Diplomacy + allow fief trading + PBOD for 1.143

Does this work??

  • Yes, and it's save compatible

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  • Yes but it's not save compatible

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  • No

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Question!
Why did you alter a number of the weights of items? Apparently several things are heavier in your version and a few are lighter.
Neither Diplomacy 3.3.2 nor Warband 1.143 uses those numbers that you chose.

Here are the changes I found:
Sarranid Leather Boots 1->2
Sarranid Mail Boots 1->3
Plated Boots 1->3
Splinted Greaves 3.5->2.75
Splinted Leather Greaves 3->2
Vaegir War Mask 2->3.5
Vaegir War Helmet 2->3
Vaegir Nobleman Helmet 2 -> 2.75
Cap With Fur 2 -> 1
Spiked Cap 2 -> 2.5
Helmet with Lamellar Guard 2 -> 2.75
Turban 2 -> 1
Desert Turban 2 -> 1.5
Horseman Helmet 2 -> 2.75
Sarranid Keffiyeh Helmet 2 -> 2.5
Sarranid Mail Coif 2 -> 3
Sarranid Veiled Helmet 2 -> 3.5
Iron Battle Axe 1.75 -> 1.5

The Leather Cap received other changes; one value (that I'm not sure what is for) was changed from 6 to 8, and the protection was changed from 10 to 18.
Also, the Pitchfork, Battle Fork, Military Fork, and Boar Spear had some changes to values that I don't know the meanings of. They look kinda like random seeds, though.

While I'm sure I didn't find all the changes, it looks to me like you've mostly made Sarranids and Vaegirs slightly weaker by slowing them down a bit. Most of the changes are making certain armors heavier, which also totally revamps the "best" armors.

I know I'm reverting to the older Item_kinds, personally. Kind of miffed that you'd change those things without mention in the changelog or anything.

In other news, though, this version does work fine for 1.143. I think there may be some problems, though. Mostly the towns seem to be selling smaller varieties of food, and now there seem to be only 5 horses for sale at any given time.
 
Waladil 说:
Question!
Why did you alter a number of the weights of items? Apparently several things are heavier in your version and a few are lighter.
Neither Diplomacy 3.3.2 nor Warband 1.143 uses those numbers that you chose.

Here are the changes I found:
Sarranid Leather Boots 1->2
Sarranid Mail Boots 1->3
Plated Boots 1->3
Splinted Greaves 3.5->2.75
Splinted Leather Greaves 3->2
Vaegir War Mask 2->3.5
Vaegir War Helmet 2->3
Vaegir Nobleman Helmet 2 -> 2.75
Cap With Fur 2 -> 1
Spiked Cap 2 -> 2.5
Helmet with Lamellar Guard 2 -> 2.75
Turban 2 -> 1
Desert Turban 2 -> 1.5
Horseman Helmet 2 -> 2.75
Sarranid Keffiyeh Helmet 2 -> 2.5
Sarranid Mail Coif 2 -> 3
Sarranid Veiled Helmet 2 -> 3.5
Iron Battle Axe 1.75 -> 1.5

The Leather Cap received other changes; one value (that I'm not sure what is for) was changed from 6 to 8, and the protection was changed from 10 to 18.
Also, the Pitchfork, Battle Fork, Military Fork, and Boar Spear had some changes to values that I don't know the meanings of. They look kinda like random seeds, though.

While I'm sure I didn't find all the changes, it looks to me like you've mostly made Sarranids and Vaegirs slightly weaker by slowing them down a bit. Most of the changes are making certain armors heavier, which also totally revamps the "best" armors.

I know I'm reverting to the older Item_kinds, personally. Kind of miffed that you'd change those things without mention in the changelog or anything.

In other news, though, this version does work fine for 1.143. I think there may be some problems, though. Mostly the towns seem to be selling smaller varieties of food, and now there seem to be only 5 horses for sale at any given time.


All of this changes were made by Devs in 1.143 upgrade. I didn't change anything myself, just used native 1.143 version as a base and add diplomacy scripts. Production system too was made by them, There are always 5 horses but varietes of food increase over time and depends on town prosperity.

