That's whatbI'm talking about.GoldEagleMNE said:No..Its unique troops for each town..its like different town different troops same faction..
That would be very useful..I seen that in mod The Last Days..Sir William the Brave said:That's whatbI'm talking about.GoldEagleMNE said:No..Its unique troops for each town..its like different town different troops same faction..
Hmm... Can you tell me? I'm very novice at coding at this time.Captain Lust said:A fairly basic script for the specific towns using 'party_add_members' would do the job fairly easily.
(try_for_range, ":center_no", walled_centers_begin, walled_centers_end),
(neg|party_slot_eq, ":center_no", slot_town_lord, "trp_player"), #center does not belong to player.
(party_slot_ge, ":center_no", slot_town_lord, 1), #center belongs to someone.
(party_slot_eq, ":center_no", slot_center_is_besieged_by, -1), #center not under siege
(store_faction_of_party, ":center_faction", ":center_no"),
(try_begin),
(this_or_next|eq, ":center_faction", "fac_player_supporters_faction"),
(eq, ":center_faction", "$players_kingdom"),
(assign, ":reinforcement_cost", reinforcement_cost_moderate),
(else_try),
(game_get_reduce_campaign_ai, ":reduce_campaign_ai"),
(assign, ":reinforcement_cost", reinforcement_cost_moderate),
(try_begin),
(eq, ":reduce_campaign_ai", 0), #hard (1x or 2x reinforcing)
(assign, ":reinforcement_cost", reinforcement_cost_hard),
(store_random_in_range, ":num_hiring_rounds", 0, 2),
(val_add, ":num_hiring_rounds", 1),
(else_try),
(eq, ":reduce_campaign_ai", 1), #moderate (1x reinforcing)
(assign, ":reinforcement_cost", reinforcement_cost_moderate),
(assign, ":num_hiring_rounds", 1),
(else_try),
(eq, ":reduce_campaign_ai", 2), #easy (none or 1x reinforcing)
(assign, ":reinforcement_cost", reinforcement_cost_easy),
(store_random_in_range, ":num_hiring_rounds", 0, 2),
(try_end),
(try_end),
(try_for_range, ":unused", 0, ":num_hiring_rounds"),
(party_get_slot, ":cur_wealth", ":center_no", slot_town_wealth),
(assign, ":hiring_budget", ":cur_wealth"),
(val_div, ":hiring_budget", 2),
(gt, ":hiring_budget", ":reinforcement_cost"),
(call_script, "script_cf_reinforce_party", ":center_no"),
(val_sub, ":cur_wealth", ":reinforcement_cost"),
(party_set_slot, ":center_no", slot_town_wealth, ":cur_wealth"),
(try_end),
(try_end),
(faction_get_slot, ":party_template_a", ":party_faction", slot_faction_reinforcements_a),
(faction_get_slot, ":party_template_b", ":party_faction", slot_faction_reinforcements_b),
(faction_get_slot, ":party_template_c", ":party_faction", slot_faction_reinforcements_c),
(try_begin),
(eq, ":party_no", <one of your chosen centers>),
(assign, ":party_template_a", <this center's custom party_template_a>),
(assign, ":party_template_b", <this center's custom party_template_b>),
(assign, ":party_template_c", <this center's custom party_template_c>),
(else_try),
# original code
(store_faction_of_party, ":party_faction", ":party_no"),
(party_get_slot, ":party_type",":party_no", slot_party_type),
#Rebellion changes begin:
(try_begin),
(eq, ":party_type", spt_kingdom_hero_party),
(party_stack_get_troop_id, ":leader", ":party_no"),
(troop_get_slot, ":party_faction", ":leader", slot_troop_original_faction),
(try_end),
#Rebellion changes end
(try_begin),
(eq, ":party_faction", "fac_player_supporters_faction"),
(party_get_slot, ":town_lord", ":party_no", slot_town_lord),
(try_begin),
(gt, ":town_lord", 0),
(troop_get_slot, ":party_faction", ":town_lord", slot_troop_original_faction),
(else_try),
(party_get_slot, ":party_faction", ":party_no", slot_center_original_faction),
(try_end),
(try_end),
(faction_get_slot, ":party_template_a", ":party_faction", slot_faction_reinforcements_a),
(faction_get_slot, ":party_template_b", ":party_faction", slot_faction_reinforcements_b),
(faction_get_slot, ":party_template_c", ":party_faction", slot_faction_reinforcements_c),
(try_end),
# Towns (loop)
(try_for_range, ":town_no", towns_begin, towns_end),
# #regional setup done here (these are defined in module_parties)
(try_begin),
(party_get_num_companion_stacks, ":troop", ":town_no"),
(gt, ":troop", 0),
(party_stack_get_troop_id, ":troop", ":town_no", 0),
(gt, ":troop", 0),
(party_set_slot, ":town_no", slot_town_regional, ":troop"),
# (str_store_troop_name_plural, s2, ":troop"),
# (str_store_party_name_link, s1, ":town_no"),
# (display_message, "@{s1} has {s2}"),
(try_end),
(try_end),
(36.0, 0.0, 24.0 * 30,
[],
[
(game_get_reduce_campaign_ai, ":reduce"),
(try_for_range, ":town_no", towns_begin, towns_end), #loop through every town
(party_get_slot,":troop", ":town_no", slot_town_regional), #get troops
(gt, ":troop", 0),
(store_random_in_range,":rein_num", 2,4),
(party_get_slot, ":leader", ":town_no", slot_town_lord),
(try_begin),
(is_between, ":leader", original_kingdom_heroes_begin, active_npcs_end),
(troop_get_slot, ":party_no", ":leader", slot_troop_leaded_party),
(troop_get_slot, ":renown", ":leader", slot_troop_renown),
(val_div,":renown", 400),#kings ~ 2000
(val_add,":rein_num",":renown"),
(party_is_active, ":party_no"),
(party_add_members, ":party_no", ":troop", ":rein_num"),
(try_end),
(val_div,":rein_num",2), #add half to town
(val_add, ":rein_num", ":reduce"),
(party_add_members, ":town_no", ":troop", ":rein_num"),
(try_end),
]),