Slave Price (v.7) Needs Changing

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Revanstein

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Now, I'm not saying that the price for slaves should be high, or even medium, but with the change in v.7 setting the price at 10?! If its going to be that low, shouldn't it just be remove it from the game?

Or, anyone know the string to edit the value and bring it back up to something decent? 10 gold? That's a serious depreciation of life! I know I'd hate to valued at 10 gold!
 
But don't forget that the wages you have to pay your men are also LOOOW now ... seems the Denar is worth a lot ...
 
it's because of the war in irak that influenced the oil prince thus making the denar more powerfull
:lol: :lol: :lol: :lol: :lol: :lol: :lol:
 
True true, but I was thinking also on principal, at least, is there a line I can change to make it "life" more "valueable"?
 
Well, obviously it's not done yet. More ''rare + collectable'' people like knights, black k's, and high level units will be worth more than peasents. A peasent will probably like 5 gold. A swadian knight could be like 40 gold. Unless there is a ransom system put in then it owuld be more. Dark nights would be like 50 gold. Your average footsoldier 10 denars. etcetc.
 
That sounds very promising. However, I started this topic in the mod section because, until this is officially "fixed" I'd like to know about doing a little mod / editing on the value here, setting the value at higher levels to make the feature actually game-worthy like it was before the update.

Anyone know the string to edit the value and bring it back up to something decent?
 
10 denars in the new game is actually 100 denars in the old one.

I don't think it's too bad.

But it could be increased more. 20 (new) denars would be good.
 
Three days at the local inn will cost you 12 gold... one human life cost only 10 gold? ........ Yeah, 10 is tooo low. I think we should fix it.

Anyone located the coding line that needs changing to modify this value?
 
I don't want to completely change the topic, but I think that slaves shouldn't only be able to be sold, but controlled and tamed so you can make them fight for you, and based on your prisoner management, you can then convert them to your side. You could turn swadians/vaegirs into deserters to be in your party and be mercs.

On that topic... You should also incorporate the revolting part in it, low morale and low loyaly in said slaves/new soldiers will cause these soldiers to revolt and trigger a fight in which they can be killed and knocked out -again-.

I also want to be able to be evil and knock out the random groups of 20-30 farmers to put in my army of townman. On that note... Townsmen assemble!!!

TownsmenAssemble.jpg
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Man, I've been all through the files and coding, I still haven't located what I think might be the prisoner price string so I might experiment with altering it. Anyone else have any luck? :?:
 
My guess is that it is parties.txt. That gives info on prices of recruitable troops in different cities. The same screen you use for recruitment is used for sell slaves.

Or it could be in conversations.txt
 
dlg_0 65628 55 2 20059 16777216 0 0 30 16777216 1 0 I_have_brought_you_a_few_prisoners,_Ramun._Would_you_like_to_have_a_look? 56 0
dlg_0 92 56 0 Let_me_see_what_you_have... 57 1 13014 0 0 0
dlg_0 92 57 0 It's_good_to_do_business_with_you. 6 0
 
Yeah, that seems to be it (wonder why I didn't see it). Thanks!

Hmm, numbers aren't quite as straight forward on it as I'd hoped. For something as simple as a constant sale price of 10 I would have thought that 10 would be in there. :???:
 
True true, especially since that one is in Swadian land.... Still, anyone crack the code for how the "constant" price of 10 comes out

dlg_0 65628 55 2 20059 16777216 0 0 30 16777216 1 0 I_have_brought_you_a_few_prisoners,_Ramun._Would_you_like_to_have_a_look? 56 0
dlg_0 92 56 0 Let_me_see_what_you_have... 57 1 13014 0 0 0
dlg_0 92 57 0 It's_good_to_do_business_with_you. 6 0

I've done a bit of modding, but when a number is constant it usually shows up in the code directly.
 
Maybe 10 is in there. A number like ten is converted into a really long weird number by the game. I don't know how it works but you need a special program to decode them. With the unofficial editor it was much easier. You just load it and it converts for you.

If you're really dedicated you can go back to .632, load the editor and see if you can find anything in the Slaver dialogue there. Find the number in the text editor and try to match it to the one in the .700 txt.
 
:neutral:

I finally had some time to look into code piece that was found relating the the price of prisoners... After checking and comparing the old .632 and .7 versions I found the lines to be identicle.... so, it would seem that the price is not in there.

Sheek Wrote:
My guess is that it is parties.txt. That gives info on prices of recruitable troops in different cities. The same screen you use for recruitment is used for sell slaves.

Or it could be in conversations.txt

dlg_0 65628 55 2 20059 16777216 0 0 30 16777216 1 0 I_have_brought_you_a_few_prisoners,_Ramun._Would_you_like_to_have_a_look? 56 0
dlg_0 92 56 0 Let_me_see_what_you_have... 57 1 13014 0 0 0
dlg_0 92 57 0 It's_good_to_do_business_with_you. 6 0
 
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