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

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I'm not sure if all the tweaks work in 1.010 now or not. Since 1.010 is a bugfix version it probably hasn't changed most of them, but I removed the Dhirim fix and the NO STRING fix since those bugs were corrected in 1.010.

Does anyone know if the food losing bonus bug has been fixed? I'll leave that one on the list until I know it has. I probably won't have a chance to play the latest version for a little while, I've been down with a stomach bug the last few days and haven't finished my RL responsibilities :neutral:

The cattle changes still seems to be necessary, as the trigger to spawn them is still exactly the same in the 1.010 module system. Shame, I had hoped they would see that cattle were quickly becoming extinct with the current system and tweak it to be slightly friendlier toward them. At least it's something thats easily changed.

KonFuseD[Q],
Adding a tweak that causes opcode errors is probably not a good idea, haha.

hessuu,
It's not a specific requirement, it checks your renown vs all the other lords. You could edit the scripts to give the lords lower starting morale, but that would hurt their party sizes too.
 
Well, I guess your right, the tweaks posted shouldn't be causing any new bugs or errors, just adjusting gameplay slightly with minimal impact. However, the opcode error doesn't seem to be breaking anything in the game, or causing any CTDs. Here's the error:

Script Error on OPCODE 23, Invalid Script Parameter ID: 2, Line NO: 2:
At script: diplomacy_start_peace_between_kingdoms

Now, this is the only error I've seen so far after about an hour of playtesting, and I'm certain it's nothing more then a dialouge error. It only appears in red once after you've paid a lord for peace (it isn't a walls of text), although it does happens everytime the player reaches a peace agreement. It's a little annoying, but it isn't a gamebreaker.

Also, keep in mind I wouldn't of posted if it didn't actually work for me. I'm currently playing a poor rebel lord operating out of Unuzdaq Castle, and I've been fighting off Rhodok invasions since I took the castle in the first place. Now, instead of waiting for them to initiate a peace deal, I can travel to a Rhodok settlement, speak with a neutral lord, and pay about 62,000 for a ceasefire (it's expensive due to low relations). Now, I don't have that kind of money at the moment, but the option is still great to have, and if I was backstabbed by the Khanate or randomly attack by Vaegirs again, I could pay them off so I'm not totally surrounded.

It might not be a very clean tweak, but it's easy to change and remove, has little negative impact (so far), and can help relieve some frustration when the player is trying to control his own rebel faction.
 
Adding Meet with Village Elder and Guild Master options to the menus

I tried to do this before, but couldn't convert it from .960 to 1.003.  Now that the 1.010 module system is out this was easy.

Open up menus.txt and search for mno_village_manage, it should look like this:

2133 2 144115188075856089 1 3 0 11
mno_village_manage  4 2147484189 3 144115188075856056 35 2 2147484189 3 144115188075856056 35 1 2147484209 3 144115188075856056 39 1 541 3 144115188075856056 7 360287970189639680  Manage_this_village.  2 2133 2 144115188075856040 864691128455135312 2060 1 864691128455135318  .  mno_recruit_volunteers  1 1 1 936748722493063461  Recruit_Volunteers.  5 4 0 1 1 936748722493063394 5 0 2060 1 864691128455135314 3 0  .  mno_village_center  3 2147484189 3 144115188075856056 35 2 2147484189 3 144115188075856056 35 1 2147484209 3 144115188075856056 39 1  Go_to_the_village_center.  21 4 0 1 1 936748722493063394 5 0 521 3 1224979098644774912 144115188075856056 10 1261 1 1224979098644774912 1262 0 521 3 1224979098644774913 144115188075856056 25 1263 2 11 1224979098644774913 1 1 936748722493063393 4 0 200 1 504403158265495558 2147485921 0 546 3 504403158265495558 1 144115188075856056 2147483850 1 504403158265495558 2147483851 1 504403158265495558 1263 2 45 360287970189640286 3 0 1911 1 792633534417207299 1910 1 1224979098644774912 2048 0 3 0  Door_to_the_village_center.  mno_village_buy_food  2 541 3 144115188075856056 35 0 2147484209 3 144115188075856056 39 1 

Change it to this:
Make sure the number highlighted in green is the same in your file, and if not then change the same number in the code below (dark blue) to match it.

