how much do you cheat

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Urlik

Sergeant Knight
after reading the thread about exporting and importing to reread books, I got to thinking about what cheats/tweaks we allow ourselves to use in SP

here is my list

I made a few changes with tweakmb so that my fifes and towns are worth having

I changed the cattle to follow me rather than run around all over the place

I raised morale for leadership

I reduced the timer on quests so that I didn't have to wait ages for something to do

I reduced the number of raider/bandit/looter/deserter bands but increased the numbers within the bands so instead of 10 groups of 20 there are 5 groups of 200. the fights are more fun and it's easier to keep the area bandit free

I also used the troop editor to give raider/bandit/looter/deserter bands lootable food so I don't have to collect a load of useless weapons to trade in for food.
 
Im much the same as you. The only things i've tweaked are to fix problems in the game or to rid it of tedium. Sometimes I will teleport around the map but thats just because I walk so frickin slow with my infantry army and a cavalry one makes it easy mode.

I too have made it so that cities are worth having. My plan is infact to start my new empire up and actually be living like a king with a profit and to let my lords do more work instead and see how it pans out.
 
I changed the bet amount to a limit of 1k.  I don't have that much free time to play and the extra cash from winning a tournament eliminated having to follow trade routes and chase sea raiders for hours on end. 
 
I have been DLing  a new mod and playing up to level 15 or so every so often, and I've used slightly different settings, but here are the main ones I tend to use:

Arena rewards, basically reduced number of guys needed to knockout by about 1/3 and increased rewards by about 5x
arenatournamnet.jpg

Increased renown and reputation for most things by +1 for success and -1 for failure.

Reset battle map sizes to maximum. Cattle to non-annoying mode. Visit Village Elder and Guildmaster in community menu window (for the mods where that works).
 
Sometimes I make the complete map visible with Ctrl+ T to find the deserters from the quest.
I used the MBTweak to raise the Morale per leadership point and renown.
I also made the cattle follow me and raised the bets by 10 fold.

I increased all the bandits party's to a max of 1 to 80 per party and a max of 20 party's of any bandit kind on the map.
 
I do not cheat!!  :evil:

I merely slightly modify the default settings using TweakMB and M&B Warband Text Tools until it's easy enough to be fun and hard enough to make me crazy!!  :mrgreen:

... and it varies from module to module, game to game.
Usually higher Tourney bets, better taxes, cut the time on building siege towers, and pick some armor / weapon combo and make it more powerful.
Sometimes I'll change the cattle, but sometimes not. I get a weird sort of pleasure making them behave ... sort of like herding cats. :grin: And, yes, cheats are enabled. I hate running short of monies.

Also, I've been known to slightly modify my character's stats ... just a little :oops: ... OK, OK, I admit it ... :cry: I mod them a lot!! :oops:  I play it for fun, all right?!?  :cry:

:lol:
 
OldGreyBeard 说:
I do not cheat!!  :evil:

I merely slightly modify the default settings using TweakMB and M&B Warband Text Tools until it's easy enough to be fun and hard enough to make me crazy!!  :mrgreen:

... and it varies from module to module, game to game.
Usually higher Tourney bets, better taxes, cut the time on building siege towers, and pick some armor / weapon combo and make it more powerful.
Sometimes I'll change the cattle, but sometimes not. I get a weird sort of pleasure making them behave ... sort of like herding cats. :grin: And, yes, cheats are enabled. I hate running short of monies.

Also, I've been known to slightly modify my character's stats ... just a little :oops: ... OK, OK, I admit it ... :cry: I mod them a lot!! :oops:  I play it for fun, all right?!?  :cry:

:lol:

You disgust me.
 
Oh yeah I forgot: maximum map size for all battle maps. That one is an absolute MUST! Much more fun battles when you don't start out right on top of the bad guys. Also have battle size up to 400 to 575 for most mods. Battlesizer and TweakMB are awesome apps. Have not used that text editor app.

