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  1. #1

    Default Re: A Guide for Guilds

    Good to know, Thanks for your quick reply.

    One more question: With the explorers guild,
    Fleets distance from capital is between 50 and 100 (per turn) (per fleet) 3
    I'm assuming 10 stacked ships is 1 fleet, and 10 single ships is 10 fleets?

  2. #2

    Default Re: A Guide for Guilds

    I honestly do not know the answer to that question. The term "fleet" was what is used in the code. In the game, fleet means a stack (your definition above). However, you never know if the game interpretes it as a ship.

    If you decide to test it and get an answer please share the results.

  3. #3

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

    Awesome Dark Knight + rep
    Signature by Lucarius.

  4. #4

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

    Hi.
    I'm trying to use guilds for a different objective, and my first step was to delete all the guilds. It took some time to eliminate all the traces in different files, but finally the game worked.

    Now I've tried to add one guild from scratch, using this excellent guide.

    First trial: one new guild, with only one test trigger. The game arrives to the 5th turn and then crashes with the message of "a undetermined error ocurred".

    Just in an attempt to find the origin to this problem, I've included only masons_guild, with all the triggers that affect this guild and the general ones (including the normalizer). Everything was ok until turn 40, when the game crashes with the same message, and due to the guild was triggered.

    What am I doing wrong?
    Any idea?

  5. #5

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

    Great Overview!

  6. #6

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

    if i stack a load of buildings and rotate them until they all have one turn left to complete will that let me get the Masons Guild

  7. #7

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

    i can't find export_descr_guild and files connected with it....i only wanted to make all knight orders available from beginning of campaign like Teutonic, St.John or Knights of Santiago

  8. #8

    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?

  9. #9

    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?

  10. #10

    Default Re: A Guide for Guilds

    I'm trying to test it now, but not having much luck finding a console code to check my rating with the explorers guild, I've got 7 single ship fleets between Spain / Africa (capital London), so if I get a guild upgrade in about a dozen turns I'll be a bit of a confirmation.

  11. #11

    Default Re: A Guide for Guilds

    Try this.

    Pick a Milan as your faction (they start with ships and they start near the capital). Then stack all of your ships and send them far away from the capital. Then start over and this time send all of your ships far away from the capital in two stacks. In both trials count the number of turns until you are offered an Explorers guild. If it is per ship then the number should be the same. If it is per fleet, the number from stacking should be twice the number from 2 stacks.

    However, be aware on one problem. I just discovered this yesterday, while doing play testing for my missions guide. Sometimes guilds just stop working, no matter how many points you have with the guild they won't offer you a guild. But if you save and reload the game the pop up asking you if you want the guild appears. I'll try to do more testing to see if I can isolate the conditions of when that happens.

  12. #12
    Trajan's Avatar Capodecina
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    USA
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    Default Re: A Guide for Guilds

    Hey DarkKnight, it worked man. Got the Hospitallers back in Adana, then after a few turns, I got the Templars in England.

  13. #13

    Default Re: A Guide for Guilds

    is it just me or is the horsebreeders guild almost a statistical impossibilty for a faction like denmark. i know its possible but you have to spam unit production and not many people build alot of the stables. and so what is the point of having it a city guild. does that not make sense to anyone else? has anyone gotten either that or a masons guild ever?

  14. #14

    Default Re: A Guide for Guilds

    is it just me or is the horsebreeders guild almost a statistical impossibilty for a faction like denmark. i know its possible but you have to spam unit production and not many people build alot of the stables. and so what is the point of having it a city guild.
    Probably an programming error. I'm guessing that they intended to make it a castle guild, but messed up. It puzzles me why they would make it city only.

    has anyone gotten either that or a masons guild ever?
    Yes. However not through honest methods. I got it to pop up several times when I was doing testing for my missions guide. When I used the process_cq cheat to get me buildings that I wanted (ie to trigger Merchants Guild so I could test their missions), I would often be offered the Mason's guild first.