2133 2 144115188075856089 1 3 0 12
mno_village_manage  4 2147484189 3 144115188075856056 35 2 2147484189 3 144115188075856056 35 1 2147484209 3 144115188075856056 39 1 541 3 144115188075856056 7 360287970189639680  Manage_this_village.  2 2133 2 144115188075856040 864691128455135312 2060 1 864691128455135318  .  mno_recruit_volunteers  1 1 1 936748722493063461  Recruit_Volunteers.  5 4 0 1 1 936748722493063394 5 0 2060 1 864691128455135314 3 0  .  mno_village_center  3 2147484189 3 144115188075856056 35 2 2147484189 3 144115188075856056 35 1 2147484209 3 144115188075856056 39 1  Go_to_the_village_center.  21 4 0 1 1 936748722493063394 5 0 521 3 1224979098644774912 144115188075856056 10 1261 1 1224979098644774912 1262 0 521 3 1224979098644774913 144115188075856056 25 1263 2 11 1224979098644774913 1 1 936748722493063393 4 0 200 1 504403158265495558 2147485921 0 546 3 504403158265495558 1 144115188075856056 2147483850 1 504403158265495558 2147483851 1 504403158265495558 1263 2 45 360287970189640286 3 0 1911 1 792633534417207299 1910 1 1224979098644774912 2048 0 3 0  Door_to_the_village_center.  mno_village_elder_meeting  3 2147484189 3 144115188075856056 35 2 2147484189 3 144115188075856056 35 1 2147484209 3 144115188075856056 39 1  Meet_with_the_Village_Elder.  12 4 0 1 1 936748722493063394 5 0 1261 1 720575940379279361 1262 0 1263 2 0 360287970189639680 521 3 1224979098644774912 144115188075856056 25 1263 2 11 1224979098644774912 1911 1 792633534417207297 1910 1 720575940379279361 2049 1 1224979098644774912 3 0  .  mno_village_buy_food  2 541 3 144115188075856056 35 0 2147484209 3 144115188075856056 39 1 


Then search for mno_castle_castle, it should look like this:

3 0 23
mno_castle_castle  1 541 3 144115188075856056 0 2  Go_to_the_Lord's_hall.  7 4 0 31 2 144115188075856055 1 1106 2 216172782113783938 4294945450 5 0 2133 2 144115188075856059 1 1 2 936748722493063347 144115188075856056 3 0  Door_to_the_castle.  mno_join_tournament  2 2147485921 0 561 3 144115188075856056 150 1  Join_the_tournament.  9 1 3 936748722493063487 144115188075856056 1 2133 2 144115188075856094 0 2133 2 144115188075856095 -1 2133 2 144115188075856096 0 2133 2 144115188075856097 0 2133 2 144115188075856098 -1 2133 2 144115188075856099 0 2133 2 144115188075856100 0 2060 1 864691128455135337  .  mno_town_castle  2 541 3 144115188075856056 0 3 31 2 144115188075856057 0  Go_to_the_castle.  8 4 0 1073741855 2 144115188075856055 1 31 2 144115188075856058 1 1106 2 216172782113783938 4294945450 5 0 2133 2 144115188075856059 1 1 2 936748722493063347 144115188075856056 3 0  Door_to_the_castle.  mno_town_center  3 541 3 144115188075856056 0 3 1073741855 2 144115188075856057 0 31 2 144115188075856058 1  Take_a_walk_around_the_streets.  66 2133 2 144115188075856039 0 4 0 1 1 936748722493063394 5 0 521 3 1224979098644774912 144115188075856056 10 1261 1 1224979098644774912 1262 0 2133 2 144115188075856007 0 2204 2 1224979098644774913 144115188075856056 4 0 2147483679 2 1224979098644774913 432345564227567629 522 3 1224979098644774914 144115188075856297 51 522 3 1224979098644774915 144115188075856297 52 1263 2 23 1224979098644774915 1263 2 24 1224979098644774914 3 0 522 3 1224979098644774916 1224979098644774913 42 522 3 1224979098644774917 1224979098644774913 43 4 0 32 2 1224979098644774916 0 2133 2 72057594037927936 1224979098644774917 2133 2 72057594037927937 1224979098644774917 2133 2 72057594037927938 1224979098644774916 2133 2 72057594037927939 1224979098644774916 5 0 2133 2 72057594037927936 360287970189639734 2133 2 72057594037927937 360287970189639734 2133 2 72057594037927938 360287970189639731 2133 2 72057594037927939 360287970189639729 3 0 2134 2 0 4 1263 2 25 72057594037927936 1263 2 26 72057594037927937 1263 2 27 72057594037927938 1263 2 28 72057594037927939 521 3 1224979098644774918 144115188075856056 22 1263 2 9 1224979098644774918 521 3 1224979098644774918 144115188075856056 21 1263 2 10 1224979098644774918 521 3 1224979098644774918 144115188075856056 25 1263 2 11 1224979098644774918 521 3 1224979098644774918 144115188075856056 24 1263 2 12 1224979098644774918 1 1 936748722493063393 1911 1 792633534417207298 2133 2 1224979098644774919 256 4 0 31 2 144115188075856058 1 2133 2 1224979098644774919 447 3 0 1940 3 792633534417207298 0 1224979098644774919 1940 3 792633534417207298 2 1224979098644774919 1940 3 792633534417207298 3 1224979098644774919 1940 3 792633534417207298 4 1224979098644774919 1940 3 792633534417207298 5 1224979098644774919 1940 3 792633534417207298 6 1224979098644774919 1940 3 792633534417207298 7 1224979098644774919 4 0 31 2 144115188075856059 0 2133 2 144115188075856059 1 31 2 144115188075856088 0 1912 1 1 3 0 1910 1 1224979098644774912 2048 0 3 0  Door_to_the_town_center.  mno_town_tavern  3 541 3 144115188075856056 0 3 1073741855 2 144115188075856057 0 31 2 144115188075856058 1 

