Restore .808 style recruitment?

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messenger

Sergeant Knight
I am hitting another wall with my mod, right now I am struggling to get my mod to play correctly because of the random small amounts of troops you are allowed to recruit.
I was wondering if anyone knows how to either, a) Increase the amount of recruits you can find in village, b) restore the .808 style of recruiting from taverns, c) Change the recruitable mercenary parties.
Any of those will help me greatly.
Thanks!
 
KON_Air said:
I think I have explained it with examples of code about a zirillion times already.
Well I searched for .808 recruitment and came up with zilch. Maybe you can enlighten me on where these examples are?
 
http://forums.taleworlds.com/index.php/topic,26792.0.html
http://mbx.streetofeyes.com/index.php/topic,872.0.html
 
Awesome thanks, I shall see if I can get one of those working :grin:.

EDIT: Nope, can't seem to find a refresh town mercenaries script in module_scripts...
However I think I can edit the amount of recruits I can get from a village....
One of the values on this must affect the minimum and maximum amount you can get.

  #script_update_volunteer_troops_in_village
  # INPUT: none
  # OUTPUT: none
  ("update_volunteer_troops_in_village",
    [
      (store_script_param, ":center_no", 1),
      (party_get_slot, ":player_relation", ":center_no", slot_center_player_relation),
      (party_get_slot, ":center_culture", ":center_no", slot_center_culture),
      (faction_get_slot, ":volunteer_troop", ":center_culture", slot_faction_tier_1_troop),
      (assign, ":volunteer_troop_tier", 1),
      (store_div, ":tier_upgrades", ":player_relation", 10),
      (try_for_range, ":unused", 0, ":tier_upgrades"),
        (store_random_in_range, ":random_no", 0, 100),
        (lt, ":random_no", 10),
        (store_random_in_range, ":random_no", 0, 2),
        (troop_get_upgrade_troop, ":upgrade_troop_no", ":volunteer_troop", ":random_no"),
        (try_begin),
          (le, ":upgrade_troop_no", 0),
          (troop_get_upgrade_troop, ":upgrade_troop_no", ":volunteer_troop", 0),
        (try_end),
        (gt, ":upgrade_troop_no", 0),
        (val_add, ":volunteer_troop_tier", 1),
        (assign, ":volunteer_troop", ":upgrade_troop_no"),
      (try_end),
     
      (assign, ":upper_limit", 5),
      (try_begin),
        (ge, ":player_relation", 5),
        (val_add, ":upper_limit", 1:cool:,
        (val_add, ":upper_limit", ":player_relation"),
        (val_div, ":upper_limit", 2),
      (else_try),
        (lt, ":player_relation", 0),
        (assign, ":upper_limit", 0),
      (try_end),

      (val_mul, ":upper_limit", 3), 
      (store_add, ":amount_random_divider", 2, ":volunteer_troop_tier"),
      (val_div, ":upper_limit", ":amount_random_divider"),
     
      (store_random_in_range, ":amount", 0, ":upper_limit"),
      (try_begin),
        (eq, ":volunteer_troop", 0),
        (str_store_party_name, s12, ":center_no"),
        (display_message, "@ERROR: Volunteer troop 0 at village {s12}"),
      (try_end),
      (party_set_slot, ":center_no", slot_center_volunteer_troop_type, ":volunteer_troop"),
      (party_set_slot, ":center_no", slot_center_volunteer_troop_amount, ":amount"),
    ]),

 
KON_Air said:
Then write a new script :roll:
Or use triggers.
Well I really haven't got the experience to just write a script, I have no idea what most of the stuff in the module_scripts means.
I only so far have been modifying parties, troops and items.
How would you recommend going about making a trigger or script? I saw your posts, however they seem to be posted on the assumption that the person reading them knows where to look for the parts they are modifying, which I am obviously incapable of.
So say I wanted to make castle's have a barrack master who gives you tier 2 or 3 troops of that faction, how would I go about doing that?
 
Chucker said:
Where you find the village recruit amount? Which file- Halfway down\Line.
Thanks to Yoshiboy I now know which bit to change for the village recruitment. Thanks for the help :grin:.
 
Where you find the village recruit amount? Which file- Halfway down\Line.

In the section messenger quoted.

(assign, ":upper_limit", 5),
      (try_begin),
        (ge, ":player_relation", 5),
        (val_add, ":upper_limit", 1:cool:,
        (val_add, ":upper_limit", ":player_relation"),
        (val_div, ":upper_limit", 2),
      (else_try),
        (lt, ":player_relation", 0),
        (assign, ":upper_limit", 0),
      (try_end),

Change this number. The code in the following lines also influences the original number and you can edit/delete those if you wish.
 
      (assign, ":upper_limit", 5),
      (try_begin),
        (ge, ":player_relation", 5),
        (val_add, ":upper_limit", 80),
        (val_add, ":upper_limit", ":player_relation"),
        (val_div, ":upper_limit", 2),
      (else_try),
        (lt, ":player_relation", 0),
        (assign, ":upper_limit", 2),
      (try_end),

      (val_mul, ":upper_limit", 80), 
      (store_add, ":amount_random_divider", 2, ":volunteer_troop_tier"),
      (val_div, ":upper_limit", ":amount_random_divider"),


I have coloured the numbers in that I changed to affect how many people you can hire, it works well.
Also Chucker, I didn't quite understand your question yesterday.
You find this in module_scripts, 7/8ths of the way down or line 11150.
Hope that helps.
Thanks for your help everyone! I will leave this topic open incase others need it, or I need it again :razz:.
 
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