vary good guide for beginer and adventer player's
vary good guide for beginer and adventer player's
R.I.P Blackomur | The Shadow of Ishtar | Proud to be israeli
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.
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?
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.
House of Ward ~ Patron of Eothese, Mythic_Commodore, Wundai, & Saint Nicholas
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:
b.Remove the entry line for woodsmens_guild from brothel line of buildings.
Spoiler Alert, click show to read:
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.
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![]()
I have never get horse b. guild in my whole life.
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.
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)?
Am i right in saying you can only get Guilds in Citys and Fortresses and not below that like towns/castles ?
If you guys have already read the guide then I suggest you ask questions in this forum.
very useful guide, thanks
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?
@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.![]()
excellent guide plus rep
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?
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
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.