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

    vary good guide for beginer and adventer player's
    R.I.P Blackomur | The Shadow of Ishtar | Proud to be israeli
    My Tutorial | My Workshop | I.A.F Web | 2D Artist & Skinner

  2. #2

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

    ok i could follow this guide to number 6. but now i got a problem. i tried to use alpacas converter to convert building_battle.txt.strings.bin and export_buildings.txt.strings.bin but it just doesn't convert these files. i tried the script and the convert_all.bat but it converts just all other files and the readme states that it should be able to convert the two files i need.
    i patched my game to version 1.2 and its the german version. i dunno if its not working because of that... if you have any idea what the problem could be please tell me. it would also be a help if someone could send me the contents of the files then i could just make new ones.

    thanks in advance
    Dakan

    €: okay i got the needed files from a friend of mine. it works well now. great tutorial^^
    i added a guild called "cosa nostra" to sicily and now i got this new guild and an assassins guild in naples. 2 guilds in 1 city O.O ? has anyone experienced this before?
    Last edited by Dakan; June 04, 2009 at 03:06 PM.

  3. #3

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

    Thank you for this incredibly helpful guide to the confusing world of guilds. Can someone explain how the movement bonus from the Explorer's Guild works? Do units built in cities with EG's get that bonus, or all units?

  4. #4

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

    I tried creating a guild for a mode (namely TATW) but couldn't find some of the files in the tutorial (descr_building_battle for example); as i tried to do without them the game crashes before the intro video.
    I don't know much about modding (obviously) so my question is : are ALL the files necesary or is there something else i did wrong?

  5. #5
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Quote Originally Posted by Packman View Post
    I tried creating a guild for a mode (namely TATW) but couldn't find some of the files in the tutorial (descr_building_battle for example); as i tried to do without them the game crashes before the intro video.
    I don't know much about modding (obviously) so my question is : are ALL the files necesary or is there something else i did wrong?
    Not all mods will include all files, since any files not in the mod are read from the base files. You don't need to modify descr_building_battle from my experience, that is supplementary. You do need to modify: export_descr_guilds.txt, export_descr_buildings.txt, and export_buildings.txt. Changes applied in those three files should function assuming they are entered correctly.

  6. #6
    Kylan271's Avatar Domesticus
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Bumping this because searching here,I found no reference to corrections for Guild 'errors'.

    1.Woodsmen Guild

    a.Change all the masons_guild to woodsmens_guild,or create new Trigger just for them.

    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger 0048_Build_Bowyer
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = bowyer

    Guild masons_guild s 10
    Guild masons_guild o 2

    ;------------------------------------------
    Trigger 0049_Build_Practice_Range
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = practice_range

    Guild masons_guild s 15
    Guild masons_guild o 2

    ;------------------------------------------
    Trigger 0050_Build_Archery_Range
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = archery_range

    Guild masons_guild s 20
    Guild masons_guild o 2

    ;------------------------------------------
    Trigger 0051_Build_Archery_Academy
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = marksmans_range

    Guild masons_guild s 30
    Guild masons_guild o 3

    ;------------------------------------------


    b.Remove the entry line for woodsmens_guild from brothel line of buildings.

    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger 0191_Build_Tavern
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = brothel

    Guild woodsmens_guild s 10
    Guild assassins_guild s 10
    Guild assassins_muslim_guild s 10
    Guild thiefs_guild s 10

    ;------------------------------------------
    Trigger 0192_Build_Brothel
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = inn

    Guild woodsmens_guild s 15
    Guild assassins_guild s 15
    Guild assassins_muslim_guild s 15
    Guild thiefs_guild s 15

    ;------------------------------------------
    Trigger 0193_Build_Inn
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = tavern

    Guild woodsmens_guild s 20
    Guild assassins_guild s 20
    Guild assassins_muslim_guild s 20
    Guild thiefs_guild s 20