BTW, for anyone who doesn't know where it is, here is the TweakMB thread where you can DL the app

http://forums.taleworlds.com/index.php/topic,101731.0.html

I kinda like grinding my character up in levels. In fact, I seem to get bored once I get powerful enough to just mow through stuff, so modding my character stats never did appeal. But then it takes all kinds!  :mrgreen:
 
Most cheating I did in Native was lower Tax Inefficiency, mostly because it was nonsense. All my properties were immediately next to each other. Curaw, Reyvadin, and nearby castles. Oh, and increased battle sizes to 300, but that makes it harder, not easier.

 
I used almost all cheats modifies in tweak MB, amoung them I increased javelins and related to 30, arrows and related to 60, made catle folow me, increased size of bandit parties, increased rewards and bets in arena/tournaement, changed quest respaw times, increased relations with town and vilage, made vilages give away more troops, made towns and vilages give more money, drasticaly increased upkeep (to about 200%) and increased morale and army size.
 
I haven't done anything I'd consider cheating with TweakMB. Made cattle follow me, increased the effects of things like leadership and engineering while also increasing base costs for troops and fief enhancements. Means at 10 things become cheaper but right now everything is more expensive. Also increased the betting amounts in the tournaments. I also upped range dproficiencies for every ranged troop by about 30 points, and upped power draw for some archery units. I did this for all of them, even ranged bandits, so I wouldn't call it a cheat either. Hell I'm playing as Nords and using very few archers so it doesn't help me much.

I also always have one save game where I have cheats enabled, mostly for testing out different things. I made a cheat troops.txt where I basically made super archers with 500 proficiency and 10 PD and a warbow. Oh my god were they deadly and hilarious. Not even Nord Huscarls with their nice and strong shields stood a chance. Mamlukes, Swadian Knights, everything was cut down by these archers.
 
dhowlett 说:
OldGreyBeard 说:
I do not cheat!!  :evil: ... etc. ...
:lol:

You disgust me.

So happy to oblige! :lol:
Hey, look at it this way, by me haxoring my character, I've stunted my combat skills so badly that I'm a pushover for the bots in multiplayer! Someday I'll join a "public" server and you can take it out on me!  :lol:

... and I don't play all the games this way, only when I feel the need to be "Conan" or "Huor" type people.  :wink:
 
One thing I tweak, and have no qualms whatsoever with tweaking, is the relation hit one gets when distributing fiefs to vassals. I halved through the board, setting it to naught for kingdoms over 32 fiefs in size.

This makes the fief assignment bug (that fiefs aren't really assigned in the dialog after taking the castle or town) actually quite enjoyable, since it turns it into a free relation boost (you get the bonus twice, and no malus if you hold 32+ fiefs).

I find the concept around this utterly ridiculous, to wit, that the relation hit is merely determined by the size of your kingdom.

Instead, I would envision a system based on, in descending order of impact:
a) what a lord already has (the more he has, the less pissed he is when others get something and vice-versa; the less he has, the more pleased he is when he recieves something);
b) how much the lords have on average (the less other lords, on average, have than him, the less he'll be pissed if someone else recieves something and vice-versa);
c) the size of the kingdom (the smaller, the higher the impact of the effects above).

Granted, this only affects the late game. At least for the player -- I wonder whether the relation hits are the same for the NPC kings?
 
tyrannicide 说:
...
Granted, this only affects the late game. At least for the player -- I wonder whether the relation hits are the same for the NPC kings?
Yes, AFAIK this will effect the AI.  Can make it harder to entice lords to your faction.
 
tyrannicide 说:
One thing I tweak, and have no qualms whatsoever with tweaking, is the relation hit one gets when distributing fiefs to vassals. I halved through the board, setting it to naught for kingdoms over 32 fiefs in size.
...
I find the concept around this utterly ridiculous, to wit, that the relation hit is merely determined by the size of your kingdom.
...
Granted, this only affects the late game. At least for the player -- I wonder whether the relation hits are the same for the NPC kings?

