Sorkenlol,
The prosperity from quests is in conversation.txt, search for
1 3 936748722493063465 144115188075856056 4
That's where it calls the prosperity script to change the village's prosperity, the
4 is the amount to change it by. There should be 2 instances of it, the first is for the cattle quest and the second is for the grain quest.
Update 1.010: As pointed out by Dreen, the new number for this is
144115188075856057. This is due to the added global variable in 1.010.
Update 1.011: This version moved the new variable back to the end of the list, thus the number to find in 1.011 is once again
144115188075856056.
Thyr,
That's pretty easy to do. For the town center, find this block of numbers in mission_templates.txt:
8 0 33562752 256 16 4 0
2 33558592 256 16 1 0
23 33558592 256 16 1 0
24 33558592 256 16 1 0
25 33558592 256 16 1 0
26 33558592 256 16 1 0
27 33558592 256 16 1 0
28 33558592 256 16 1 0
It should be under mst_besiege_inner_battle_town_center. Each line is a spawn point and the men spawned there. The
4 is how many men you get (they all spawn around you at the same point). All the rest are the enemy spawn points, each of them only getting
1 guy. You could change all those to 2 to double up the enemies on each spawn point.
For castles the block of numbers is
8 0 33562752 256 16 1 0
6 33562752 256 16 1 0
7 33562752 256 16 1 0
16 33558592 256 16 1 0
17 33558592 256 16 1 0
18 33558592 256 16 1 0
19 33558592 256 16 1 0
20 33558592 256 16 1 0
This one should be under mst_besiege_inner_battle_castle. The
1's are attackers, the
1's are defenders. Again, you could double them all to double up guys on the spawn points. This is used on both the 3rd stage of town sieges and the 2nd stage of castles.
This should work fine, but you could theoretically come into problems like it spawning guys inside a wall if the spawn point is close to the wall and you have too many guys popping out of it.
Slawomir of Aaarrghh,
Someone said in a previous post in this thread (im too lazy to look it up
) that he was able to give land without a claimant. I haven't really played with that tweak to see how it all works, though. I haven't even played M&B since Saturday.
Bearclaw,
As Raamon said, you probably changed the wrong number. The best bet is to highlight a line of numbers and do a search for them, that way it's easier to spot the exact number to edit. What you probably did was change one of the numbers that tells it how many numbers should follow (like the functions that use 2 different numbers have a 2 beside them). Doing that causes crashes because it fails to read the scripts.
Macethump,
You could allow garrisons in village manors by adding a menu option to villages and having it check for a manor and send you to the exchange members thing. I'm not sure if the rest of the village code is set up to check for garrisons, though - they might still loot and burn it even with the garrison. It may also interfere with the other operations of the villages, as I believe villages have a set number of peasants inside them - the number is just hidden and doesn't display. So when you went to the screen to garrison it would probably let you take the villagers.