    ;------------------------------------------
    Trigger 0194_Build_Hotel
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = coaching_house

    Guild woodsmens_guild s 25
    Guild woodsmens_guild o 2
    Guild assassins_muslim_guild s 25
    Guild assassins_guild s 25
    Guild thiefs_guild s 25

    ;------------------------------------------
    Trigger 0195_Buiild_Grand_Hotel
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = pleasure_palace

    Guild woodsmens_guild s 30
    Guild woodsmens_guild o 5
    Guild assassins_muslim_guild s 30
    Guild assassins_guild s 30
    Guild thiefs_guild s 30

    ;------------------------------------------


    I think it is an error to list the archers,with a brothel type building,but exclude the archery range of buildings. I think the mason should be non military recruiting types-basically an architectural guild.

    2. Horse Breeders Guild

    I am working on text edit triggers to correct this obvious error-you have to build the points then convert your settlement to obtain the guild I found.

    Hope this helps? Not everything from CA is flawless.


  7. #7
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Kylan those triggers seem perfectly fine to me. The woodsmen guild is fantasy, it produces fantasy bandits. Bandits get drunk. Building military buildings would not help you get a woodsmen guild, but they'd help with the masons. It all adds up

  8. #8
    Croat Axeman (LOL)'s Avatar Indefinitely Banned
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    I have never get horse b. guild in my whole life.

  9. #9

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

    I'm having a bit of trouble creating a new guild. Is there a way I can check for errors after I undergo all nine steps? My error log doesn't say anything about broken threads after I complete step two. I was going to show you the full extent of the error log, but it seems to have crashed my firefox, so I'll have to post it as I go.

  10. #10

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

    If I created 4 or more Crusader stack, can I have condition enough to build one minor Templar or St john chapter house at one of my city (definite of indefinite)?

  11. #11
    Croat Axeman (LOL)'s Avatar Indefinitely Banned
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Quote Originally Posted by assassin14 View Post
    If I created 4 or more Crusader stack, can I have condition enough to build one minor Templar or St john chapter house at one of my city (definite of indefinite)?
    It seems that you should.




    Am i right in saying you can only get Guilds in Citys and Fortresses and not below that like towns/castles ?

    yes

  12. #12

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

    Am i right in saying you can only get Guilds in Citys and Fortresses and not below that like towns/castles ?

  13. #13
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    If you guys have already read the guide then I suggest you ask questions in this forum.

  14. #14

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

    very useful guide, thanks

  15. #15

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

    OK, say I have a swordsman guild hq, so +1 val globally, say the AI has one, and I capture that province, what will happen?

    Will I be able to have +2 globally? Will it not work perhaps? Will it just get destroyed even if I just occupy?

  16. #16

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

    @RabidSheep
    There can be only one HQ and if the AI has it u just have to capture the settlement to take it's benefits.

  17. #17
    For England Men's Avatar Miles
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    excellent guide plus rep

  18. #18

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

    thank you for the guide but I'm lost with it... if i want to change for example points with guild necessary to get one i open the export_decr_guilds.txt in data folder and change the following:
    Guild assassins_guildx
    building guild_assassins_guild
    levels 100 250 500

    to:

    Guild assassins_guild
    building guild_assassins_guild
    levels 10 20 50

    then save and launch the game and try it in game nothing change.

    please can you help me?

  19. #19

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

    You are not launching the game with IO command that way your saved changes are read by the game engine.
    Put this in your medieval2.preference.cfg(open it with notepad) file & save it:-
    Code:
    [io]
    file_first = true

  20. #20

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

    I did so. Now I tried to do everything again but no change happend.
    -I installed the game
    -patched to the 1.3 patch
    -unpacked files
    -removed the geography_new files
    -edited export_decr_guilds.txt
    -putted [io] file_first = true to the medieval2.preference.cfg saved it and made it read only
    i launched the game and tested it but still the same
    Last edited by Stoki; December 16, 2010 at 09:45 PM.

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