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Thread: A Guide for Guilds

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

    What do you mean by nothing changed? How did you test that nothing changed.
    Under the patronage of Roman_Man#3, Patron of Ishan
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  2. #2

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

    in changed the line with the points for merchant guild from: levels 100 250 500 to: levels 10 20 50
    and started the game as HRE builded marketplace in Frankfurt and trained merchant and i also get the trading offer from venice and accepted so it's more than 10 points... but i didnť get the offer from the guild

  3. #3

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

    Oh i get it now, to test do this say try woodmen's guild.

    After that you recruit\build one archer\archery building\unit etc and then "add_population 5000" cheat code and upgrade to fortress and as soon as you get a fortress you will get the first level.
    ^try this i'm sure you are not getting guilds because you have low level settlements.

    Edit:-
    Spoiler Alert, click show to read: 
    Lol Post#8086 reminds me of 8086 micro-processors.
    Last edited by Ishan; December 17, 2010 at 03:40 AM.

  4. #4

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    yes that's right i completely forgot that i got to have enought level of settlement... I'll try it ... thank you :-)

    yahoo... It works ... thanks a lot Ishan and sorry for my stupidity

    Please avoid double posting that is consecutive posting.
    Last edited by Ishan; December 17, 2010 at 04:03 AM. Reason: double post

  5. #5

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

    Quote Originally Posted by Stoki View Post
    yahoo... It works ... thanks a lot Ishan
    Great congrats.
    Quote Originally Posted by Stoki View Post
    and sorry for my stupidity
    It's not stupidity we are humans so we can't help it, we are meant for making mistakes.
    And if we repeat it despite knowing it than it's stupidity.

  6. #6

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

    were would I find this file for the steam version because I cannot find the file for the guilds anywere.

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

    You have to unpack the game.
    Under the patronage of Roman_Man#3, Patron of Ishan
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  8. #8
    crzyrndm's Avatar Artifex
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    If you build a guild HQ does that mean that one of your other guilds can become a masters guild now?

  9. #9

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

    You can't build guilds and one guild has nothing to do with the other unless you mean something else.

  10. #10
    crzyrndm's Avatar Artifex
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    OK, get offered guild HQ say for merchants guild, can one of my other merchants guilds be offered the masters now that I dont have one or is it only 1 masters or HQ( 1 or the other) per faction

  11. #11

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

    Minor guilds as many as you want.
    Major guild only 1 per faction for that guild type.
    HQ only one in the whole world for that guild type.

  12. #12

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

    i've added a few guilds from the start of the game using the descr_strat folder, the game starts up fine, but will this cause any problems in the long term, say after 60 turns?

  13. #13

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

    No it won't have any negative effects, rest assured.

  14. #14

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

    Quote Originally Posted by Ishan View Post
    No it won't have any negative effects, rest assured.
    thanks for the assurance!! i haven't done anything too major, just added teutonic knights and santiago knights chapter houses to germany and spain respectively!

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  16. #16
    irishron's Avatar Cura Palatii
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Last edited by Ishan; April 01, 2012 at 07:15 AM. Reason: Link added

  17. #17

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

    Quote Originally Posted by irishron View Post
    cool, but which is correct for M2TW Vanilla game? (not for Kingdoms)

  18. #18
    irishron's Avatar Cura Palatii
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    unpack_all.bat

  19. #19

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

    you gave wrong unpacker this one is for Kingdoms

    anyways i managed (finally) to unpack files, i got export_descr_guild unpacked and then i stopped unpacking. I changed some values that will make Knights of Santiago order come at the beginning, but the problem is i can't implement that unpacked files into the game with UAI

  20. #20
    irishron's Avatar Cura Palatii
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Unpack_all.bat DOES ONLY unpack vanilla, all 36,000 of them. Done it too damn many times.

    The other four unpackers are for each of the Kingdoms campaigns.

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