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M&B Mod Community  |  Mount&Blade Expansion  |  Major Mods  |  The Last Days (Moderators: DaBlade, Llew)  |  TLD: FAQ, Mini-mods & Optimizations
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Author Topic: TLD: FAQ, Mini-mods & Optimizations  (Read 34840 times)
thecalaquendi
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« Reply #60 on: April 28, 2009, 09:03:49 AM »

In scripts.txt this seemed like it may be relevant:

capture_routine
 87 20102 16777222 0 0 20104 16777221 16777222 0 4 0 0 0 32 33554472 0 0 20104 285212672 33554445 0 5 0 0 0 20104 285212672 33554473 0 3 0 0 0 20033 285212673 0 0 20033 285212674 0 0 4 0 0 0 31 285212672 100663305 0 20033 285212673 3 0 5 0 0 0 31 285212672 100663307 0 20033 285212673 3 0 5 0 0 0 31 285212672 100663309 0 20033 285212673 3 0 5 0 0 0 31 285212672 100663310 0 20033 285212673 3 0 5 0 0 0 31 285212672 100663315 0 20033 285212673 3 0 5 0 0 0 31 285212672 100663306 0 20033 285212673 4 0 5 0 0 0 31 285212672 100663308 0 20033 285212673 4 0 5 0 0 0 31 285212672 100663314 0 20033 285212673 4 0 5 0 0 0 31 285212672 100663304 0 20033 285212673 2 0 5 0 0 0 31 285212672 100663303 0 20033 285212673 1 0 3 0 0 0 2147483679 285212673 0 0 10700 285212675 0 0 12 33554446 0 0 2147483679 33554446 285212675 0 10706 33554446 0 0 10704 33554446 0 0 10718 285212676 33554446 0 6 285212677 83886422 83886475 20060 285212678 285212677 150994944 31 285212678 1 0 31 285212676 285212677 0 520 285212679 285212677 0 2147483679 285212679 5 0 10720 285212680 33554446 0 31 285212680 0 0 20035 285212681 100 0 2147483680 285212681 33554474 0 20033 285212682 285212673 0 20005 285212682 5 0 500 285212677 0 285212682 20502 1 285212677 0 10110 50332140 4294901760 0 20033 33554475 1 0 4 0 0 0 31 285212673 1 0 20005 33554476 1 0 20510 2 33554477 0 10110 50332242 0 0 5 0 0 0 31 285212673 2 0 20005 33554478 1 0 20510 2 33554479 0 10110 50332241 0 0 5 0 0 0 31 285212673 3 0 20005 33554480 1 0 20510 2 150995002 0 10110 50332240 0 0 5 0 0 0 31 285212673 4 0 20005 33554481 1 0 20510 2 150995005 0 10110 50332239 0 0 3 0 0 0 3 0 0 0 3 0 0 0



Then again, perhaps I have to edit a particular variable for the units found in troops.txt? Like...:

trp_lothlorien_scout lothlorien_scout lothlorien_scout 3674937296004579591 0 0 7
  90 0 406 0 710 0 203 0 661 0 662 0 105 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  5 5 4 4 15
 150 150 150 150 150 150 0
33554689 0 65568
  270342 138354962144535178 786439 133540329300247633


I know there's an "unofficial troop editor" available (maybe an "official" one as well?), but is it compatible with TLD and M&B 0.808?

I guess I'll be waiting for your response, manypostspony, as you're usually the one to do so Tongue
Thanks!!

Edit: Wow, that "glow" function is really bright... better wear your sunnies  Cool
« Last Edit: April 28, 2009, 09:06:10 AM by thecalaquendi » Logged
onepostpony
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« Reply #61 on: April 28, 2009, 01:08:17 PM »

My guess would it's in the scripts.txt file. You would need to look for a routine that involves eleven troops. I have no idea for the routine in question.

EDIT: It's party_prisoners_add_party_companions

It's starts with a 19. Change that 19 to 18 and delete "2147483681 285212676 83886130 83886160 "
There should be only one instance in that line.

