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  1. #1
    Matz's Avatar Civis
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Quote Originally Posted by SSJPabs View Post

    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?
    You need to look in export_descr_guilds in the data folder. Beneath the initial guild traits, a big-a** list of triggers starts (280 in total). Add the following trigger anywhere in that list (bottom is easy):

    ;------------------------------------------
    Trigger 0281_Recruit_*whatever*
    WhenToTest UnitTrained

    Condition UnitType *dictionary name*

    Guild swordsmiths_guild s 15 ; choose a value you think is fair.

    This adds a trigger which adds points for the swordsmiths guild.

    Hope I'm not a little late with answering this :p.

    Matz
    If brute force doesn't work, ur not doin it rite!

  2. #2

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

    I've played the English several times, and i got the Woodsman Guild, but never any sherwod archers:S I only tried in nottingham do get them, but when i get the guild, no Sherwod Archers is this a bug or what?

  3. #3

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

    Quote Originally Posted by Matz View Post
    You need to look in export_descr_guilds in the data folder. Beneath the initial guild traits, a big-a** list of triggers starts (280 in total). Add the following trigger anywhere in that list (bottom is easy):

    ;------------------------------------------
    Trigger 0281_Recruit_*whatever*
    WhenToTest UnitTrained

    Condition UnitType *dictionary name*

    Guild swordsmiths_guild s 15 ; choose a value you think is fair.

    This adds a trigger which adds points for the swordsmiths guild.

    Hope I'm not a little late with answering this :p.

    Matz
    Actually you are, you forced me to figured it out myself, which really does me the most good so thanks! Madrono's Add On Mod simply uses the trigger list from the vanilla game, and so none of the new units are included, I had to manually add them all and Candelarius aka Yakaspat has now included the changes in his own mod.

    My only other question is, what do the "_guild o 15" and equivalent numbers stand for? What's the o?

    Quote Originally Posted by ingeeli View Post
    I've played the English several times, and i got the Woodsman Guild, but never any sherwod archers:S I only tried in nottingham do get them, but when i get the guild, no Sherwod Archers is this a bug or what?
    You only get Sherwoods from the second level woodsmen guilds and above. Keep pumping out those longbowmen!
    Last edited by SSJPabs; December 29, 2007 at 06:41 PM.

  4. #4

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

    thanks

  5. #5
    Matz's Avatar Civis
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Quote Originally Posted by SSJPabs View Post
    My only other question is, what do the "_guild o 15" and equivalent numbers stand for? What's the o?
    You have a, s & o.

    a: all your settlements gain "guild points"
    s: the settlement in question gains "guild points"
    o: all settlements besides the one in question gain "guild points"

    15 is just the number of points that are added each time the trigger is activated.

    for example: fairy_guild o 15 would mean all your settlements besides the one that activated the trigger gain 15 points to this guild.

    Perhaps now I'm on time .

    Matz
    If brute force doesn't work, ur not doin it rite!

  6. #6

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

    Thanks for this info.

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

    In the guild description made by DarkKnight I found this:
    "Assassins Guild - Higher subterfuge assassins & Law +1".

    If you take a look at the export_descr_buildings.txt you can find the following lines:
    assassins_guild city requires factions { northern_european, eastern_european, greek, southern_european, }
    {
    capability
    {
    law_bonus bonus 1
    }
    material wooden
    construction 1
    cost 1000
    settlement_min city
    upgrades
    {
    m_assassins_guild
    }
    }

    So there is nothing about the higher subterfuge but the law bonus! I know the higher subterfuge is a reasonable expectation in case of Assassins Guild but I don't know if it works...
    Last edited by Zem; January 11, 2008 at 05:31 AM. Reason: I'm a lame

  8. #8
    Zem's Avatar Laetus
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Ok. I answer myself. That's what I've found in the export_descr_character_traits.txt:

    Trigger assassininit4
    WhenToTest AgentCreated
    Condition AgentType = assassin
    and SettlementBuildingExists >= assassins_guild
    Affects AssassinsGuildTrained 1 Chance 100


    Trigger assassininit5
    WhenToTest AgentCreated
    Condition AgentType = assassin
    and FactionBuildingExists >= m_assassins_guild
    Affects AssassinsGuildMember 1 Chance 100


    which means that the subterfuge doesn't grow higher directly due to the existance of Guild but the agent gets some traits.

  9. #9

    Default Question about destroyed guild

    Hello there, I'd like to know if I can have 1 master guild and 1 HQ ? That mean after I upgrade my master guild to HQ, could I also upgrade another guild from others city into another master guild ?

