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  1. #1
    Old Geezer's Avatar Senator
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    Icon5 No Swordsmith Guild

    In my present Scotland campaign I have not been offered a swordsmith guild. I have captured a Lithuanian castle, and a Byz. castle, with them and see that Mosul (which is K of Antioch now) has one. I have recruited very many dismounted knights and mailed knights and feudal knights and have built many high level armories; but alas no swordsmith guilds offered. Is this a bug because there are no Highland Nobles or what?

    Also, despite recruiting an exceedingly high number of cavalry from some castles I have not been offered a guild.

    Also, I assume (and hope) that eventually I will be allowed to recruit Noble Pikemen and Heavy Pike Militia in a later era.

  2. #2

    Default Re: No Swordsmith Guild

    I'm not sure what's going on with the swordsmen guild, but I know calvary has always been funky. Unless Dave fixed the "error," the only locations a horse type guild will be offered is in a city, not a castle. There's three ways to get this guild: be a kingdom that normally can recruit horses in a city, -OR- build a merchant guild, recruit 60 horses, destroy merchant guild, -OR- build tons of calvary type buildings in a castle and recruit 30 or 40 horses, change castle to a city.

    None are very fantastic, but normally I go with merchant guild, 60 horses, destroy m guild, build horse breeders guild when it's offered.

    Hope that helps.

  3. #3
    Magefsx's Avatar Campidoctor
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    Default Re: No Swordsmith Guild

    Thats odd- I've got the swordsmiths guild every time. And you will get the pikemen later on, in the late era

  4. #4
    Old Geezer's Avatar Senator
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    Default Re: No Swordsmith Guild

    In my preset Polish campaign I have very many Swordsmith guilds and no Horse Breeders' Guilds (none even in captured settlements of Mongols, Moors, Egyptians, etc.). (This is all very different than LTC.)

  5. #5
    Nefarious's Avatar Tiro
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    Default Re: No Swordsmith Guild

    According to the export_descr_buildings file, a Swordsmiths' Guild requires the settlement be at least city level.
    Spoiler Alert, click show to read: 
    building guild_swordsmiths_guild
    {
    convert_to guild_swordsmiths_guild
    levels swordsmiths_guild m_swordsmiths_guild gm_swordsmiths_guild
    {
    swordsmiths_guild requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter not_pagan_lithuania 1
    {
    convert_to 0
    capability
    {
    weapon_melee_blade 1
    }
    material wooden
    construction 1
    cost 1000
    settlement_min city
    upgrades
    {
    m_swordsmiths_guild
    }
    }
    m_swordsmiths_guild requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter not_pagan_lithuania 1
    {
    convert_to 1
    capability
    {
    weapon_melee_blade 1
    }
    faction_capability
    {
    heavy_cavalry_bonus bonus 1
    }
    material wooden
    construction 1
    cost 2000
    settlement_min large_city
    upgrades
    {
    gm_swordsmiths_guild
    }
    }
    gm_swordsmiths_guild requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter not_pagan_lithuania 1
    {
    convert_to 2
    capability
    {
    recruit_pool "Gotland Footmen" 1 0.4 2 1 requires factions { denmark, norway, }
    weapon_melee_blade 1
    }
    faction_capability
    {
    heavy_cavalry_bonus bonus 1
    }
    material wooden
    construction 1
    cost 3000
    settlement_min large_city
    upgrades
    {

    Besides the buildings which contribute to attracting the guild (Barracks and smiths), the export_descr_guilds file normally has specific units listed as needed to trigger the guild. But since this mod has so many units (thanks Dave!!), it has been simplified to this:
    Spoiler Alert, click show to read: 
    Trigger 0130_Recruit_Sword_Unit
    WhenToTest UnitTrained

    Condition TrainedUnitCategory infantry
    and TrainedUnitClass heavy

    Guild swordsmith_guild a 15


    As for the Horse Breeders, I always change my export_descr_buildings file to allow them in castles. It's a very easy fix. In the file, you'll find this:
    Spoiler Alert, click show to read: 
    building guild_horse_breeders_guild
    {
    levels horse_breeders_guild m_horse_breeders_guild gm_horse_breeders_guild
    {
    horse_breeders_guild city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    cavalry_bonus 1
    }
    material wooden
    construction 1
    cost 1000
    settlement_min city
    upgrades
    {
    m_horse_breeders_guild
    }
    }
    m_horse_breeders_guild city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter not_pagan_lithuania 1
    {
    capability
    {
    cavalry_bonus 1
    }
    faction_capability
    {
    cavalry_bonus 1
    }
    material wooden
    construction 1
    cost 2000
    settlement_min large_city
    upgrades
    {
    gm_horse_breeders_guild
    }
    }
    gm_horse_breeders_guild city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter not_pagan_lithuania 1
    {
    capability
    {
    cavalry_bonus 1
    }
    faction_capability
    {
    cavalry_bonus 2
    }
    material wooden
    construction 1
    cost 3000
    settlement_min huge_city
    upgrades

    Change the red entries to these blue entries:
    Spoiler Alert, click show to read: 
    building guild_horse_breeders_guild
    {
    levels horse_breeders_guild m_horse_breeders_guild gm_horse_breeders_guild
    {
    horse_breeders_guild requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    cavalry_bonus 1
    }
    material wooden
    construction 1
    cost 1000
    settlement_min city
    upgrades
    {
    m_horse_breeders_guild
    }
    }
    m_horse_breeders_guild requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter not_pagan_lithuania 1
    {
    capability
    {
    cavalry_bonus 1
    }
    faction_capability
    {
    cavalry_bonus 1
    }
    material wooden
    construction 1
    cost 2000
    settlement_min large_city
    upgrades
    {
    gm_horse_breeders_guild
    }
    }
    gm_horse_breeders_guild requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter not_pagan_lithuania 1
    {
    capability
    {
    cavalry_bonus 1
    }
    faction_capability
    {
    cavalry_bonus 2
    }
    material wooden
    construction 1
    cost 3000
    settlement_min large_city
    upgrades

    By removing city from the entries, you can get the guild in either cities or castles. And, since castles don't have a huge_city equivalent, change the final entry settlement_min huge_city to settlement_min large_city.


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  6. #6
    Old Geezer's Avatar Senator
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    Default Re: No Swordsmith Guild

    Thank you for the pointers.

    Curiously, I am in an English Campaign and it is 1238, A.D., but only recently started being offered Swordsmith Guilds. I had spammed so many heavy/infantry units (hundreds) that I know that I had enough points. And, I had many fortresses. I captured several fortresses in the middle east and one in Minsk that had Swordsmith guilds. There is no way that these factions produced numbers anywhere close to the ones that I had. I believe that the program has a priority of some type to select certain guilds to be offered. For many turns I was offered Merchant's guilds or Theologians. I stopped being offered spy guilds after demolishing about 20 of them. In short, I think that either I had more points for merchants, merchant take_overs, and Merchant Guilds that their points were even greater or that the program prefers them over Swordsmith Guilds and if both should be available selects the Merchant Guild first. (I have never seen more than one guild per turn offered.) For the huge number of archers and archery range buildings I have only a few Woodsmen guilds and the HQ. I do not have relatively many inns as compared to markets.

    I must check the building files in these various mods and make sure they do what I expect and want before starting my next campaign.

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