This script alter variety of food
插入代码块:
# Add trade goods to merchant inventories
    (try_for_range,":cur_center",towns_begin, towns_end),
      (party_get_slot,":cur_merchant",":cur_center",slot_town_merchant),
      (reset_item_probabilities,100),
      (assign, ":total_production", 0),
      (try_for_range, ":cur_goods", trade_goods_begin, trade_goods_end),
        (call_script, "script_center_get_production", ":cur_center", ":cur_goods"),
		(assign, ":cur_production", reg0),

        (try_for_range, ":cur_village", villages_begin, villages_end),
		  (party_slot_eq, ":cur_village", slot_village_bound_center, ":cur_center"),
          (call_script, "script_center_get_production", ":cur_village", ":cur_goods"),
		  (val_div, reg0, 3),
		  (val_add, ":cur_production", reg0),
		(try_end),		

		(val_max, ":cur_production", 1),
		(val_mul, ":cur_production", 4),

		(val_add, ":total_production", ":cur_production"),
      (try_end),

	  (party_get_slot, ":town_prosperity", ":cur_center", slot_town_prosperity),
	  (assign, ":number_of_items_in_town", 25),
#Pejot note this alters variety cause it alters number of items that appears in merchant inventory
	  (try_begin), #1.0x - 2.0x (50 - 100 prosperity)
	    (ge, ":town_prosperity", 50),
		(store_sub, ":ratio", ":town_prosperity", 50),
		(val_mul, ":ratio", 2),
		(val_add, ":ratio", 100),
		(val_mul, ":number_of_items_in_town", ":ratio"),
		(val_div, ":number_of_items_in_town", 100),
	  (else_try), #0.5x - 1.0x (0 - 50 prosperity)
		(store_sub, ":ratio", ":town_prosperity", 50),
		(val_add, ":ratio", 100),
		(val_mul, ":number_of_items_in_town", ":ratio"),
		(val_div, ":number_of_items_in_town", 100),
	  (try_end),
#Pejot note end
	  (val_clamp, ":number_of_items_in_town", 10, 40),	

	  (try_begin),
	    (is_between, ":cur_center", castles_begin, castles_end),
	    (val_div, ":number_of_items_in_town", 2),
      (try_end),

      (try_for_range, ":cur_goods", trade_goods_begin, trade_goods_end),
        (call_script, "script_center_get_production", ":cur_center", ":cur_goods"),
		(assign, ":cur_production", reg0),

        (try_for_range, ":cur_village", villages_begin, villages_end),
		  (party_slot_eq, ":cur_village", slot_village_bound_center, ":cur_center"),
          (call_script, "script_center_get_production", ":cur_village", ":cur_goods"),
		  (val_div, reg0, 3),
		  (val_add, ":cur_production", reg0),
		(try_end),		

		(val_max, ":cur_production", 1),
		(val_mul, ":cur_production", 4),

        (val_mul, ":cur_production", ":number_of_items_in_town"),
		(val_mul, ":cur_production", 100),
		(val_div, ":cur_production", ":total_production"),
        (set_item_probability_in_merchandise, ":cur_goods", ":cur_production"),						  
      (try_end),

	  (troop_clear_inventory, ":cur_merchant"),
      (troop_add_merchandise, ":cur_merchant", itp_type_goods, ":number_of_items_in_town"),

      (troop_ensure_inventory_space, ":cur_merchant", 20),
      (troop_sort_inventory, ":cur_merchant"),
      (store_troop_gold, ":cur_gold",":cur_merchant"),
      (lt,":cur_gold",1500),
      (store_random_in_range,":new_gold",500,1000),
      (call_script, "script_troop_add_gold", ":cur_merchant", ":new_gold"),
    (try_end), 	
  ]),

I've marked the line that alters variety cause in poorer cities it changes the number of items to be smaller and with this some of them don't show up, cause expensive items basicaly shows up in smaller amount so if  total amount is altered by prosperity the more expensive items won't show up in poorer cities.
 
You know what I think happened? I accidentally replaced the 1.143 native module with 1.134's when moving over my mod. Ooops :oops: (still using the older values, though.)

I'm starting to see the effects of more food over time. It was wierd for a while, because I had these Very Rich towns with only like bread and grain available at first. Had some morale issues because of that, too.
 
