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Thread: A Guide for Guilds

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  1. #1

    Default Re: A Guide for Guilds

    Thanks, from what I gather 1 = 5%, 2 = 10%, etc..

  2. #2

    Default Re: A Guide for Guilds

    Why isn't this guide stickied?

  3. #3

    Default Re: A Guide for Guilds

    I have added a guide to creating a new guild from scratch in the third post. Bumping to alert people of the huge update.

  4. #4
    Lopus's Avatar Biarchus
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Very nice DarkKnight.

  5. #5

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

    Wow, I was just thinking about making an experimental guild mod, thanks for all the information about how to make one!

    Now to think up some good guilds...

  6. #6

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

    I don't have the file building_battle.txt, from where I can download it?
    Thanks.

  7. #7
    kleemann's Avatar Libertus
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Well i made experiment about add-ing 4 level to guilds. But i could not get level 4 guild and more than 1 level 3 guild..
    I wonder is it hardcoded?
    Building tree shows all four levels of that guild.

    Well i have to make more experiments.. add new triger to get more points for recruiting certain unit.. or certain general trait or ancilliary..
    Last edited by kleemann; March 14, 2007 at 03:18 AM.
    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.

  8. #8

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

    Quote Originally Posted by kleemann View Post
    Well i made experiment about add-ing 4 level to guilds. But i could not get level 4 guild and more than 1 level 3 guild..
    I wonder is it hardcoded?
    Building tree shows all four levels of that guild.

    Well i have to make more experiments.. add new triger to get more points for recruiting certain unit.. or certain general trait or ancilliary..
    Did it CTD on startup? Or did it just not show up in game? If it was the first, assuming that you did everything correctly, then I guess three levels is hardcoded into the engine.

    But if it just didn't show up there are many things it could be. You just might not be collecting enough points to trigger it. Did you remember to make a 4th entry at the top of EDG to specify how many points you need for that last level?

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

    Does anyone know how much the movement bonus is for explorers guild HQ? I have mine in Leon, and my siege workshop there, in the hope that it will allow my trebuchets to keep up with the rest of my army... but they still are slower.


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  10. #10

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

    Quote Originally Posted by Garnier View Post
    Does anyone know how much the movement bonus is for explorers guild HQ? I have mine in Leon, and my siege workshop there, in the hope that it will allow my trebuchets to keep up with the rest of my army... but they still are slower.
    Correct me if I'm mistaken, but I think explorers guilds only give traits/ancillaries to generals/admirals to give them more movement points. As far as I know there is no way to increase the basic movement points, without adjusting them for all units. You can try to edit the unit type in EDU and make them infantry to see if they can keep up with the rest of the army. Movement points are fixed per unit type (infantry 100%; cavalry 150%; siege 75%).

  11. #11
    Zem's Avatar Laetus
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Quote Originally Posted by pwijnands View Post
    Correct me if I'm mistaken, but I think explorers guilds only give traits/ancillaries to generals/admirals to give them more movement points. As far as I know there is no way to increase the basic movement points, without adjusting them for all units. You can try to edit the unit type in EDU and make them infantry to see if they can keep up with the rest of the army. Movement points are fixed per unit type (infantry 100%; cavalry 150%; siege 75%).
    There may be some traits that increase the speed (e.g. Naval Navigator, Intrepid Explorer, etc.)

  12. #12
    Samuel_the_Great!'s Avatar Libertus
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    I can't figure out how to do the last three steps.
    Death solves all problems,no man no problem "Josheph Stalin":hmmm:

  13. #13
    Samuel_the_Great!'s Avatar Libertus
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    Default Making a new Guild

    I read through Darknights tutorial on how to make a totaly new guild.I got to step 6 with little to no problems,from there on I couldn't understand what to do.I am a total newb at modding and I am not afraid to admit it.Please help though as I really want to do this.
    Death solves all problems,no man no problem "Josheph Stalin":hmmm:

  14. #14
    Trajan's Avatar Capodecina
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Thread merged with 'Making a new Guild'. There's no need for a new thread, just keep it in here.

  15. #15

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

    First you need Alpaca's strings.bin converter which you can find HERE.

    Use the converter to change the .strings.bin files that I specified in the data/text/ folder into .txt files.

    Then you can follow the tutorial to make the required changes. When you have finished editting the files they must go into a mod folder. For information about setting up a mod folder look HERE.

  16. #16
    Ziggy the Monk's Avatar Laetus
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Hi all, I am a very cautious person and I was wondering how much I could mess up Medieval 2 by messing with the guild texts.(I know I can backup)

  17. #17

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

    The worst thing you could do by editting the text is make it so the game won't start up. You can fix this easily by restoring your backup. If you have experience working with the error log, you can spot the errors and correct them fairly easily without having to restore the backup.

  18. #18

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

    Is there any way to remove the one guild per city limit? I'm not worried about having multiple guild houses visible on the battle map. Just being able to remove the need to pick and choose my guilds is all I'm interested in.
    Endure. In enduring, grow strong.

  19. #19

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

    Is there any way to remove the one guild per city limit? I'm not worried about having multiple guild houses visible on the battle map. Just being able to remove the need to pick and choose my guilds is all I'm interested in.
    Figure that out and you have found the holy grail. I have no idea how to do it and am pretty sure it is hardcoded.

    If you disband the units after you have recruited them they will show up again when the next available unit shows.
    Interesting... thanks for pointing that out.

  20. #20

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

    Great guide, but I'm just wondering if something else plays into the Knights of Santiago? First I began a crusade and then I placed a 5 chiv governor in Toledo for around 30 turns (age 44-death). Considering normalisation and all I still didn't get the order. Only when I moved my king into the province (8+ chiv, 5-6 piety) did I finally get the order. But by then I was already able to build Chivalric Knights, so the Santiago Knights were somewhat useless.

    So, what went wrong? And do higher chiv govs give more than the 5 pts per turn? I didn't abandon the crusade but someone else captured the target, does that count -25pts too? That would at least explain how I just missed the 100 mark.

    PS: Does the Explorer's Guild work properly? I once heard that the movement points weren't being given for newly recruited generals, is that true or false? I do get the Intrepid Explorer ancillary from time to time so it seems okay.
    Last edited by darox; April 03, 2007 at 10:29 AM.

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