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

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Tiberius,
Amnio probably has it right with the 0 being default.

Amnio,

You would have to find the instances that you wanted to edit and add a bit to them. The operations used are 1105 (display_log_message) and 1106 (display_message). I'm not entirely sure the difference between the two, but the way both operations work is the first operator in them is the string ID, and the second operator is the hex color code. If you don't put a hex color code it uses the default color.

1105 1 1585267068834414695
is where it tells you "X has been besieged by Y of Z." To add color to the message, you would need to change the 1 to a 2 (so that it uses 2 operators instead of 1) and add a color code right after the 1585267068834414695. So it would look like:
1105 2 1585267068834414695 16720418
for the hex color FF2222. This would make all of those messages display in red. The one that tells you a village has been looted is
1105 1 1585267068834414692

Rob de Hard,
Sounds like an interesting game, bandit invasion! You could reduce the number of parties spawned to make it just one or two really big parties roaming around, so it wouldn't be such a massive invasion.

Cynos,
Yep.

ivan-the-viking,
Good luck. I've never really looked into it. A quick peek reveals that the item has 3 lines of code attached to it. It gets trigger results (I think it's the party and troop id of the wearer) and then calls the shield_item_set_banner script with those and the reference to a tableau number as the script parameters. The script gets the appropriate banner based on party and troop id, and then applies it to the tableau material. Since I haven't done any heraldic item modding I don't know for sure, but you would probably have to do some editing beyond simply copy/pasting the script to get it to show up properly on the armor. It's probably a material thing with the heraldic armor's surcoat part set to the material that's getting the texture applied to it in the script. I'm probably wrong, I can't even really remember how the M&B item editing stuff works anymore :smile:
 
TheMageLord said:
Let’s run it through again with these adjustments: 250 base renown, castle set to 1, capturing it yourself set to x2 instead of 1.5, 20x relationship bonus:
500+250
/3 = 250
*(50-60) = 12,500 – 15,000
*2 = 25,000 – 30,000
+2,000 = 27,000 – 32,000
The number is about the same, but the variability is way less – and the numbers that the other lords are going to get (the ones who didn’t capture it) are going to be significantly less. In this case having the 100 favor and capturing all of the stuff yourself would let you control a big chunk of lands without the king denying you at every turn to give it to that no-name with 0 land who hasn’t won a battle in a year. These are the settings I personally am going to use, you can use whatever ones you want.

Even if you don't make any changes, it's at least a good guide on how the system actually works.

I don't understand what you've changed in the code to get the x2 instead of 1.5 bonus for capturing it yourself?

Can you help me out?
 
people please prompt what add slots in my troop that possible was take more 32 miscellaneouses type troopses
 
Eric_Clapton said:
Yeah, well, I tried that of course, but either I'm stupid, or the game bugs, but the charexport doesn't write a file to me. All I get to my Chareport folder is the txt file whitch includes description of the folder function.
TheMageLord said:
Eric_Clapton,
I still use XP, so I wouldn't know how to manage stuff on Vista. It could be some kind of setting "protecting" your folder from your game modifying it, who knows with Windows. I'm just pulling ideas out of nowhere here, but you might try right clicking the folder and checking the properties? Or it might be a global folder setting or something; you could try looking in whatever vista has as a control panel and looking for folder options or something similar. I know in XP you can turn off "simple sharing" in folder options and then selectively set permissions on every file and folder, but as I said I am unfamiliar with Vista.
For Vista, the actual character files will NOT be in that folder, it will only be for show, the actual files will be placed in:
C:\Users\"username"\AppData\Local\VirtualStore\Program Files (x86)\Mount&Blade\CharExport

And yes, it is related to Vista trying to protect files in the progams directory.
 
