Page 5 of 11 FirstFirst 1234567891011 LastLast
Results 81 to 100 of 226

Thread: A Guide for Guilds

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

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

    Yeah, apparently that is possible but I for one have never got the command to work properly. It even says "all files extracted ok." but nope. But what one can do is open the unpack_all.bat file and edit dthe destination folder, set it to somewhere else, extract, pick out the files one needs and delete the rest without any confusion.

  2. #2
    Friend
    Moderator Emeritus

    Join Date
    Oct 2006
    Location
    Beautiful America
    Posts
    8,626

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

    Yeah.. not really worth the trouble for me to unpack for just a few changes.


    Retired moderator of TWC
    | Under the patronage of Atterdag

  3. #3

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

    Hey guys,

    I made a diplomats guild (as diplomats are the only agents (beside princesses) which cannot be boosted by guilds) that works exactly like the thieves guild or the assassins guild so all trained diplomats will gain up to 3 influence depending on the guild level...

    Everything worked fine but then I thought that this guild might also improve princesses...

    Now I want to add some princess related triggers that give guild points on my diplomats guild and that's why I would like to know how I test if
    1. a female family member was born (maybe even distinguish prospective princesses and "normal" female family members) or
    2. one of my princesses gets married
    in the export_descr_guilds.txt.

    Basically I'm only struggeling with the conditions that need to be set, the events are of course Birth in the first case and CharacterMarriesPrincess in the second one or am I mistaken?

    Hopefully you can help me out...
    Last edited by YXAndyYX; May 15, 2007 at 12:31 PM.

  4. #4

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

    I had a question regarding guilds. As we all know, the AI loves using agents, especially spies. This is actually a benefit of the AI, as it has the endless patience to carefully manage every individual agent and army (if not terribly well sometimes). The problem here is that the AI quickly builds up points for thieves' guilds through all of its spying, and you quickly find (upon conquering the AI cities) that the AI has overdone it on thieves' guilds that it cannot actually use (no brothels in some cities). I was wondering if there was some way to make the guild points dependent on buildings being present in the given settlements. Let's take this line of code for example:


    Trigger 0163_Governor_Dread2
    WhenToTest SettlementTurnStart

    Condition GovernorAttribute Chivalry < -4
    and SettlementBuildingExists >= brothel

    Guild thiefs_guild s 2
    Seems pretty straightforward, right? Should work just fine - the settlement only gets the thieves' guild points if it has both a brothel+ building and a dread 4+ character in it. But what about the following?

    Trigger 0212_Spy_Mission
    WhenToTest SpyMission

    Condition MissionSucceeded
    and SettlementBuildingExists >= brothel

    Guild thiefs_guild s 10
    This is trickier. Should I have changed the "thiefs_guild s" to "thiefs_guild a"? I figured the S would mean the game would run through each individual settlement I owned, checking for the brothel+ building upon completing a successful spying mission, but it could also provide those points to the enemy settlement depending on the game reads the code! The A would mean it would apply the points to all settlements, but in that case, would it successfully check for the brothel+ in each settlement?

  5. #5
    Socal_infidel's Avatar PDER Piper
    Join Date
    Jan 2007
    Location
    Brooklyn USA
    Posts
    2,563

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

    Don't think you can use a "SettlementBuildingExists" condition with a "SpyMission" event.

    That said, to avoid seeing an over-proliferation of thieve's guilds, you can comment out the endedinsettlement and spymission sucess triggers like so:

    ;------------------------------------------
    ;Trigger 0211_Spy_On_Settlement
    ; WhenToTest CharacterTurnEnd
    ; Condition EndedInSettlement
    ; and not SettlementIsLocal
    ; Guild thiefs_guild a 2
    ;------------------------------------------
    Trigger 0212_Spy_Mission
    ; WhenToTest SpyMission
    ; Condition MissionSucceeded
    ; Guild thiefs_guild a 10
    I've done this and let it run on auto-pilot for a while and it seems to work. I've seen settlements with explorer's guilds, swordsmith's guilds, theologian's guilds.

    The problem with these two triggers is the AI spams spies like nobody's business. And because those triggers gives guild points to "all" settlements, settlements that don't even have a brothel end up getting offered thieves' guilds...