Change it to this:
Make sure the number highlighted in green is the same in your file, and if not then change the same number in the code below (dark blue) to match it.

3 0 24
mno_castle_castle  1 541 3 144115188075856056 0 2  Go_to_the_Lord's_hall.  7 4 0 31 2 144115188075856055 1 1106 2 216172782113783938 4294945450 5 0 2133 2 144115188075856059 1 1 2 936748722493063347 144115188075856056 3 0  Door_to_the_castle.  mno_join_tournament  2 2147485921 0 561 3 144115188075856056 150 1  Join_the_tournament.  9 1 3 936748722493063487 144115188075856056 1 2133 2 144115188075856094 0 2133 2 144115188075856095 -1 2133 2 144115188075856096 0 2133 2 144115188075856097 0 2133 2 144115188075856098 -1 2133 2 144115188075856099 0 2133 2 144115188075856100 0 2060 1 864691128455135337  .  mno_town_castle  2 541 3 144115188075856056 0 3 31 2 144115188075856057 0  Go_to_the_castle.  8 4 0 1073741855 2 144115188075856055 1 31 2 144115188075856058 1 1106 2 216172782113783938 4294945450 5 0 2133 2 144115188075856059 1 1 2 936748722493063347 144115188075856056 3 0  Door_to_the_castle.  mno_town_center  3 541 3 144115188075856056 0 3 1073741855 2 144115188075856057 0 31 2 144115188075856058 1  Take_a_walk_around_the_streets.  66 2133 2 144115188075856039 0 4 0 1 1 936748722493063394 5 0 521 3 1224979098644774912 144115188075856056 10 1261 1 1224979098644774912 1262 0 2133 2 144115188075856007 0 2204 2 1224979098644774913 144115188075856056 4 0 2147483679 2 1224979098644774913 432345564227567629 522 3 1224979098644774914 144115188075856297 51 522 3 1224979098644774915 144115188075856297 52 1263 2 23 1224979098644774915 1263 2 24 1224979098644774914 3 0 522 3 1224979098644774916 1224979098644774913 42 522 3 1224979098644774917 1224979098644774913 43 4 0 32 2 1224979098644774916 0 2133 2 72057594037927936 1224979098644774917 2133 2 72057594037927937 1224979098644774917 2133 2 72057594037927938 1224979098644774916 2133 2 72057594037927939 1224979098644774916 5 0 2133 2 72057594037927936 360287970189639734 2133 2 72057594037927937 360287970189639734 2133 2 72057594037927938 360287970189639731 2133 2 72057594037927939 360287970189639729 3 0 2134 2 0 4 1263 2 25 72057594037927936 1263 2 26 72057594037927937 1263 2 27 72057594037927938 1263 2 28 72057594037927939 521 3 1224979098644774918 144115188075856056 22 1263 2 9 1224979098644774918 521 3 1224979098644774918 144115188075856056 21 1263 2 10 1224979098644774918 521 3 1224979098644774918 144115188075856056 25 1263 2 11 1224979098644774918 521 3 1224979098644774918 144115188075856056 24 1263 2 12 1224979098644774918 1 1 936748722493063393 1911 1 792633534417207298 2133 2 1224979098644774919 256 4 0 31 2 144115188075856058 1 2133 2 1224979098644774919 447 3 0 1940 3 792633534417207298 0 1224979098644774919 1940 3 792633534417207298 2 1224979098644774919 1940 3 792633534417207298 3 1224979098644774919 1940 3 792633534417207298 4 1224979098644774919 1940 3 792633534417207298 5 1224979098644774919 1940 3 792633534417207298 6 1224979098644774919 1940 3 792633534417207298 7 1224979098644774919 4 0 31 2 144115188075856059 0 2133 2 144115188075856059 1 31 2 144115188075856088 0 1912 1 1 3 0 1910 1 1224979098644774912 2048 0 3 0  Door_to_the_town_center.  mno_guild_master_meeting  1 541 3 144115188075856056 0 3  Meet_with_the_Guild_Master.  12 4 0 1 1 936748722493063394 5 0 1261 1 720575940379279361 1262 0 1263 2 0 360287970189639680 521 3 1224979098644774912 144115188075856056 25 1263 2 11 1224979098644774912 1911 1 792633534417207297 1910 1 720575940379279361 2049 1 1224979098644774912 3 0  .  mno_town_tavern  3 541 3 144115188075856056 0 3 1073741855 2 144115188075856057 0 31 2 144115188075856058 1 