Muglebust said:
Eric_Clapton said:
Yeah, well, I tried that of course, but either I'm stupid, or the game bugs, but the charexport doesn't write a file to me. All I get to my Chareport folder is the txt file whitch includes description of the folder function.
TheMageLord said:
Eric_Clapton,
I still use XP, so I wouldn't know how to manage stuff on Vista. It could be some kind of setting "protecting" your folder from your game modifying it, who knows with Windows. I'm just pulling ideas out of nowhere here, but you might try right clicking the folder and checking the properties? Or it might be a global folder setting or something; you could try looking in whatever vista has as a control panel and looking for folder options or something similar. I know in XP you can turn off "simple sharing" in folder options and then selectively set permissions on every file and folder, but as I said I am unfamiliar with Vista.
For Vista, the actual character files will NOT be in that folder, it will only be for show, the actual files will be placed in:
C:\Users\"username"\AppData\Local\VirtualStore\Program Files (x86)\Mount&Blade\CharExport

And yes, it is related to Vista trying to protect files in the progams directory.

Vista .. like a sword you're never allowed to take out the scabbard for fear you might cut someone.
 
Hi MageLord, I have seen during last months that you are the "codeman".
I know that you are a busiest man, but I was trying to built a "Taxman" who rents the tax of mi fiefs without I have to run over all the map, but I fail to attach the mod from version .960 to 1.03.

I think that the fail is in scripts.txt ¿could you help me?, I can edit rest of the files.

Greetings
 
hey TML is it possible to request one more tweak?
ok here it is. i know that the trainer skill affects lord parties, but i want the effects to be a whole lot greater so that i can actually fight some "trained" lord troops. so is it possible to edit the effect of the trainer skill to lord parties?
 
xpak said:
Hi MageLord, I have seen during last months that you are the "codeman".
I know that you are a busiest man, but I was trying to built a "Taxman" who rents the tax of mi fiefs without I have to run over all the map, but I fail to attach the mod from version .960 to 1.03.

I think that the fail is in scripts.txt ¿could you help me?, I can edit rest of the files.

Greetings

There's the equivalent in the OP, under Villages/Towns:


6. Modification to be able to collect taxes from ALL your holdings by visiting any one of them.



 
Regarding the edits to change the color of various text, I'd love to see a tweek to decrease the font size used for the message text scrolling during battle. I'd like the messages that tell who killed who to be smaller. Is that possibly in the same area as the color changes?
 
On the subject if text colours, would it be possible to tweak it so that your units 'number' shows on the campaign map as the same colour as the faction you are currently a vassal of? Not always white? White would be fine for mercenary/rebel ..
 
Rob de Hard,
The 3 and the 2. The 3 multiplies and the 2 divides, so changing that to a 2 and a 1 or a 4 and a 2 would make it 2x.

atomik,
I don't think theres a way to add more troop slots. You just have to stick with less different types of troops.

Muglebust,
I figured it would be something like that. I'm happy with XP and don't really want to upgrade to vista... I'll put it off as long as possible :smile: I'll just keep upgrading this computer and keep using XP. Vista seems like a downgrade imho.

anifreak,
The trigger that gives npcs XP is:
48.000000  18 6 3 1224979098644774912 360287970189639861 360287970189639971 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 30 520 3 1224979098644774914 1224979098644774912 10 32 2 1224979098644774914 648518346341351591 132 1 1224979098644774914 2170 3 1224979098644774915 17 1224979098644774912 2105 2 1224979098644774915 2 2122 3 1224979098644774916 1224979098644774915 500 1673 2 1224979098644774914 1224979098644774916 3 0 6 3 1224979098644774917 648518346341351443 648518346341351501 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 10 521 3 1224979098644774918 1224979098644774917 7 2147483679 2 1224979098644774918 360287970189639680 1673 2 1224979098644774917 3000 3 0
The 48 is the number of hours between triggering. The 30 is the chance of them getting the xp (by default only 30% of the time). The 500 is the amount trainer skill is multiplied by to get the experience added (trainer skill + 2, then multiplied by 500). The rest of the trigger is adding XP to castles and towns. The 10 is the chance of adding XP to castles/towns. The 3000 is the amount of XP being added to the castles/towns.

Valcus,
I know I saw a post about decreasing font size before. A quick search reveals this post.