    And btw is there any way to find out if other faction has already built the HQ ? In my game I have 2 master thief guild(1 is built by myself and 1 is gained as I conquer France). But after that they do not offer me any more chance to upgrade even though I built a lot of tavern, Inn , brothel etc all across my land, and keep recruiting spy from the city where my master theft guild is placed

    One more question please . I aim to construct a good band of cardinal for my empire's sake. So currently I start to build from scratch 2 towns (in 2 island next to Rome) into 2 divined city,which will have huge cathedral, high rate of priest recruited, no brothel etc.

    Unfortunately I accidentally build a minor Templars chapter here . So shall I destroyed the chapter to continue building my divined city and wait for the theologian guild ? I already have Templars HQ. And please don't even mind about my auto save, I can not load it anymore.

    Btw I have many huge cathedral in others city, which only has thief guild. Should I destroyed those thief guild(I have had master thief guild already) and wait for the theologian guild in my huge city or in those 2 small islands ?

  10. #10

    Default Re: Question about destroyed guild

    First of all, THANK YOU Darkknight for this wonderful guide!

    Sumonious,
    You can only have 1 Major Chapter House in your kingdom. If it were me, I would destroy the other thieves guilds and wait for other more useful guilds. You already have your Major Chapter House, so build your spies there. Hope I was of some help!

  11. #11

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

    I know this has been asked before, but I've never seen an answer. Is there a hardcoded limit to the number of guilds you can have?
    Son of PW

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

    I can't find these traits but read of them:
    http://forums.totalwar.org/vb/showthread.php?t=75649

  13. #13

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

    They are ancillaries, not traits. And they will only affect troops led by that general admiral.

    The way I read Garnier's post, he was looking for a way to give siege equipment equal movement points to infantry. Getting those ancillaries will make the entire army under the command of that general move further, so the artillery will still be the limiting factor.

  14. #14
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Its not a problem anymore as Kingdoms has an entry in descr_campaign.db.xml where I can make siege units move the same speed as infantry.


    Anyway, another question. I want to make it so all guilds are limited to one per faction. Is there a way to do this? So for instance, as HRE if I get one teutonic knights house, I won't ever be offered one in a different settlement.

    EDIT:

    Perhaps this will do it:
    building guild_teutonic_knights_chapter_house
    {
    convert_to guild_teutonic_knights_chapter_house
    levels teutonic_knights_minor_ch teutonic_knights_major_ch teutonic_knights_hq
    {
    teutonic_knights_minor_ch requires factions { hre, slave, } and not FactionBuildingExists >= teutonic_knights_minor_ch
    {
    convert_to 0
    capability
    {
    recruit_pool "Ritterbruder" 1 0.2 1 0 requires factions { hre, slave, }
    recruit_pool "Dismounted Ritterbruder" 1 0.15 1 0 requires factions { hre, slave, }
    recruit_pool "Halbbruder" 1 0.15 1 0 requires factions { hre, slave, }
    recruit_pool "Dismounted Halbbruder" 1 0.05 1 0 requires factions { hre, slave, }
    recruit_pool "Sword Brethren" 1 0.05 1 0 requires factions { hre, slave, }
    }
    material stone
    construction 1
    cost 100;;;0
    settlement_min large_town
    upgrades
    {
    teutonic_knights_major_ch
    }
    }
    Last edited by Garnier; January 18, 2008 at 08:28 AM.


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  15. #15

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

    Thanks, I knew I found a modifier for that before but couldn't find it anymore.

  16. #16

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

    how do you add st johns chapter house to the descr_strat file for england buecause when i did put in guild_st_johns_chapter_house for one of the buildings the game would not continue after i clicked start campian?? HELP ANYONE WHAT IS THE CORRECT NAME FOR ST> JOHNS GUILD????

  17. #17

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

    hey Garnier did ur script to limit 1 guild type per faction work???
    or does anyone know how you can do this or even better make it like limit only 2 thieves guilds per faction???

    thanks

  18. #18

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

    Has anyone been able to successfully make a new guild? I've followed the instructions in making a new guild, but nothing seems to occur. Also, trying to play it out of a mod has the tendency for the mod to not boot up. Is there anyone that can tell me what to do after step 9?

  19. #19
    Foederatus
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    I once played as England and invaded Milan i conqered Marseille and i found a Thieves guild HQ in there (southern european), i had a Thieves guild HQ in York (northern european). Was it a bug or is it like coltures, every colture has guild HQ of a type?

  20. #20
    Condottiere SOG's Avatar Domesticus
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    What is the probability of creating new guilds and adding them to missions file. Is it indeed hardcoded(my most disfavored word)? Frank Herbert turns in his grave as well.

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