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Thread: A Guide for Guilds

  1. #181

    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Is it possible to get rid of a get in-game without having to restart your game? I have a knight of santiago in (buildable, not yet constructed) in Salamanca and Leon right nowbut I want them in Teledo, and Leon already has Theologins guild. Am I just getting unlucky with getting a merchant guild to come to Salamanca or does the knighthood order make it so you can't make any other guilds?

  2. #182

    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Hey, guys, I've often lurked here and today I was trying to edit the Templars and Hospitallers.

    I was reading http://www.twcenter.net/forums/showt...=1#post1431530

    when I opened my export_descr_guilds, there were no knights' chapter houses in the list. I could not edit the points required for the Templars and Hospitallers' minor chapter houses. I'm talking about SS 6.4. Is there a way to make them more easily acquirable?

  3. #183
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    From the crusades export_descr_guilds:

    Code:
    ;------------------------------------------
    Guild templars_chapter_house
        building guild_templars_chapter_house
        exclude st_johns_chapter_house
        levels  100 250 500
    
    ;------------------------------------------
    Guild st_johns_chapter_house
        building guild_st_johns_chapter_house
        exclude templars_chapter_house
        levels  100 250 500
    
    ;------------------------------------------
    Guild teutonic_knights_chapter_house
        building guild_teutonic_knights_chapter_house
        levels  100 250 500
    
    ;------------------------------------------
    Guild knights_of_santiago_chapter_house
        building guild_knights_of_santiago_chapter_house
        levels  100 250 500










  4. #184

    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Thank you

    I forgot to mention I was tweaking Stainless Steel, and gracul must have moved those somewhere else. Nvm

  5. #185
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Gracul must have used the vanilla version of EDguilds. Simply copy from the other kingdom campaign's EDguild files.










  6. #186
    baselhun's Avatar Civis
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    How do we allow a guild allowed to build more than once?

  7. #187
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    The base level can be build multiple times and is usually triggered by action based on a settlement, eg training priests.
    Level 2 is a 'faction' upgrade that can happen only once per faction (hard coded).
    Level 3 is a 'world' update that can happen only once per game (hard coded).










  8. #188
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Quote Originally Posted by Gigantus View Post
    The base level can be build multiple times and is usually triggered by action based on a settlement, eg training priests.
    Level 2 is a 'faction' upgrade that can happen only once per faction (hard coded).
    Level 3 is a 'world' update that can happen only once per game (hard coded).
    Hi Gig,
    I want to make sure I got it right: you can build a master guild only once in the game? So if it gets destroyed, you cannot get it for the second time even if it would still be just one master per faction?
    JoC

  9. #189
    Withwnar's Avatar Script To The Waist
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    Default Re: A Guide for Guilds

    My understanding was that it's an "only one at a time" thing. If your faction has a Master Thieves Guild then no new one will be offered until your faction no longer has one. Likewise for HQ: no offer while one exists anywhere on the map.

  10. #190
    Withwnar's Avatar Script To The Waist
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Quote Originally Posted by Miguel_80 View Post
    I believe that the hidden resources doesn't influence the guilds.
    This is true. Not as hidden_resource conditions in EDB nor when added in descr_regions hoping to use the 'hardcoded' mechanism which was suggested here might exist - I don't think there is any hardcoded stuff for this, it's simply the case that you cannot tell the game where a guild is allowed to be offered.

    I also tried a building_present_min_level and that had no effect either - the guild was offered in a settlement which did not have that building, despite the condition saying it needs to be there.

    Fortunately the factions{} condition DOES work in EDB. I don't know about other condition types.

    EDIT: I was only testing the explorers_guild. I don't know if the above applies to all.
    Last edited by Withwnar; February 21, 2020 at 07:20 PM.

  11. #191
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide for Guilds

    Afaik the 'atlantic' hidden resource influences the placement of the explorer's guild, not aware of any other instances.










  12. #192
    Withwnar's Avatar Script To The Waist
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    Default Re: A Guide for Guilds

    It didn't seem to in some tests I ran. However, those tests only involved "s" points: constructing, etc. in settlement X to get enough points to be offered the guild, seeing if that settlement did get the offer under various EDB conditions and hidden resource assignments. Presence/absence of those HRs and conditions made no difference.

