Modifying hiring costs & troop wages

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Kelpo

Sergeant Knight at Arms
Does anyone know how to do this with the mod tools? There were some topics about it from way back before the said tools had been released, but I couldn't figure out all them difficult number thingies and whatnot, so help me out here.

Oh yeah, and how exactly do the troops select their armour from the list written in module_troops.py? It seems that they almost always wear the most expensive one. Is this so, or is there a trick to it?
 
Without the python files in front of me, I couldn't say about the first question. As to the second, if you look at the list of equipment for each troop type, the native files have repeats of various items. I'm guessing that the actual selection of equipment is random at the time of troop generation, and the equipment generated is based on the distribution of the items in the troop type's list.

Ex: Assume a troop type "ashigaru" (a peasant fighter in medieval Japan). If I assign the following equipment to "ashigaru":

(itm_dagger,itm_spear,itm_clothes,itm_clothes,itm_cheap_armor)

2 out of every 3 ashigaru should be wearing clothes and the third will be wearing cheap armor.

Make sense?
 
Fujiwara said:
Make sense?
It would, but it just doesn't appear to work that way. If I fill the armor slots with 5 copies of a leather jerkin and a single mail hauberk, more often than not my troops wear the hauberk. Or then I'm just imagining things.

But anyway, does anyone know about the wages issue?
 
I remember have see something about this,
search in *_troops.py & *_operations.py maybe.

For troops equipement probability,
it is in the header_troops.py, I mean.
And for "hiring cost",
I 'm not sure, but maybe it is just a value_modificator, in the conversation.txt (?)
 
yehrom said:
I remember have see something about this,
search in *_troops.py & *_operations.py maybe.

For troops equipement probability,
it is in the header_troops.py, I mean.
Are you sure? I can't see anything of the sort in header_troops.py. There are the guarantee_onethingoranother flags, but they're not exactly very helpful.

yehrom said:
And for "hiring cost",
I 'm not sure, but maybe it is just a value_modificator, in the conversation.txt (?)
I would think so, finding out which modifier is the tricky part.
 
"guarantee_*" is what you searching, no ??
For the detailled equiment,
(in the header_troops, in my remind)
just edit your one... don't see where is the problem with this. (?)


About the conversation.txt,
I remember have seen the little operation with is cookie.
It was in the 0.632, but I don't mind that had been changed since.
(maybe with the unofficial editor, or special conversation editor)
 
yehrom said:
"guarantee_*" is what you searching, no ??
For the detailled equiment,
(in the header_troops, in my remind)
just edit your one... don't see where is the problem with this. (?)
If a troop has the, say, guarantee_boots flag, then he is guaranteed to wear some type of boots but it's not specified which type. What I want to know is how they choose the type of boots they wear from the list I have provided them.

tf_guarantee_boots = 0x00100000
This is the entry found in header_troops.py. Can you explain me how does it state whether my soldier is going to wear mail chausses or leather boots?

It's very possible that I'm just plain incompetent, but I just don't get it.

yehrom said:
About the conversation.txt,
I remember have seen the little operation with is cookie.
It was in the 0.632, but I don't mind that had been changed since.
(maybe with the unofficial editor, or special conversation editor)
I wouldn't know about the unofficial editor as it appears to require service pack oneoranother and I have issues about paying for microsoft products. I am yet to try out the conversation editor and see what can it do, but I'm a tad sceptical about it's wage modifying abilities.
 
Kelpo said:
If a troop has the, say, guarantee_boots flag, then he is guaranteed to wear some type of boots but it's not specified which type. What I want to know is how they choose the type of boots they wear from the list I have provided them.

tf_guarantee_boots = 0x00100000
This is the entry found in header_troops.py. Can you explain me how does it state whether my soldier is going to wear mail chausses or leather boots?

It just states to guarantee that the troop wears boots. The boots it will wear are selected from that troops inventory. If you don't give the troop boots, and select the flag, I believe it has no effect. If you give the troops two different kinds of boots, I believe the selection is random.
 
Well,
at first, I 'd never want saying somethings like "you are incompetent".
Just I don't pass all my time in pythons file... so, I soll search in memory often.

In Header_troops,
you have just guarantee_param's pointer (or flag).
And in the Module_troops,
you can do your configuration, throug the field 8 (item:list).
(It was why I wrote "*troops.py" in my first message)

Seeing the training_fighter conf.
::: the guarantee_flag with no associate list [], seems ensure that this flag will be not used.
::: so, to be ensure that have always the same equipement,
just used flags, and a no_choice list (only one item for each type)

It is just what I mean,
I 've never do in practice.

p.s. Maybe the "100_years_war" mod's file would be helpfull as example (?)
 
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