    However, lets look at the situation without cheating. The following buildings add points for the Masons guild:
    Code:
    Build Stone Wall	10	2
    Build Large Stone Wall	15	2
    Build Huge Stone Wall	25	3
    Build Mustering Hall	10	2
    Build Garrison Quarters	15	2
    Build Drill Square	20	2
    Build Barracks	25	2
    Build Armoury	30	3
    Build Town Watch	10	2
    Build Town Guard	15	2
    Build City Watch	15	2
    Build Militia Drill Square	20	2
    Build Militia Barracks	20	2
    Build Army Barracks	25	2
    Build Royal Armoury	30	3
    Build Leather Tanner	10	2
    Build Blacksmith	15	2
    Build Armourer	20	2
    Build Heavy Armourer	20	2
    Build Plate Armourer	25	2
    Build Gothic Armourer	30	3
    Build Castle Armourer*	15	2
    Build Bowyer	10	2
    Build Practice Range	15	2
    Build Archery Range	20	2
    Build Marksmans Range	30	3
    The average point per building is a little less than 20. In order to trigger the Masons guild we are talking building 6 of those buildings in a single settlement. The bonus to other settlements doesn't really do you much good unless you have a VAST empire so that those points add up. Now we also have the normalization process. So lets say on average those buildings take 6 turns to build (for simplicity). By the time that we build the next building to cumulate the point total, we have lost 6 points. So lets subtract 6 from all of those totals for a better estimate. Now we got about 14 points per building. We talking 8 buildings in a settlement now. Now we have to consider that we can't build all of those settlements at once due to population requirements. On a single city level there are not enough buildings to trigger the guild. So if we build all of the available buildings on a city level, we have to wait for the population to grow before we can build more to trigger the guild. Now take into affect the normalization process. Either you lose tons of points due to normalization or you have to construct enough buildings in other settlements to offset the process. So in actuallity your only chance of getting the guild would be to not build any of the buildings on that list (besides the walls of course) until you upgrade to the next level. Then build those two levels worth of buildings all back to back.

    Now for triggering the master and hq... good luck. There are only 495 points that you can theoretically get from building in a single city. So already it is impossible to get the hq from a single city. Then take into account that the castle versions wont help because it is for city only and then the normalization process, and the scenario is even worse. In all practicallity it would be impossible to get master as well.

    The only way to get them appears to have an enormous empire. Have one city save up all of those buildings until it gets to the top level. Then start cranking them out. While doing that have tons of other cities start cranking out those buildings in order to give it a bunch of +2's that add up to a decent sized number each turn.

  15. #15

    Default Re: A Guide for Guilds

    Quote Originally Posted by DarkKnight View Post
    Now for triggering the master and hq... good luck. There are only 495 points that you can theoretically get from building in a single city. So already it is impossible to get the hq from a single city.
    Fascinating. What if you build, demolish and rebuild one of the buildings? Do you get those points over and over again, or do they only count the first time you build the building? It seems like this could be a way for a wealthy kingdom to generate a Mason's guild.

  16. #16

    Default Re: A Guide for Guilds

    Quote Originally Posted by Gattamelata View Post
    Fascinating. What if you build, demolish and rebuild one of the buildings? Do you get those points over and over again, or do they only count the first time you build the building? It seems like this could be a way for a wealthy kingdom to generate a Mason's guild.
    Interesting theory...:hmmm:
    In order for you to lose the points for demolishing you would have to have a trigger that subtracts points for demolishing the building. And there are none. The triggers which add points are fired when the building is completed in the settlement, regardless of anything else. So I would assume that it would work. Or course the best way to find out would be play testing.

  17. #17
    kleemann's Avatar Libertus
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    Default Re: A Guide for Guilds

    Well for the last comment i realized that also. Now i add trigers to get mason guild if you recruit spearmen. You will get this guild quicker.

    Example:
    ;------------------------------------------
    Trigger 01_recruit_spearmen
    WhenToTest UnitTrained

    Condition UnitType Spear Militia

    Guild masons_guild s 5

    ;------------------------------------------
    Trigger 02_recruit_spearmen
    WhenToTest UnitTrained

    Condition UnitType Italian Spear Militia

    Guild masons_guild s 5

    ;------------------------------------------
    Trigger 03_recruit_spearmen
    WhenToTest UnitTrained

    Condition UnitType EE Spear Militia

    Guild masons_guild s 5

    ;------------------------------------------
    Trigger 04_recruit_spearmen
    WhenToTest UnitTrained

    Condition UnitType SE Spear Militia

    Guild masons_guild s 5

    ;------------------------------------------
    Trigger 05_recruit_spearmen
    WhenToTest UnitTrained

    Condition UnitType ME Spear Militia

    Guild masons_guild s 5
    Trading tip: Load your mercants on your (crapy, cheap upkeep) unit and place that crapy unit on the valuable trade ressource. All will earn money on that single ressourec AND other merchants can't do anything! ha:ha

    BUT it has bad side efect, if the unit rebel you will lose your merchants :hmmm:

    How-to: edit battle_model.modeldb to add new animations and skins.

  18. #18

    Default Re: A Guide for Guilds

    Wow, that's really helpful! Now I must mod some.. To get me some templars lol.
    Muahah, you just wasted 3 seconds of your life!

  19. #19

    Default Re: A Guide for Guilds

    good call and good work. since masons guild reward is military units why not get points for training units. i like it

  20. #20

    Default Re: A Guide for Guilds

    What does "Trade bonus +1" or "happiness +1" actually mean? 1% improvement?

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