    Maybe they work for "o" and "a" points?

    "atlantic" is also used by the explorers guild in descr_missions, indicating targets for their take settlement missions.

  13. #193
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide for Guilds

    Quote Originally Posted by Withwnar View Post
    "atlantic" is also used by the explorers guild in descr_missions, indicating targets for their take settlement missions.
    It's very possible that's the only connection between the two and that I was making a wrong assumption.










  14. #194
    Withwnar's Avatar Script To The Waist
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    Default Re: A Guide for Guilds

    Quote Originally Posted by Withwnar View Post
    Maybe they work for "o" and "a" points?
    Nope.

    Quote Originally Posted by Gigantus View Post
    It's very possible that's the only connection between the two and that I was making a wrong assumption.
    I reckon so. It's pretty clear now that they don't work as offer-region labels.

    So "atlantic" has a purpose but it's still a mystery why vanilla has and uses the "explorers_guild" hidden resource. Some leftover from when it used to work that way perhaps? swordsmiths_guild and woodsmens_guild are also HRs, no other guilds are.

  15. #195
    Withwnar's Avatar Script To The Waist
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    Default Re: A Guide for Guilds

    Here is a workaround solution to restricting offers to certain settlements...

    Every turn, reduce the points to that guild in every settlement that is not where you want it to be.

    Code:
    Trigger Deny_Explorers_Guild_To_Certain_Settlements
        WhenToTest SettlementTurnEnd
    
        Condition not IsRegionOneOf 4 22 36 42 54 70
    
        Guild explorers_guild s -1000
    i.e. Explorers Guild will only be offered in regions 4 22 36 42 54 70. The others will never accumulate enough points, unless of course you have some trigger(s) that are giving enough points to counteract that huge negative.

    It doesn't need to be as high as -1000, so long as its higher than the total points a settlement could possibly accumulate in any turn from all of the other triggers.

    Also, guild points can go below zero. I was wondering if they'd be like trait points which can't; no matter how many points you subtract from a character's trait, its total points will never be less that zero. Not so with guild points: in that code example a settlement not in that region list will have -1000 points at the end of turn 1, -2000 at the end of turn 2, and so on (plus any points they picked up from other triggers).

  16. #196
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: A Guide for Guilds

    Guys,
    do you know if the "RandomPercent" condition work in EDG?
    JoC

  17. #197
    Withwnar's Avatar Script To The Waist
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    Default Re: A Guide for Guilds

    I don't know but would be extremely surprised if it didn't. It works everywhere else that conditions can be used.

  18. #198
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: A Guide for Guilds

    Guys,
    another question: is it possible to give some guild points to a settelment by script?

    I'm thinking about it the context of giving a settlement a guild building by script or mission. Afaik, it's not possible to give a building by script. But maybe it's possible to give points that would allow this?

    cheers
    JoC

  19. #199
    Withwnar's Avatar Script To The Waist
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    Default Re: A Guide for Guilds

    Build by script:
    Code:
    console_command create_building London m_explorers_guild
    One way to do points by script:

    Code:
    monitor_event {whatever ... need to give London the points}
      set_event_counter give_london_points 1
    end_monitor
    
    monitor_event FactionTurnEnd
      set_event_counter give_london_points 0
    end_monitor
    EDG:
    Code:
    ;------------------------------------------
    Trigger GiveLondonPointsTrigger
        WhenToTest SettlementTurnEnd
    
        Condition SettlementName London
          and I_EventCounter give_london_points = 1
    
        Guild explorers_guild s 100
    Last edited by Withwnar; June 06, 2020 at 10:09 PM.

  20. #200
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: A Guide for Guilds

    Another question on the guilds:

    Will this trigger fire once (only at the excommunication decision by the pope), or it will trigger every turn the faction is in the state of excommunication?

    Code:
    ;------------------------------------------Trigger Theologians_Excommunication
     WhenToTest FactionExcommunicated
    
    
     Guild theologians_guild a -20

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