As always, make a back-up with this type of operation.

Also: It's elven, not eleven

The 19 refers to how many lines are in this script. Each line will always have 4 numbers.

The only thing referencing elven units is the line "2147483681 285212676 83886130 83886160 "
The 83886130 refers to trp_lothlorien_scout, the first normal elven unit.
The 83886160 refers to trp_dunedain_youth, the first unit after all the normal elven units.

Now look at the next line "2147483681 285212676    83886277 83886334 "
83886277 = trp_orc_snaga_of_isengard | the first orc unit
83886334 = trp_end_orc_uruk_troll | the unit after the last orc unit

"2147483681 285212676" means that both lines do the same thing. The only special relationship that the orcs and elves have that men don't in this game is that they are never prisoners.
« Last Edit: April 28, 2009, 04:30:36 PM by onepostpony » Logged
thecalaquendi
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« Reply #62 on: April 28, 2009, 11:40:39 PM »

Also: It's elven, not eleven

The 19 refers to how many lines are in this script. Each line will always have 4 numbers.

The only thing referencing elven units is the line "2147483681 285212676 83886130 83886160 "
The 83886130 refers to trp_lothlorien_scout, the first normal elven unit.
The 83886160 refers to trp_dunedain_youth, the first unit after all the normal elven units.

Now look at the next line "2147483681 285212676    83886277 83886334 "
83886277 = trp_orc_snaga_of_isengard | the first orc unit
83886334 = trp_end_orc_uruk_troll | the unit after the last orc unit

"2147483681 285212676" means that both lines do the same thing. The only special relationship that the orcs and elves have that men don't in this game is that they are never prisoners.

Ok, so I see how 83886130 refers to trp_lothlorien_scout, just as 83886131 relates to trp_lothlorien_veteran_scout and 83886159 to trp_knight_of_rivendell, and so on... but where does the "83886[***]" come from? I can't find any list of troop names/functions associated with these numbers.
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onepostpony
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« Reply #63 on: April 29, 2009, 07:49:30 AM »

You need to look at the v0.808 module system files. http://forums.taleworlds.net/index.php/topic,30480.0.html

83886160 converted to hex is 0x5000050. 0x5XXXXXX is the address block reserved for troops (header_common.py).
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onepostpony
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« Reply #64 on: May 03, 2009, 06:14:20 PM »

Here's what I think the code for party_prisoners_add_party_companions is:

Code:
store_script_param_1 mst_town_default
store_script_param_2 mst_conversation_encounter
party_get_num_companion_stacks mst_town_disguised mst_conversation_encounter
try_for_range mst_visit_town_horseback 0 mst_town_disguised
party_stack_get_troop_id mst_zendar_novice_master_talk mst_conversation_encounter mst_visit_town_horseback
neq_this_or_next_else_try mst_zendar_novice_master_talk
eq g_move_heroes 1
neq_is_between mst_zendar_novice_master_talk trp_lothlorien_scout trp_dunedain_youth
neq_is_between mst_zendar_novice_master_talk trp_orc_snaga_of_isengard trp_end_orc_uruk_troll
try_begin
neq_eq map_hero_present_in_battle 1
is_between mst_zendar_novice_master_talk trp_map_heroes_begin trp_map_heroes_end
call_script capture_host_leaders mst_zendar_novice_master_talk
try_end
neq_this_or_next_is_between mst_zendar_novice_master_talk trp_map_heroes_begin trp_map_heroes_end
eq map_hero_present_in_battle 1
party_stack_get_size mst_visit_town_castle mst_conversation_encounter mst_visit_town_horseback
party_add_prisoners mst_town_default mst_zendar_novice_master_talk mst_visit_town_castle
try_end
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thecalaquendi
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« Reply #65 on: May 04, 2009, 04:34:15 PM »

Yeah, it seems less straightforward than I first expected.  You see, I had no idea what "hex/hexadecimal" was until I searched for it on Wikipedia... anyway, I did as you suggested and am now able to take elves as prisoners/rescue them.
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DaBlade
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« Reply #66 on: May 04, 2009, 06:43:40 PM »

Heh, you little buggers are cracking the code... Laugh
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onepostpony
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« Reply #67 on: May 04, 2009, 07:04:50 PM »

Only around the edges Smiley. Now that I got a handle on the script format, I can get a general idea about some of the code. Operands are child's' play now that I now they are signed.