Rob de Hard,
I believe you can edit the color of your party by editing player_faction's color. See hardcode's post: 4. Change Faction Colors It wouldn't change with the player's faction, though. To do that you would have to put some kind of script in that checked your faction and then set your color based on that. You could probably add it to the dialog where you swear fealty to a king. It would have to be a bunch of try_begin eq $player_kingdom kingdom_1 else_try eq $player_kingdom kingdom_2 etc etc. With the line to change player_faction's color to whatever the faction's color is in each one.
 
Sorry to add to this mammoth thread but I have a quick question:

I know that when determining troop wages while in a castle, the wages are halved... but how does that work? Is it the total that's halved or each individual wage. Say if I wanted to effectively make troop wages while in a castle next to nothin, would changing the number from 2 to 1000 work, or would it hav deleterious effects?

Just asking, and thanks a ton for everything you do :smile:
 
Rhineville said:
I know that when determining troop wages while in a castle, the wages are halved... but how does that work? Is it the total that's halved or each individual wage. Say if I wanted to effectively make troop wages while in a castle next to nothin, would changing the number from 2 to 1000 work, or would it hav deleterious effects?

It's actually the total wages divided by 2, here is the line.
Code:
(val_div, ":garrison_wages", 2),#Half payment for garrisons

If you want to change it, the script is calculate_player_faction_wage in scripts.txt.

calculate_player_faction_wage -1
32 2133 2 1224979098644774912 0 2133 2 1224979098644774913 0 11 1 1224979098644774914 2133 2 1224979098644774915 0 4 0 1073742365 3 1224979098644774914 0 3 541 3 1224979098644774914 0 2 541 3 1224979098644774914 7 360287970189639680 2133 2 1224979098644774915 1 3 0 1073741855 2 1224979098644774914 648518346341351424 31 2 1224979098644774915 1 1650 2 1224979098644774916 1224979098644774914 6 3 1224979098644774917 0 1224979098644774916 1652 3 1224979098644774918 1224979098644774914 1224979098644774917 1653 3 1224979098644774919 1224979098644774914 1224979098644774917 1 3 936748722493063177 1224979098644774918 1224979098644774914 2133 2 1224979098644774920 72057594037927936 2107 2 1224979098644774920 1224979098644774919 4 0 31 2 1224979098644774915 1 2105 2 1224979098644774913 1224979098644774920 5 0 2105 2 1224979098644774912 1224979098644774920 3 0 3 0 3 0 2108 2 1224979098644774913 2 2121 3 1224979098644774921 14 144115188075856335 2107 2 1224979098644774912 1224979098644774921 2108 2 1224979098644774912 14 2120 3 72057594037927936 1224979098644774912 1224979098644774913

You would want to change the red number, no need to go as high as 1000.
 
TheMageLord said:
anifreak,
The trigger that gives npcs XP is:
48.000000  18 6 3 1224979098644774912 360287970189639861 360287970189639971 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 30 520 3 1224979098644774914 1224979098644774912 10 32 2 1224979098644774914 648518346341351591 132 1 1224979098644774914 2170 3 1224979098644774915 17 1224979098644774912 2105 2 1224979098644774915 2 2122 3 1224979098644774916 1224979098644774915 500 1673 2 1224979098644774914 1224979098644774916 3 0 6 3 1224979098644774917 648518346341351443 648518346341351501 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 10 521 3 1224979098644774918 1224979098644774917 7 2147483679 2 1224979098644774918 360287970189639680 1673 2 1224979098644774917 3000 3 0
The 48 is the number of hours between triggering. The 30 is the chance of them getting the xp (by default only 30% of the time). The 500 is the amount trainer skill is multiplied by to get the experience added (trainer skill + 2, then multiplied by 500). The rest of the trigger is adding XP to castles and towns. The 10 is the chance of adding XP to castles/towns. The 3000 is the amount of XP being added to the castles/towns.

Ha ha! I've been experimenting on the same line of code and have just found a way to auto-upgrade garrisoned troops:smile:

As I said this is only an experiment but it works, though it seems a bit slow. Let me explain...