Sorry about the big blocks of text, there's quite a bit of stuff between the red numbers that have to be updated and the actual meeting code.  The module system code I used here can be found in my post back on page 34 if you're interested.

Edited to correct a bug in the code.
 
A lot of the tweaks still work (prisoner limit, morale and partysize, inventory during sieges, and quite a few others), but I can't get the Disable NPC interaction to work, which is really important to me (I can't stand the childish quibbling between the NPCs). Even with the updated script.

I guess the first script of disabling interaction works, though I can't get it to activate in-game by adding a trigger to start_training_at_training_ground-1 (or something). Could you verify the trigger, TheMageLord?
 
Here's something I ran across while looking through the module system.

Changing the Size of Ransom Offers:

Open up scripts.txt and search for calculate_ransom_amount_for_troop, it should look like this:

calculate_ransom_amount_for_troop -1
31 23 2 1224979098644774912 1 2173 2 1224979098644774913 1224979098644774912 2133 2 1224979098644774914 400 4 0 542 3 1224979098644774913 10 1224979098644774912 2105 2 1224979098644774914 4000 3 0 2133 2 1224979098644774915 0 6 3 1224979098644774916 648518346341351443 648518346341351591 541 3 1224979098644774916 7 1224979098644774912 4 0 541 3 1224979098644774916 0 3 2105 2 1224979098644774915 4 5 0 541 3 1224979098644774916 0 2 2105 2 1224979098644774915 2 5 0 2105 2 1224979098644774915 1 3 0 3 0 2107 2 1224979098644774915 500 2105 2 1224979098644774914 1224979098644774915 520 3 1224979098644774917 1224979098644774912 7 2107 2 1224979098644774917 2 2105 2 1224979098644774914 1224979098644774917 2122 3 1224979098644774918 1224979098644774914 3 2108 2 1224979098644774918 2 2136 3 1224979098644774919 1224979098644774914 1224979098644774918 2108 2 1224979098644774919 100 2107 2 1224979098644774919 100 2133 2 72057594037927936 1224979098644774919

Here's what the game does.  It starts with a base number of 400, adds 4000 for faction leaders, then gets a value for their lands, 4 for a town, 2 for a castle, and 1 for a village and multiplies that by 500 and adds it to the total.  Next it multiplies the lord's renown by 2 and adds that on to get the minimum value.  This is multiplied by 3 and divided by 2 to get the maximum value, and a random number is selected in this range.  Lastly the game first divides this by 100 and then multiplies it by 100 to round down to the nearest hundred.

So, let's say we have a faction leader with a town, a village and 1000 renown.  His minimum ransom value is 400 + 4000 + ((4 + 1) x 500) + (2 x 1000) = 8900.  The maximum ransom value is 8900 x 3 / 2 = 13350.  The game then randomly selects 11487 as his ransom and divides and multiplies by 100 to round it to 11400, which you are then offered.

