I can't figure out how to do the last three steps.
I can't figure out how to do the last three steps.
Death solves all problems,no man no problem "Josheph Stalin":hmmm:
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:
Thread merged with 'Making a new Guild'. There's no need for a new thread, just keep it in here.
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.
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)
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.
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.
If you disband the units after you have recruited them they will show up again when the next available unit shows.
For example:
You are Spanish and recruiting Jinetes in a city.
Every 2 turns one Jinetes unit will be available.
You recruit one Jinetes and disband.
Then it will say: Turns to next available unit 1.
But the next turn you will have 2 available units of Jinetes.
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.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.
Interesting... thanks for pointing that out.If you disband the units after you have recruited them they will show up again when the next available unit shows.
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.
This is the trigger
If the governors chivalry is 5 or greater, then it satisfies the condition of chivalry > 4. Higher chivalry governors do not give more than the standard 5 points per turn. My best guess is that you had another general in the city so the chivalric governor was not acting as the "governor" since the other general was better at management.Code:Trigger 0196_Governor_Chivalry WhenToTest SettlementTurnStart Condition GovernorAttribute Chivalry > 4 Guild woodsmens_guild s 5 Guild knights_of_santiago_chapter_house s 5 Guild st_johns_chapter_house s 5
You get a +25 points for creating the crusade. I am not exactly sure about whether the way your crusade ended triggering the -25 trigger. But normally these conditions do not discriminate, so I would guess that it does trigger the -25. But all that would do is offset the bonus gained from starting the crusade. That still doesn't explain the governor issue for 30 turns.
Was 30 turns literally how long it was? Or are you just trying to estimate, in which case you may have just been a couple turns away from triggering if your estimated well above the actual number.
The Intrepid Explorer ancillary improves movement by 3. If your general ends its turn in a city with an explorers guild (house, master or hq) then there is a 5% chance of acquiring the ancillary. Having a higher level of the guild does not improve the chance.
Thanks for the thorough reply. That's good to know with the Intrepid Explorer. I am indeed getting that one from time to time, so it seems to work fine. I'm just a little confused because of the apparent 'faction wide' bonus (from the HQ) which I haven't really noticed as such.
Now as for the Knights of Santiago, yes it was indeed literally ~30 turns. My first King's daughter married a pretty decent guy who was already in his late 30's. I think he already had the 5 chivalry points from the onset or I used him in battle to increase it. Either way though, he had them when I moved him into Toledo around the age of 44. I'm pretty sure of this, since I even checked the city a turn later or so looking at his age and chiv because I was deliberately aiming for that guild. The char was also the only governor through out this time and died peacefully at the usual age of around 60. So yeah, the only way he might have missed that mark is that while the crusade as such was successful, the bonus points were again subtracted for not actually reaching (?) or conquering the target. Along with the normalisation points that could explain it. Following his death I moved my high chiv king into Toledo as governor. But if there's no additional bonus points for more chivalry and piety doesn't count at all, he can't really have had an advantage over the former but never less I was able to build the guild a few turns later.
I doubt bugs played into it but to include all facts the triggers seemed a little odd in that game. For one the first crusade was called fairly late and wasn't aimed at the usual target Jerusalem but elsewhere. The earthquake triggers were also a bit out of line. Of course they're supposed to be random and can theoretically happen constantly, but in this game I had like dozen whereas usually I'd suffer one at the most. Another odd thing was that one of these random quakes killed the exact amount of soldiers each time, even when I refreshed the random seed through the usual means. Not sure if this is normal or not. But maybe something was indeed wrong with the triggers in that game?
Anyway, I'm thinking about starting a new Spanish campaign and if possible I'll try to repeat the issue.
Last edited by darox; April 03, 2007 at 10:13 PM.
Hello there.
Thanks for the whole guide, its the best written guide on this forum IMO. It covers a lot and is very clear and easy to read.
I have a few questions tho.
