Results 1 to 7 of 7

Thread: On Guilds...

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default On Guilds...

    Hello all,

    I've had a rummage through the big guild thread, but I couldn't seem to find just a generic list of abilities to give to the guilds themselves (e.g. recruits_exp_bonus bonus, weapon_melee_blade etc) - does anyone know of such a list or am I just one of a million blind monkeys trying to produce Shakespeare?

    More specifically, thieves guilds. In the export_descr_buildings.txt, in Capabilities (in the SS mod, which is the one I'm hacking up to create my own submod for) there don't seem to be any at all. Are these separately hard-coded, or were they just left out, do you think? If they were left out, what is the command to increase thieve-y type things?

    Also, explorers guilds - I'd like to make them enable faster movement again, does anyone know the command for that?

    Swordsmith's guilds - I've seen many "I think it gives +6 attack per weapon_melee_blade 1 increase ", but nothing definite, is this so? Is there a way of giving it an infantry-only experience bonus?

    Is "trade_level_bonus bonus" a bonus specifically for the settlement that has this guild, and is "trade_base_income_bonus bonus" for all settlements under your control?

    I think that's it for now, sorry for all the questions but they have been vexing me for some time now!

    Cheers all,

    Sargon
    "For men can endure to hear others praised only so long as they can severally persuade themselves of their own ability to equal the actions recounted: when this point is passed, envy comes in and with it, incredulity." - Pericles, Funeral Oration

    "English bastards!" - the Scottish AAR!

    The Grass is ALWAYS Greener: the Dark Tale of Mordor

    Want to publish an article on any aspect of history? PM or email me at shistory@speculativehistory.co.uk, or visit http://www.speculativehistory.co.uk. if you just want to learn something new.

  2. #2
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
    Artifex Technical Staff

    Join Date
    Jan 2007
    Location
    Denver CO
    Posts
    23,851
    Blog Entries
    10

    Default Re: On Guilds...

    These bonuses are listed in the Ultimate Docudemons, and do not apply to a city, or to a faction. They apply to the building, which then adds it to the bonuses that other buildings give, and then gets a settlement total bonus either positive or negative.

    If you destroy the building, you lose the bonus.

  3. #3

    Default Re: On Guilds...

    That helps muchly, but any idea on my other questions?
    "For men can endure to hear others praised only so long as they can severally persuade themselves of their own ability to equal the actions recounted: when this point is passed, envy comes in and with it, incredulity." - Pericles, Funeral Oration

    "English bastards!" - the Scottish AAR!

    The Grass is ALWAYS Greener: the Dark Tale of Mordor

    Want to publish an article on any aspect of history? PM or email me at shistory@speculativehistory.co.uk, or visit http://www.speculativehistory.co.uk. if you just want to learn something new.

  4. #4

    Default Re: On Guilds...

    Related question...

    there are ancillaries that give discounts to unit recruitment... is it possible to give this to a building, and if so, how would you set this up?

  5. #5
    Augustus Lucifer's Avatar Life = Like a beanstalk
    Patrician Citizen

    Join Date
    Aug 2006
    Location
    Mote of Dust
    Posts
    10,725

    Default Re: On Guilds...

    Quote Originally Posted by Triumvere View Post
    Related question...

    there are ancillaries that give discounts to unit recruitment... is it possible to give this to a building, and if so, how would you set this up?
    Building capabilities are different than VnVs which is what is used by traits/ancillaries. Since VnVs only apply to an "agent", in this case a General/Family Member, they can exercise remit over the units under that officer's command. A building however only has remit in its settlement(or all settlements in the case of faction capabilities), and CA didn't see fit to add any capabilities that effect units garrisoned in the building or otherwise outside of before recruitment.

    I assume you're referring to the VnV "TrainingUnits" which is assessed when someone who has a trait/anc with that bonus/penalty is governor of a settlement. There isn't an equivalent in building capabilities; there's a "retrain_cost_bonus" but I've never tried it and that only works for re-training. You could set up a trait trigger to check for a building present in a settlement where someone is governor, and temporarily give them that trait.

    @ Sargon:

    Traits/Ancillaries can be given based on buildings being present in a settlement when the agent is recruited. It's likely that there are triggers for traits that give a higher chance of a spy/assassin getting positive subterfuge traits if a thieves guild exists. As such the impact is implied by the existence of the building rather than through a capability. You'll want to check the ancillaries and character traits files for this. The same thing might be true of the explorer's guild, since movement modifiers are a VnV not a building capability.

    With experience bonuses you can add experience bonuses in the recruit pools. So if you have "Dismounted Feudal Knights" you can change their experience in a new pool. I'm pretty sure the "building_present_min_level" command doesn't work for recruit pools though, so you'd have to use an event counter. The problem is recruit pools seem to only modify each end turn, so the simplest method using SettlementSelected could be faulty. In other words it wouldn't be simple to base a experience gain on a building being present in a particular settlement, but you could quite easily do it for a factionwide bonus.

    I don't see trade_level in the DocuDemons so I'm not sure. Capabilities should only effect their own settlement, unless they are included in the buildings file under a faction_capabilities section instead of just plain capabilities. Not sure if all work factionwide or not, there's very few applications for a factionwide bonus since if you could make those kinds of buildings everywhere it would inflate out of control, so it's only applicable for some types of guilds(as such you may want to look at the guild entries in the export_descr_buildings.txt to see).

  6. #6

    Default Re: On Guilds...

    Yeah, I am currently using the "retrain_cost_bonus" but what I really want to do is give a 10% discount.

    The admiralty has a "recruitment_cost_bonus_naval bonus"

    I wonder if one can't be made for other unit types.

    (there is also a construction cost bonus for the mason's guild)
    Last edited by Triumvere; July 04, 2009 at 04:40 AM.

  7. #7
    EarendilElenthol's Avatar Artifex
    Join Date
    Apr 2008
    Location
    The Netherlands
    Posts
    998

    Default Re: On Guilds...

    The list is mostly in docudemons 4.0, but when I rummaged through the mods made until now, I found three useful things.

    -Firstly you can make worldwide effects, but that is in the row of the EDB under the (normal) capabilities {} and it's called "faction capability" (just check the vanilla file, guess it's in there as well),

    -Secondly the trade_base_income_bonus is listed in docudemons as 5% per 1, while somewhere else 1 is seen as 100% increase.

    -Thirdly there is possible a command taxable_income_bonus (1 point is 5%) Came across this one in the HRR 0.7 mod.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •