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Thread: Guilds

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  1. #1
    King Canute's Avatar Miles
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    Default Guilds

    I apologize if this has ever been asked but looking around a little bit I did not find anything of the sort, my question is if it is possible to have more than guild in a city by modding means, if so I would love to have that feature implemented!

  2. #2

    Default Re: Guilds

    One settlement=One guild.
    Can be possible with scripting but not sure about the point system.

  3. #3
    King Canute's Avatar Miles
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    Default Re: Guilds

    Personally I feel it would make cities all that more important for you

  4. #4

    Default Re: Guilds

    Personally i'm ok with just one guild.
    Anyways a script would be something like this:-
    Code:
    declare_counter templar_scotland
    
    monitor_event SettlementTurnStart SettlementName Inverness
    	and I_SettlementOwner Inverness = scotland
    	and not FactionIsLocal
    	and I_TurnNumber > 50
    	set_counter templar_scotland 1
    	terminate_monitor
    	end_monitor
    
    monitor_event FactionTurnStart FactionType scotland
    	and not FactionIsLocal
    	and I_CompareCounter templar_scotland = 1
    	console_command create_building Inverness templars_minor_ch
    	terminate_monitor
    	end_monitor
    There are many more possibilities to this also.

  5. #5
    JorisofHolland's Avatar Primicerius
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    Default Re: Guilds

    Yes, and it would free up the guild slots for something else.
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
    For Hell had been annexed of late,
    And was a sovereign Southern State.

  6. #6
    King Canute's Avatar Miles
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    Default Re: Guilds

    Instead of creating a new thread I would rather just tack this related question on here, the question being can anyone tell me or point me in the right direction on figuring out how to make guilds build able in cities/fortresses(the divisions of course working, i.e. yeoman for castle but no merchant for castle)however I would also like the highest level to be built and therefore meaning you could have multiple hq's, on the other hand I also see a nerf on their benefits being necessary.

  7. #7
    King Canute's Avatar Miles
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    Default Re: Guilds

    bump of desperation

  8. #8

    Default Re: Guilds

    One day should hardly engender desperation.

    I don't understand the question. You can already build guilds in cities/fortresses.

    You can't have multiple HQs of the same guild.

  9. #9

    Default Re: Guilds

    @King Canute
    Guild has 3 types minor, major, HQ, if one removes them from the export_descr_guilds.txt file then these will be normal buildings and thus can be build like normal ones i think.

  10. #10
    King Canute's Avatar Miles
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    Default Re: Guilds

    @Ishan. thank you good sir,+rep @k/t I realize it had been a day but stainless steel has such a vibrant and strong community that the thread had already begun to be buried on the third page, if I seemed to hasty I apologize as I know double posts are frowned upon. And when I said buidable I did not mean the guild offering it to you but just being able to be built. I believe Eras Total Conquest has a similar system but just for spies and assassins.

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