How close was I to the source? (Assuming it's archived.)

EDIT: Now I know the problem with my code snippet.

What I thought were mission_templates are local variables!
« Last Edit: May 04, 2009, 08:17:11 PM by onepostpony » Logged
DaBlade
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« Reply #68 on: May 04, 2009, 11:07:01 PM »


How close was I to the source? (Assuming it's archived.)


I wouldn't know, that's Ancientwanker's department (I only work on the sound and graphics). You already know more about it than me Smiley
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thecalaquendi
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« Reply #69 on: May 05, 2009, 01:47:10 PM »

I'm positive this has been discussed before, but I am somewhat annoyed with some of the randomly generated maps (spawning in water/beneath a perfectly vertical cliff/in the densest forest imaginable) and was hoping to "simply" create my own maps which could be chosen according to circumstance.  Would this be a simple task? How would I go about it? What tools would I require?

Merci!
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DaBlade
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« Reply #70 on: May 05, 2009, 01:57:59 PM »

I'm positive this has been discussed before, but I am somewhat annoyed with some of the randomly generated maps (spawning in water/beneath a perfectly vertical cliff/in the densest forest imaginable) and was hoping to "simply" create my own maps which could be chosen according to circumstance.  Would this be a simple task? How would I go about it? What tools would I require?

Merci!

You should search at the Taleworlds forum. I know it has been done before, but I'm unsure about the details.

And yeah, the terrain generation in .808 was really crazy Tongue
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thecalaquendi
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« Reply #71 on: May 05, 2009, 02:52:11 PM »

I did as you proposed.  Anyway, I have yet ANOTHER question.  Is there an easy way to make archers respond to the formation commands? (or all units) I am specifically interested in having them form a line... There's at least one formations-type mod available on the TaleWorlds forums, but it does not seem to be compatible with TLD.

Thanks again.
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Ron Losey
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« Reply #72 on: May 05, 2009, 05:30:38 PM »

I did as you proposed.  Anyway, I have yet ANOTHER question.  Is there an easy way to make archers respond to the formation commands? (or all units) I am specifically interested in having them form a line... There's at least one formations-type mod available on the TaleWorlds forums, but it does not seem to be compatible with TLD.

Thanks again.

The formation commands in .808 were experimental, and severely jury-rigged.  Since then, effective formation-building was added to M&B ... both in Native, and the option to build on it (as those other mods do).

So no, not really ... not in .808 ... but future versions will most certainly include proper formation commands.
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Nameless One
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« Reply #73 on: May 14, 2009, 03:15:06 AM »

Is it possible to recruit Eothain as an Elf?

Is it possible to recruit non-Elven lords as an Elf?

If Eothain is not recruitable, are there any other heroes that are not recruitable for Elves?

Is there a list of recruitable heroes anywhere on the forum?
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onepostpony
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« Reply #74 on: May 14, 2009, 06:28:28 AM »

Is it possible to recruit Eothain as an Elf?

Is it possible to recruit non-Elven lords as an Elf?

If Eothain is not recruitable, are there any other heroes that are not recruitable for Elves?

Is there a list of recruitable heroes anywhere on the forum?

Let's fix the Uflas bug (for Gondor) as an example:

Go to line 210 in conversation.txt. Change, from the beginning to the first comma to:

Code:
dlga_hail_warrior._i_have_ 343 0  2 31 33555146 0 0 31 33555145 0 0 Hail,

Now you can recruit Uflas from the beginning, provided you have the experience points.

Can someone show me the unmodified line 210? I didn't make a back-up and It'll be hard to explain the process otherwise.
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