I was sorely tempted to do the same, but the hits are trying to reflect what would happen with a bunch of unruly warlords. Taken as such, I don't find the situation so "buggy". Medieval history is rife with vassals rebelling because of some fief they didn't get, or over some slight, imagined half the time. I ended up leaving it alone just to see if they rebel. One thing I have noticed is that if I give the fief to the guy the majority of my vassals recommend, the hit isn't so bad across the board, and those that "voted" for the guy actually like me more. Now I do that consistently. Still have a couple of guys sitting around -15. Maybe they'll defect? Then I will crush them utterly!  :wink:

I think the relations change, at least partly, for the NPC kings. I've run into lords that went from "Long may he reign!" to "He is weak and surrounded by corrupt lords.", so something happened there.
 
I made a few changes with tweakmb so that my fifes and towns are worth having
I don't consider this so much of a cheat as long as you are not over done (give too much income). It's just something to compensate for the fact that you can't do anything to improve the situation (such as building new structure to combat the tax insufficiency).

I changed the cattle to follow me rather than run around all over the place
Look at it this way: I have 50 troops and 10 cattles, is it so difficult to have a couple troops drag a cattle to where I want them to be? It's not like the wild west where I have to herd a hundred cattles with only a handful of men. This feature could be improved so that the cattle behaviour depending on the ratio of men/cattle.

I raised morale for leadership.
If you also raise it for AI party, then it's a fair deal.

I reduced the timer on quests so that I didn't have to wait ages for something to do
I don't see this as a cheat. There are not enough quests to fill the 30 days truce. Another problem with the quest system is it uses a globle quest object that limits to one type of quest each. It's also unreasonable that accepting a quest for one village effect all other villages around the world.
I made many other changes so that if there is a reason for something to go bad, then there should be a way to make it better.

Things that I do and I consider as cheat (it's definitely cheating):
- Teleporting around when I need to look for something or someone, or doing something quick.
- ctrl + F4 in peasant training quest. Such a meaningless fight.
- Uber equipment.
- Add some equipment to the hidden chests so I don't have to buy them.
 
I lowered tax inefficieny, cattle follow, lower contract to 1 month.

However, I increased all sea raiders, bandits, etc size to 80!!! and also increase bandit groups on the map the same time.

It is terrifying to see 70+ sea raiders running around!!
 
mucat 说:
It is terrifying to see 70+ sea raiders running around!!

And in the Litus mod I play with, they all assist each other - I've fought 500 sea raiders vs me and my 9 companions. Thank god we were all mounted with lances. I don't know what I would have done if they were Desert or Steppe bandits. Lose, I suppose.
 
OldGreyBeard 说:
tyrannicide 说:
One thing I tweak, and have no qualms whatsoever with tweaking, is the relation hit one gets when distributing fiefs to vassals. I halved through the board, setting it to naught for kingdoms over 32 fiefs in size.
...
I find the concept around this utterly ridiculous, to wit, that the relation hit is merely determined by the size of your kingdom.

I was sorely tempted to do the same, but the hits are trying to reflect what would happen with a bunch of unruly warlords. Taken as such, I don't find the situation so "buggy". Medieval history is rife with vassals rebelling because of some fief they didn't get, or over some slight, imagined half the time.

I have no problem with the concept of the relation hits per se -- quite the contrary, I welcome it. I'm merely dissatisfied with how it is implemented, viz. that the size of the kingdom is the only thing that factors into the result. This I find absurd.
As I started my first kingdom, I used to give out a town, its two surrounding castles as well as the associated villages to one lord. Doing so, I'm giving more than he can survey (in the game, leaving the real world aside).
Yet that lord and another one who'd own nothing should react the same if I hand out a fief to a third one? I cannot help but find that patently absurd.

Make them an uruly, wily bunch -- please. But make it sensible.
 
dedjedi 说:
mucat 说:
It is terrifying to see 70+ sea raiders running around!!

And in the Litus mod I play with, they all assist each other - I've fought 500 sea raiders vs me and my 9 companions. Thank god we were all mounted with lances. I don't know what I would have done if they were Desert or Steppe bandits. Lose, I suppose.

Haha, how did you beat 500 sea raiders with 10? That's like 50:1 ratio. How long did it take to get thru that?
 
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