Gergin Adam
Squire
Thanks a lot, it works! I added 3 more participants to test it. Ambiance is better now while talking with the tournament master.
There are some troop/item balances that you might want to address.CTCCoco said:I have a question about porting my mod for 1.143 to 1.551. It´ll be enough to only update .header files or it´ll be necessary to update everything?
Note that it´s a multiplayer mod.
Thanks.
Downloading the module system again.BuddhistJihad said:What is the easiest way of getting a default module_game_menus so I can start again?
Your color codes must be wrong. See module_factions.py and change these values:WarGamer12 said:How do I change the colors of factions in WB? I tried using hexadecimal codes but they changed the colors to weird, different colors that I did not want. I also want to change the picture in the launcher.
Don't load an old game, start a new one.BuddhistJihad said:Okay, the mod compiles but when I load up my save it says:
RGL ERROR
load error: number of triggers in file: 31, exceeds 25
JuJu70 said:Hello
I'm trying to add a town-specific mercenary company in the tavern
I added fac_kingdom8 mercenary unit into troops.py (where all the mercenaries are)
I am trying to edit the Tavern menu script for mercenaries. I added this
(store_faction_of_troop, ":faction", ":mercenary_troop"),
(eq, ":faction", "$g_encountered_party_faction"),
(set_visitor, ":cur_entry", ":mercenary_troop"),
(val_add, ":cur_entry", 1),
(else_try),
(eq, ":faction", "fac_commoners"),
(set_visitor, ":cur_entry", ":mercenary_troop"),
(val_add, ":cur_entry", 1),
This compiles fine, but it really seems to just gives a game a choice of which mercenary to place.
It seems like the game picks the mercenary troop first and since there are far more fac_commoners mercenaries my town specific mercenary may be seen very rarely. Is there a way to force the faction mercenary to appear in faction town? Or even 1 town specifically?
Thanks
MadVader said:Your color codes must be wrong. See module_factions.py and change these values:WarGamer12 said:How do I change the colors of factions in WB? I tried using hexadecimal codes but they changed the colors to weird, different colors that I did not want. I also want to change the picture in the launcher.
("kingdom_1", "Kingdom of Swadia", 0, 0.9, [("outlaws",-0.05),("peasant_rebels", -0.1),("deserters", -0.02),("mountain_bandits", -0.05),("forest_bandits", -0.05)], [], 0xEE7744),
0x means hex, the rest are hex numbers meaning red (EE), green (77) and blue (44).
See this for a list of colors with hex codes: http://cloford.com/resources/colours/500col.htm
Don't load an old game, start a new one.BuddhistJihad said:Okay, the mod compiles but when I load up my save it says:
RGL ERROR
load error: number of triggers in file: 31, exceeds 25
JuJu70 said:Hello
I'm trying to add a town-specific mercenary company in the tavern
I added fac_kingdom8 mercenary unit into troops.py (where all the mercenaries are)
I am trying to edit the Tavern menu script for mercenaries. I added this
(store_faction_of_troop, ":faction", ":mercenary_troop"),
(eq, ":faction", "$g_encountered_party_faction"),
(set_visitor, ":cur_entry", ":mercenary_troop"),
(val_add, ":cur_entry", 1),
(else_try),
(eq, ":faction", "fac_commoners"),
(set_visitor, ":cur_entry", ":mercenary_troop"),
(val_add, ":cur_entry", 1),
This compiles fine, but it really seems to just gives a game a choice of which mercenary to place.
It seems like the game picks the mercenary troop first and since there are far more fac_commoners mercenaries my town specific mercenary may be seen very rarely. Is there a way to force the faction mercenary to appear in faction town? Or even 1 town specifically?
Thanks
Yes, but you don't need to use the randomly generated ":mercenary_troop", use the troop you want. Or you choose a random faction merc.
Here is a Swadia-specific merc and a Praven-specific merc:
(party_get_slot, ":mercenary_troop", "$current_town", slot_center_mercenary_troop_type),
(party_get_slot, ":mercenary_amount", "$current_town", slot_center_mercenary_troop_amount),
(try_begin),
(gt, ":mercenary_troop", 0), #so mercs won't be always there
(eq, "$current_town", "p_town_6"), #Praven
(assign, ":mercenary_troop", "trp_praven_merc"),
(assign, ":mercenary_amount", 5),
(else_try),
(gt, ":mercenary_troop", 0), #so mercs won't be always there
(eq, "$g_encountered_party_faction", "fac_kingdom_1"), #Swadia
(assign, ":mercenary_troop", "trp_swadia_merc"),
(assign, ":mercenary_amount", 5),
(try_end),
(try_begin),
(gt, ":mercenary_troop", 0),
(gt, ":mercenary_amount", 0),
(set_visitor, ":cur_entry", ":mercenary_troop"),
(val_add, ":cur_entry", 1),
(try_end),
The last part of an item's definition is a list of factions where the item is offered. Leave that list empty and it will be offered everywhere, otherwise you need to add every faction to the list. You can do this by module system or using a .txt editor like Morgh's Editor.Dennie said:I've also a couple of questions.
First, I've downloaded a HorsePack mod for more heavy cavalry. Everything works fine, but the new horses are only sold in the cities of Swadia. How can I chance that, so they will be sold in every city?
In module_scripts, the script refresh_center_stablesDennie said:Also, the horse merchant sells only five horses, how can I increase that amount?
You would need a new troop for every town, to edit the game_menu for trade to have a new option to trade with that troop, and the "walk around the streets" menu option to spawn a new agent AND a new set of dialogs if you want to interact with him in scene. And then you'll need a new script refresh_center_X to add the items to your new merchant (and to call that script from a simple trigger). Or you could just add that to the script_refresh_center_armorer that exists already and make it pull double-duty.Dennie said:Second, I need some help with a little plan. I was wondering if it is possible to add a new shop. Of course that's possible, but that's not the issue. I want to add a new shop for Light Armor and other clothings. Heavy armor must only be sold in the Armor Shop. So, you have two shops, one for light en clothings, and one for heavy...
No need to quote everything. Just replace (party_get_slot, ":mercenary_troop", "$g_encountered_party", slot_center_mercenary_troop_type), with (assign, ":mercenary_troop", "$g_talk_troop"), in module_dialogs.JuJu70 said:EDIT That doesn't work. They show up in my city correctly but when I hire them they turn into something else inside my party.