If you just want to double the ransom offers the best way to do this would be to change the first 100 to 50 (or 33 to triple them etc), you could change the second 100 to 200 but then you would only get multiples of 200.  You may also want to boost the ransom offers for landless lords as they become increasingly common later in the game, changing the base 400 to 1000 and reducing the land multiplier from 500 to 300 will boost landless lords significantly, while not having too great an impact on other lords.
 
I just read this comment on another thread:

Rob de Hard said:
Alex_Augmented said:
So wouldn't it be better to just become a vassal?

What's the point of being a merc?

There isn't one. However, if being a merc paid better e.g. 1500 instead of 150 a week and contracts were for one month not three, with your relations being reset when you terminate it just as if the war had ended, with some nice merc quests and features such as another lord bidding more for your services or offering to to bribe you to leave the battle without intervening etc then it would be viable.


Is there a way to change how much you get for each week/month when you're a merc?
 
I believe its supposed to be dynamic depending on the quality of your troops.

However its Epic Fail as a script as the sums fall way short of the real expenses.

Also you are never sufficiently compensated for your casualties or your logistical/travel expenses.

I would also expect a mercenary unit to have mercenaries in it. Which is again not budgeted for.

The costing and the relations reset are both do-able, I'd love to know what to edit.
 
I reinstalled 1.0, patched to 1.10, and then copied the Native module to a new module (Immigrant, in my case, 'cuz my sense of humor is warped).  I then applied all the tweaks I wanted to the txt files  in the new module.  Started a new game in the new module, then quit.  Copied my 1.03 save game from the native folde to the new module's savegame folder, then restarted and loaded that game up.  So far the only glitches I've encountered were some screwy honor and relationship values and wierdness with taking my first castle.  I became a solo rebel even though I'd already pledged Khergit.  Kept my old village and automagically got the new castle and its village, so I just hightailed it back to Tulga and pledged to Sanjar again.  YMMV, try this at your own risk.
 
Rob de Hard said:
I believe its supposed to be dynamic depending on the quality of your troops.

However its Epic Fail as a script as the sums fall way short of the real expenses.

Also you are never sufficiently compensated for your casualties or your logistical/travel expenses.

I would also expect a mercenary unit to have mercenaries in it. Which is again not budgeted for.

The costing and the relations reset are both do-able, I'd love to know what to edit.

That would be greatly appreciated, if anyone could find out where to edit the mercenary 'salary' .. :smile: . I decided to try mercenary life for a while.. unfortunately, it's not very lucrative. In fact, I have to pay my men 800 denars. I get 500 as a weekly salary from the king (which I have to pick up myself, too!). Blurgh.
 
IceShade said:
That would be greatly appreciated, if anyone could find out where to edit the mercenary 'salary' .. :smile: . I decided to try mercenary life for a while.. unfortunately, it's not very lucrative. In fact, I have to pay my men 800 denars. I get 500 as a weekly salary from the king (which I have to pick up myself, too!). Blurgh.

It's in module_scripts, line 2068.
Base value is the 25.
+3 per level.
Change the numbers under to lower increased wages for mounted and mercenary troops. Set val_mul=val_div for no increase in wages over normal troops.
(val_mul, ":wage", 5),
(val_div, ":wage", 3),

Err, I was wrong. From TheMageLord's excellent explanation:
"Also, the 3 and 25 are the way it calculates the base wage for level. What it does is it takes the level of the troop, plus the 3, then squares it (multiplied by itself), then divides it by the 25 to get the base wage (which is then modified by everything else mentioned above)."

("game_get_troop_wage",
    [
      (store_script_param_1, ":troop_id"),
      (store_script_param_2, ":unused"), #party id
     
      (assign,":wage", 0),
      (try_begin),
        (this_or_next|eq, ":troop_id", "trp_player"),
        (eq, ":troop_id", "trp_kidnapped_girl"),
      (else_try),
        (is_between, ":troop_id", pretenders_begin, pretenders_end),
      (else_try),
        (store_character_level, ":troop_level", ":troop_id"),
        (assign, ":wage", ":troop_level"),
        (val_add, ":wage", 3),
        (val_mul, ":wage", ":wage"),
        (val_div, ":wage", 25),
      (try_end),

      (try_begin), #mounted troops cost 65% more than the normal cost
        (troop_is_mounted, ":troop_id"),
        (val_mul, ":wage", 5),
        (val_div, ":wage", 3),
      (try_end),

      (try_begin), #mercenaries cost %50 more than the normal cost
        (is_between, ":troop_id", mercenary_troops_begin, mercenary_troops_end),
        (val_mul, ":wage", 3),
        (val_div, ":wage", 2),
      (try_end),



 
MageLord,
I wanted to say thank you for the tweaks, and the thread listing them in such a user friendly way.

