortress didnt work out for me, I prefer something more like Dungeon Crawl SS. Tried the adventure mode in graphical mod of DF and didnt quite get the point of it.
And Im also enlightening russian gaming community on another forum about all these tweaks and features discussed around here, as they r too lazy to go to official servers and read stuff in english. :wink:
 
Hey TML, do you think it would be possible to make it so that all parties rest during nighttime? Meaning they just stand still when it's night.
 
Raamon said:
Yea, wonder what devs are doing. There are dozens of dozens of dozens of great ideas on how to improve the gameplay from the players by now and nobody to listen to them.
And yea, Dwarf Fortress didnt work out for me, I prefer something more like Dungeon Crawl SS. Tried the adventure mode in graphical mod of DF and didnt quite get the point of it.
And Im also enlightening russian gaming community on another forum about all these tweaks and features discussed around here, as they r too lazy to go to official servers and read stuff in english. :wink:

Lies. The devs read the threads and decide whether it's good or not. Without ever posting.
 
Sorkenlol said:
Hey TML, do you think it would be possible to make it so that all parties rest during nighttime? Meaning they just stand still when it's night.

You could probably make a trigger that spams all the parties with stay orders during the nighttime hours. Either that or go into all the AI scripts and put in a condition that disables the AI during the night. There should be a way to reference the hours and determine if it's night or not. I haven't really tried, but it's a good idea for a mod.

Raamon,
Didn't really intend to turn this into a DF or URW discussion, but you can't base your view of DF on the adventure mode - that part is just far from finished. The fortress mode is WAY better than the adventure mode, since Adventure mode hasn't really had much time devoted to it yet. It has a pretty big learning curve, but building a fortress is pretty fun once you get the hang of it. You really have to have a good processor to play the bigger forts though, or it will bog down when you get a bunch of units running around. Even with a really good processor it can slow down on big forts, tracking all the different characters and their behavior. That game is way more complex than it appears.
 
Hey Magelord, I'm gonna cut the praise crap because I know it's probably old, but anyways is there a way to change companion names without them reverting?

Was thinking of making a game where I pretended that the Companion was the Lord and I play a measly soldier.
Thanks.
 
TheMageLord said:
Every new release has bugs to work out, theres going to be a bugfix Friday. I'm "still here" because im addicted to forums. :grin: I'm also on the URW forum, the Dwarf Fortress forum, and I was on the Darkfall Online forum until it got infested with brainless idiots. I haven't actually played M&B since Saturday.

I wish the M&B devs still talked to their fans like Sami does... they've been pretty silent for years now, and ever since the release they haven't said a word.

Well you have certainly added allot to this game, well done.
 
Wow this topic growing fast  :shock:

As someone stated the idea of changing spawn points in all villages would take alot of hard work. But when you approaching a castle you can jump to dialogue with lords (if there any inside) directly from castle menu. So I assume same thing can be done to guild masters and village elders too.
 
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