  6. #6
    Hephaistos's Avatar Tiro
    Join Date
    Jan 2007
    Location
    Lower Saxony
    Posts
    262

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

    Has anyone ever successfully added a completly new guild into the game? I just tried, by following the tutorial step by step. I have been very careful to make everything exactly as written in the tutorial. The only thing I changed was the name of the guild, I called it "HL_office" (Hanseatic League).

    Allright, when I use the edited files, the game crashed to desktop even before the intro was playing. The error log does show the following:

    [script.err] [error] Script Error in data/descr_building_battle.txt, at line 1029, column 23
    Unable to find building_battle localised string 'HL_office'
    This probably refers to the added guild code:

    HL_office
    {
    stat_cat medium_stone
    localised_name HL_office
    }
    m_HL_office
    {
    stat_cat medium_stone
    localised_name m_HL_office
    }
    gm_HL_office
    {
    stat_cat medium_stone
    localised_name gm_HL_office
    }
    I see absolutly no difference to the code of the vanilla guilds, which could crash this game, so I assume the error must be somewhere else. But I don't have the slightest idea, I allready tripple checked all changes I did and compared them to the turorial.

    The only thing I woundered about was, that I didn't do any changes which do tell the programm, which graphical files to use. For example if you add an ancillary you have to say to the programm which tga to use. But the turorial says nothing about doing an entry anywhere to add the informations which tga und which models and textures to use.

    Can anyone help me or it is simply impossible to add a completly new guild without overwriting another one?

  7. #7

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

    Since its my first post in the thread first I'll just say its a great guide for a person like me who wants to know all the little deatails. Thnx

    However, since I've only read this half-way through my current campaign with Spain I wasn't really counting any points or doing anything specific to aquire certain guilds and I'd really like to see them all. So after reading this I picked one huge city for every guild (except Knights of Santiago adn Alchemists) and have since done all the training and building in those cities with a sole goal of being offered a guild.

    Since I haven't been counting the points I can't really tell what my standings are but two things happend which I can't explain.

    I picked Genoa for assassins guild, razed a Thieves Guild there and started training assassins each turn. I didn't count exactly how many turns but soon I was offered Assassins guild in Lisbon. I figured it just got to 100 points generated earlier in the game from trainings and becuse of a lot of tavern line buildings I was completing at the time. I accepted, but continued training assassins in Genoa since Lisbon was too far away. Some turns later (I again didn't count how many exactly) I still don't have even level 1 guild in Genoa BUT now I get an offer for Master Guild in Lisbon. I have been training one assassin in Genoa each turn (along with completing a Pleasure Palace) and exactly zero assassins in Lisbon this whole time!

    Another thing happened in the meantime which I also can't explain. I got offered a Knights of Santiago Chapter House in Timbuktu which is basicly impossible because I am excommunicated from like turn 10 and the only crusade was on Toulouse which is owned by myself... Chivalry bonus from governor is also excluded since I've only conquered Timbuktu 2 turns earlier.


    Two questions (apart from the obvious "I'm totally lost" situation):

    1. When you take over a city from another faction do you start from 0 or their points count as yours now?

    2. When normalization starts if you're not doing anything for a certain guild in a certain city can the points go to negative?


    Sorry if its a too long post, but I tried to include all the relevant details.


    EDIT: I believe I've just solved the mistery of the assassins guild. Apparently in order to have a chance of a guild being offered, you have to leave the building queue of a city empty for the turn...something I almost never do

    Still, this doesn't explain the Knights of Santiago in Timbuktu... Is it possible that Hungary, Poland, France, England, Sicily, HRE and Pope creating crusader armies to destroy me actually enabled me to build Knights of Santiago guild?

    EDIT2: Disregard the first edit. Apparently it was just a coincidence. A number of turns later I still haven't been offered an assassins guild in Genoa even though I now counted the points from training assassins and assassinating. They are well over 100 in last 2-3 turns alone, but no guild offer yet. Merchants and Thieves guilds were offered to me. I refused thinking the next will be assassins guild, but next turn came and no guild was offered whatsoever (I mean globally, not just in Genoa, obviously you can only be offered one guild per turn), same for the next couple of turns. I am absolutly positive on my points count, which is also supported by the fact that Master upgrade was offered in Lisbon where, logically, I would have to have considerable number of points less than in Genoa by this time after all the training that was done in Genoa and none that was done in Lisbon (points from assassinatons and normalization are obviously same for both cities).
    Last edited by Nestor Drake; June 19, 2007 at 05:35 PM.