I am currently enjoying Black Armor back in the game, about 10 companions who don't bicker all the time, cattle that follow me, etc.

Good stuff.

ENSAIS
 
Hi all!

Well, don't know if this had been asked before (i am pretty new to this game and the "search function" didn't help me too much in this case), sorry if so.

Is there a way to display the enemy unit's names on the battlefield instead of the friendly ones?. Really, i dont want the full name, it hurts the "immersion", just a tiny red dot above the heads of the bad guys.

If it is not possible, is there a way to change the color of the friendly troops on the battlefield? Sometimes its hard to see the names, the green uses to contrast with the sky (at least with the HDR option) and sometimes with the grass.

Thanks in advance and sorry about my english.
 
Some values changed for 1.01, Im applying most of your tweaks to check which ones.

So far I have this (sorry if it has been already posted, didnt bother to read through latest posts :razz: ):

For the amount of prosperity from cattle/grain quests:

TheMageLord said:
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.

in the new version it should be 144115188075856057 instead of 144115188075856056.

cheers,

ps. congratz on great thread :smile:
 
Hi theMageLord and everyone,

I've been looking for tweak that is actually allow to place a hero like marnid and borcha in tavern.
I've been adding npc17 in troop.txt files but I dont know where else I should look into to make npc spawn in town.
I know this is not a simple task and require lots of modding process but I only looking for the hint on what files involve or only troop.txt.
I've been google and read forums but only found some expired info that only work for old version like 7.xx
If anyone know where to learn how to do this or where to seek for info please let me know. 
Thanks theMagelord for the tweak because I've been using 80% of your tweak links that made me so involve in Modding =).
and thanks everyone else for reading this. 

Targir,

Another day to live is another day to learn. 

 
Zathan said:
IceShade said:
That would be greatly appreciated, if anyone could find out where to edit the mercenary 'salary' .. :smile: . I decided to try mercenary life for a while.. unfortunately, it's not very lucrative. In fact, I have to pay my men 800 denars. I get 500 as a weekly salary from the king (which I have to pick up myself, too!). Blurgh.

It's in module_scripts, line 2068.
Base value is the 25.
+3 per level.
Change the numbers under to lower increased wages for mounted and mercenary troops. Set val_mul=val_div for no increase in wages over normal troops.
(val_mul, ":wage", 5),
(val_div, ":wage", 3),

Err, I was wrong. From TheMageLord's excellent explanation:
"Also, the 3 and 25 are the way it calculates the base wage for level. What it does is it takes the level of the troop, plus the 3, then squares it (multiplied by itself), then divides it by the 25 to get the base wage (which is then modified by everything else mentioned above)."

("game_get_troop_wage",
    [
      (store_script_param_1, ":troop_id"),
      (store_script_param_2, ":unused"), #party id
     
      (assign,":wage", 0),
      (try_begin),
        (this_or_next|eq, ":troop_id", "trp_player"),
        (eq, ":troop_id", "trp_kidnapped_girl"),
      (else_try),
        (is_between, ":troop_id", pretenders_begin, pretenders_end),
      (else_try),
        (store_character_level, ":troop_level", ":troop_id"),
        (assign, ":wage", ":troop_level"),
        (val_add, ":wage", 3),
        (val_mul, ":wage", ":wage"),
        (val_div, ":wage", 25),
      (try_end),

      (try_begin), #mounted troops cost 65% more than the normal cost
        (troop_is_mounted, ":troop_id"),
        (val_mul, ":wage", 5),
        (val_div, ":wage", 3),
      (try_end),

      (try_begin), #mercenaries cost %50 more than the normal cost
        (is_between, ":troop_id", mercenary_troops_begin, mercenary_troops_end),
        (val_mul, ":wage", 3),
        (val_div, ":wage", 2),
      (try_end),

Well, thanks, I guess. Any way how to interpret this in a normal text file like .. scripts.txt?
 
any way to add make different lords have different preference of troops, like for example, some may have  use mass achers, some use mass knight, while other use mixed troops?  i feel like i'm battling with the same lord over and over because many lord have the same set of troops.
 
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