Ermm... I think i'm kind a blind by now?  :neutral:

Do i need anything else to get this? Because i got no folder called Diplomacy..
So i just made one folder that called Diplomacy but he couldnt find that either?

Can someone help me with this (A)
 
Hi Pejot!

  Thanks for porting.  I tried running the python module and it gives tons of errors.  Then I installed the original Diplomacy, and it gives tons of errors as well.  Do you just ignore all these errors or am I not doing something right?

  Thanks,
    Limehill
 
heerrink 说:
Ermm... I think i'm kind a blind by now?  :neutral:

Do i need anything else to get this? Because i got no folder called Diplomacy..
So i just made one folder that called Diplomacy but he couldnt find that either?

Can someone help me with this (A)


You have to install this

http://www.mbrepository.com/file.php?id=2688

then you'll have diplomacy folder where you overwrite files my ported version.

Limehill 说:
Hi Pejot!

  Thanks for porting.  I tried running the python module and it gives tons of errors.  Then I installed the original Diplomacy, and it gives tons of errors as well.  Do you just ignore all these errors or am I not doing something right?

  Thanks,
    Limehill

Where and what errors do you get??
 
Thanks for responding.  Here is what I get:

diplomacyerrors.jpg

  I use python quite a bit.  I've seen most of these errors before and they usually mean I made a mistake.  I've never seen the "Output token not found" error before.  Not quite sure what it means.  The rest are mostly the "cf_" labeling problem and the global and local variable mistakes.

  Thanks
    Limehill
 
Limehill 说:
Thanks for responding.  Here is what I get:

diplomacyerrors.jpg

  I use python quite a bit.  I've seen most of these errors before and they usually mean I made a mistake.  I've never seen the "Output token not found" error before.  Not quite sure what it means.  The rest are mostly the "cf_" labeling problem and the global and local variable mistakes.

  Thanks
    Limehill


You downloaded from thiis link http://www.mbrepository.com/file.php?id=3205 ??
Cause that's how it looks in my case

Hitoesakura

Yes and i was too lazy fix never used variables but they fdo no harm.
 
Limehill 说:
Thanks for responding.  Here is what I get:

diplomacyerrors.jpg

  I use python quite a bit.  I've seen most of these errors before and they usually mean I made a mistake.  I've never seen the "Output token not found" error before.  Not quite sure what it means.  The rest are mostly the "cf_" labeling problem and the global and local variable mistakes.

  Thanks
    Limehill

I think its you who have messed up something. Noone else gets that kind of errors
A good modder never ever releases the code with warnings and errors.
 
Thanks Pejot.  That's fine, just wondering.  I don't think it's a big deal as long as it works.
 
I'm having problems with missing textures. I installed 1.143 then diplomacy, then diplomacy+ 1.143. Do I need to do this in a different order?
 
This looks awesome! Going to have to try this after I finish trying everything vanilla has to offer!
 
Hey, i LOVE this mod.

I just have 2 problems.

1. I really dislike having the merchants refresh every 24 hours. It sucks seeing like 20 Raw Silk in one place, or atleast thats my opinion. How do i go about changing it back to 7 days?

2. For some reason the vendors never have any types of gloves? I downloaded floris basic mod pack so i will post this question there as well but was just wondering if anyone else had this problem? His pack includes a bunch of new items, but not one gloves is in any city armor vendor..

Thanks,
AeRo
 
Just tried it out, and so far havent found any bugs - it fixes alot of stuff and the new trade fiefs feature is cool :grin:

Great work!  :grin:
 
Hey I've Been trying this mod for some time and i found that all heraldic items are invisible!!
Please how can i fix this?
 
Great mod, really enjoying it.

I also have the issue with not gloves appearing (either in loot or in merchant inventory).
However unlike Aero, Diplo + PBOD are the only mods I'm using.

Thanks for the mod!
 
Hi there,
I have an issue with the recruiters not able to get troops from another faction.
They only seem to return with Nords (that is my faction in this game).
I do send them out to get other faction troops and I find I cant recruit them myself fom the villages either even in villages where I have high relations.
I have followed the install instructions and it all runs well.

There was an issue a few days ago in a tournament where for 1 battle the ground in half the arena was replaced with the sky.
It hasnt happened since so i didnt bother saying anything.
 
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