This is the line of code in the 0.960 module system that upgrades garrisoned troops (module_simple_triggers.py).

Code:
       
      (try_for_range, ":center_no", walled_centers_begin, walled_centers_end),
         (store_random_in_range, ":rand", 0, 100),
         (lt, ":rand", 10),
         (party_get_slot, ":center_lord", ":center_no", slot_town_lord),
         (neq, ":center_lord", "trp_player"),
         (party_upgrade_with_xp, ":center_no", 1000),
       (try_end),

It only upgrades the troops in castles/towns that doesn't belong to the player because of this statement...

Code:
(neq, ":center_lord", "trp_player")

If you remove it, it'll auto-upgrade your troops as well as others. But it's a really slow process because 90% of the time it doesn't do anything at all because of this piece of code...

Code:
(lt, ":rand", 10)

If you change the 10 to 100, the game will always auto-upgrade all the garrisoned troops whenever this script is called.

Here's how to do it...

Open simple_triggers.txt and find this line...

48.000000  18 6 3 1224979098644774912 360287970189639861 360287970189639971 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 30 520 3 1224979098644774914 1224979098644774912 10 32 2 1224979098644774914 648518346341351591 132 1 1224979098644774914 2170 3 1224979098644774915 17 1224979098644774912 2105 2 1224979098644774915 2 2122 3 1224979098644774916 1224979098644774915 500 1673 2 1224979098644774914 1224979098644774916 3 0 6 3 1224979098644774917 648518346341351443 648518346341351501 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 10 521 3 1224979098644774918 1224979098644774917 7 2147483679 2 1224979098644774918 360287970189639680 1673 2 1224979098644774917 3000 3 0

First, completely remove those four numbers that are in red. 2147483679 2 1224979098644774918 360287970189639680

Then change 18 to 17.

Replace 10 with 100.

48.000000 -> This script is called at every 2 days, change it to 24.000000 if you want a faster upgrade.
3000 -> This is the amount of XP to distribute. Increase it if you want.

Mind you, there's no way to control the upgrade path, so if there are multiple upgrade options for a certain troop, the game will probably pick the first one, but I'm not sure.





 
amade said:
[But by doing that doesn't that mean that all of the lord's garrisoned troops get auto-upgraded as well? It's gonna be a ***** to siege some castles and towns :razz:

Yes, it will upgrade all garrisoned troops of all factions. As I said it's kinda experimental. :smile:


 
When the player captures and rejects a center (town/castle), the game gives it to another lord and automatically assigns an initial garrison to that center which will grow and get upgraded in time depending on the wealth of the center. I want the same thing happen in centers that are given to the player. I still have no idea on how to do that, but that's why I was experimenting about the stuff above.
 
That's basically the same thing I said, yet with removal of 1 line to make it affect players :smile:

I guess some might like that, but I'd rather upgrade them myself. If it auto upgrades I can't be a cheapskate and load my castles with low tier units to save on wages. Plus you never know what it's going to upgrade them TO.
 
Some russian guys here got a superb idea for some1 to script - make player's party behave like a Lord's party at some points of the game. More precisely - make it possible to turn on auto-follow command when the marshal/king gives you an order to follow them. Or at least, before the module system is out, make it so that IF you select follow mode just via right-click, no diaglogues appear when you catch up with the guy, when the military operation is taking place. Not sure its possible to code such a thing before the module system though.
 
Hello again, TheMageLord.

Now, most of the tweaks you've done involve tweaking the scripts... but this request might involve AI behaviour, I'm not sure if you can handle it, but here goes anyway :razz:

Someone pointed this out to me (in another thread). In battle, Cavalry armed with a spear and shield usually don't do couched attacks. They always jab their spears at the enemy, this kinda beats the purpose of Khergit Lancers and other heavy cavalry. Any way to force them to couch?

I noticed this behaviour with some Caravan guards that use no shields. They go couching right from the word go. Similar behaviour with Steppe Bandits.
 
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