I wanted to make Teutonic Knights Chapter House only available in Castles. I changed
teutonic_knights_minor_ch requires factions { hre, }
to
teutonic_knights_minor_ch castle requires factions { hre, }
and for other guild levels. It seems to work fine and the game doesn't crash, but error log shows
22:23:18.171 [data.invalid] [error] Target building level not allowed: The Holy Roman Empire, fortress -> city, guild_teutonic_knights_chapter_house[0](teutonic_knights_minor_ch) -> guild_teutonic_knights_chapter_house[0](teutonic_knights_minor_ch)
22:23:18.171 [data.invalid] [error] Target building level not allowed: The Holy Roman Empire, citadel -> city, guild_teutonic_knights_chapter_house[0](teutonic_knights_minor_ch) -> guild_teutonic_knights_chapter_house[0](teutonic_knights_minor_ch)
22:23:18.171 [data.invalid] [error] Target building level not allowed: The Holy Roman Empire, citadel -> city, guild_teutonic_knights_chapter_house[1](teutonic_knights_major_ch) -> guild_teutonic_knights_chapter_house[1](teutonic_knights_major_ch)
22:23:18.171 [data.invalid] [error] Target building level not allowed: The Holy Roman Empire, citadel -> city, guild_teutonic_knights_chapter_house[2](teutonic_knights_hq) -> guild_teutonic_knights_chapter_house[2](teutonic_knights_hq)
1. Any ideas on what I should change to clear the log? Might that be conected with the "convert_to guild_teutonic_knights_chapter_house" entry?
2. What is this "convert_to" entries? And the number that follows?
3. Also what might be the capability entry for building increasing the expierience for ships? The "navy_bonus" given in the admirality building gives expierience for ships with guns only...
4. How do I delete buildings? I just delated the whole building siege group for cities and was given crash and error log:
22:49:20.546 [script.err] [error] Script Error in roadtojerusalem/data/export_descr_buildings.txt, at line 1591, column 1
Expected '}', found 'building'
So this sounds like I went the "barbarian hammer way" too much.
Thank you very much in advance.
I ask all this here because it seems every building questions in forum sends the "asker" to this thread.
Regards
Is there a known limit for number of guilds in game? Or can we add X amount of new guilds?
Rome Total Realism VII Roman Faction Historical Advisor
It is foolish to incur danger for small results; He must be considered a reckless general who would fight before there is any need, while a good one takes risks only in cases of necessity." ---Publivs Cornelivs Scipio Aemilianvs Afrivanvs Numantinvs
@Jahoo
1. I believe you have the building converting to a building that has higher prerequisites.
2. The convert_to function says what building it changes to when you convert a city to a castle or vice versa. The corresponding number is the level of that building you want to convert to.
3. If you can't find any that work in the existing entries you could trying doing it with traits. Have a trait be triggered when the guild is constructed and it gives all admirals an extra command.
4. You have to delete the building entries from the other files, not just the EDB (see the add a new guild section of the tutorial). Pretty much do the guide in reverse.
I've only created and tested 1 additional guild. I'm not sure if there is a maximum number that it can handle. There is only one way to find out and that would require a zealous modder with a little bit of extra time on his hands.Is there a known limit for number of guilds in game? Or can we add X amount of new guilds?
Is there any way to see how much more points a settlement needs?
That I'd like to know as well. I wasn't able to repeat the KoS issue since I took the crusade target but I've run into a new problem and thus I'd too like to know what AdLi asked and another thing, when one rejects a guild offer to build in a certain town how does it affect it's future offers in that settlement?
I got the horsebreeder's guild offered a couple of times but I turned them down. Now though I want one for my princess and other agents to get some horses to ride on, so I've actively tried to get one in Marrakesh (through races and recruiting Jinetes. I also want an explorer's guild for one of my provinces, because of the navigator ancillary. Lastly, although I've already got one, I thought about a second swordsmith guild in Algiers and have likewise built mass buildings and loads of sword units, disbanded them and built them again.
But even though I build all buildings/units necessary for either I don't get any offers (anymore! was doing fine earlier), except for the merchant's guild from time to time. Is there a global limit to the amount of guilds or something of that sort which could somehow affect this?
really helpfull thanks. +rep
This is GREAT ! Thank you.
I have a question: does anyone know if the Merchants Guild ACTUALLY increases trade income. I think it does'nt, it says it does in the game files, and in the descriptive text but I've not noticed any difference.
Salute !
Last edited by Sinan; April 21, 2007 at 04:18 PM.
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Is it possible to create military guild with new units? For example making a new knightly order?
Each Shadow conceils more Shadows.