  8. #8

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

    Maybe I missed something, but where can I define what the guild can do? Now I have a "trade monopol" guild but thats it. No benefits defined...

  9. #9
    Hephaistos's Avatar Tiro
    Join Date
    Jan 2007
    Location
    Lower Saxony
    Posts
    262

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

    You have to insert effects in the buildings file, where it says:

    capability
    {
    }
    Have a look at the vanilla guilds for what is possible.

  10. #10

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

    Thx already found that, what Im looking for is how to change the effect of the guild on trained units (especialy: agents) ?

    edit: nm.... found the file. Training agents in a guild is affected by the traits triggers (export_descr_character_traits.txt)
    Last edited by dm04; June 25, 2007 at 10:15 AM.

  11. #11

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

    + rep to you, DarkKnight

  12. #12

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

    Old thread, but I just now found the link to it. I've noticed that every time I conquer Antioch that I am immediately offered the explorer's guild there. This happened to me playing both the Byzantines and the English (it is always my first initiated crusade, partially for historical purpose, and partially for the fact its far easier to hold on to than Jerusalem until I can build up forces there)

  13. #13

    Icon14 Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    great!!! +1 rep


  14. #14
    Lonck's Avatar Centenarius
    Join Date
    Jun 2006
    Location
    mah couch
    Posts
    851

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

    how do I change the benefits a guild gives? Like how much movement points the explorers guild gives?

  15. #15

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

    I have some problems.

    1) Where do I define the triggers that are used in descr_guild.txt ? I try to use GeneralJoinJihad and GeneralAbandonJihad but get:

    17:33:26.411 [script.err] [error] Trigger parsing error in regiontest/data/export_descr_guilds.txt, at line 1769, column 16 :
    Can't find an entry for event trigger GeneralAbandonJihad
    17:33:26.411 [game.script] [error] Trigger parsing error in regiontest/data/export_descr_guilds.txt, at line 1769, column 16 :
    Can't find an entry for event trigger GeneralAbandonJihad

    2) I copied the battlebuildings exactly like described, but they are not showing up on the battlemap.

    I used st_johns_headquarters, st_johns_major_chapter_house and st_johns_minor_chapter_house as a template from the southern_european folder.

    I named my folders muslim_knights_hq, muslim_knights_major_ch and muslim_knights_minor_ch. Inside the files are named like me_muslim_knights_hq.animinstances, me_muslim_knights_hq.world and so on.

    3) All guild text in-game shows correctly except the guild list itself in the building browser. Where St. Johns guild shows Hospitaller Guild my Muslim Knights guild shows only <guild_muslim_knights_order>

    Other than these 3, it works. But I have no idea how to solve this.

  16. #16

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

    Question:
    Can I use decimal values for the scores added or subtracted to the threshhold?
    I run my modified vanilla version with 0.50 timescale and building times x4. This has, unfortunatly, impact on the availability of certain guilds. With the normalization of -1 to all guilds every turn its nearly impossible to get guilds like swordsmith guild or the varius military orders.
    If only every 4 turns things would equalize somehow.
    So, it is possible to set the normalization to -0.25?
    "Worüber man nicht sprechen kann, darüber muss man schweigen."
    -Wittgenstein

  17. #17

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

    Does anyone know how the explorers guild bonus is applied? Is it global, or just troops built in that town, or troops who have been stationed there?

    If global, is there a benefit to having more than one?

  18. #18

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

    Fantastic!

  19. #19

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

    What is the hardcoded limit of the total number of Guilds a game can have?

  20. #20

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

    In the Retrofit Mod with the Kingdoms Add-On I have a question regarding Swordsmith's Guild and the Muslim factions. Both Egypt and Turkey get sword infantry, Al-Haqa and Dis. Hashams. However I have pumped out many MANY of these guys including dedicating some 15 turns to doing just that, and have never received a swordsmith's guild due for them. You got them in Kingdoms all the time.

    I know that the base level is 100 points, but to check if you get them at all I reduced that to 30 points and still nothing.

    So my question is: Does producing ME-Sword infantry in the Add-On Campaign give you points for a swordsmith guild? If not, how can I change things so they do?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •