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Thread: A Guide for Guilds

  1. #141
    Squid's Avatar Opifex
    Patrician Artifex Technical Staff

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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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    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  2. #142

    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. #143

    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. #144

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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. #145

    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. #146

    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. #147
    Squid's Avatar Opifex
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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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    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  8. #148
    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. #149

    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. #150
    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. #151

    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. #152

    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. #153

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

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

  14. #154

    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!

  15. #155

  16. #156

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

    if i stack a load of buildings and rotate them until they all have one turn left to complete will that let me get the Masons Guild

  17. #157

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

    i can't find export_descr_guild and files connected with it....i only wanted to make all knight orders available from beginning of campaign like Teutonic, St.John or Knights of Santiago

  18. #158
    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

  19. #159

    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)

  20. #160
    irishron's Avatar Cura Palatii
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    unpack_all.bat

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