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  1. #1

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

    one question, is Knights of Santiago guild a building that should appear in descr_strat? If yes how to put it there?

  2. #2
    Lord Baal's Avatar Praefectus
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    A annoying question. The limit of 1 guild per city is 100% hardcoded then?
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  3. #3

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

    Many thanks. Very usefull. Must be added by a guide how to create new guild.

  4. #4

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

    But you have already done.

  5. #5

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

    I have a question - for the Woodsmens guild - does training Retinue Longbowmen contribute points to getting it?

  6. #6
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Trigger 0183 in export_descr_guilds - there are other archer units as well.
    Last edited by Gigantus; April 20, 2013 at 01:09 AM.










  7. #7

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

    Hello. Why when I add a hidden resource in the guild as a condition so that it appears only in some cities doesn't make me case? Do I have to create exclusive triggers so that they appear only in the cities that interest me?

  8. #8
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    The explorer guild can only be build in regions with the 'atlantic' hidden resource - there shouldn't be a problem doing it the same with other hidden resources. The hidden resource must exist in the top of the EDB and as a condition for the guild in the EDB.
    Then in descr_regions that hidden resource must be entered in the regions that you wish to be used.










  9. #9

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

    Hello Gigantus:

    I know how it works, but “knights of Santiago chapter house” (for example) get me in other cities that is not their hidden resource.

    Another example: this is to make that only “theologians guild” appears in the cities that I want. But it appears in any city.

    In export_descr_buildings.txt:
    Code:
    hidden_resources sparta rome italy america atlantic explorers_guild swordsmiths_guild woodsmens_guild teutonic_knights_chapter_house knights_of_santiago_chapter_house crusade jihad arguin horde_target no_pirates no_brigands theologians_guild
    Code:
    building guild_theologians_guild
    {
        levels theologians_guild m_theologians_guild gm_theologians_guild 
        {
            theologians_guild city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }  and hidden_resource theologians_guild
            {
                capability
                {
                }
                material wooden
                construction  1 
                cost  1000 
                settlement_min city
                upgrades
                {
                    m_theologians_guild
                }
            }
    ........
    In descr_regions.txt:
    Code:
    Bruges_Province
                Bruges
                england
                Flemish_Rebels
                232 90 41
                textiles, dyes, theologians_guild
                5
                4
                religions { catholic 80 orthodox 0 islam 0 pagan 8 heretic 12 }
    ........
    
    Rheims_Province
                Rheims
                france
                French_Rebels
                31 75 37
                iron, coal, theologians_guild
                5
                4
                religions { catholic 80 orthodox 0 islam 0 pagan 10 heretic 10 }
    But the theologians Guild appears in any city. The guilds only obey to the triggers?


    Greetings

  10. #10

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

    Did you delete map.rwm? Any changes to descr_regions requires the map.rwm to be deleted.


  11. #11

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

    Quote Originally Posted by danny X View Post
    Did you delete map.rwm? Any changes to descr_regions requires the map.rwm to be deleted.
    Yes, I deleted the "map.rwm" file. I am not so novice, jejeje!

    Greetings


    P.D: Has anyone tried to do the same thing myself any time?



    EDIT:

    I believe that the hidden resources doesn't influence the guilds. They obey the orders of the “triggers”.

    Look this sample. It’s a campaign of vanilla.

    Knights of Santiago chapter house in Corinth?

    Code:
    Corinth_Province
                Corinth
                byzantium
                Greek_Rebels
                225 192 192
                none
                5
                4
                religions { catholic 5 orthodox 90 islam 0 pagan 2 heretic 3 }

    Knights of Santiago chapter house in Tunis?

    Code:
     Tunis_Province
                Tunis
                moors
                Fatimid_Rebels
                202 191 17
                iron, crusade
                5
                4
                religions { catholic 0 orthodox 0 islam 90 pagan 10 heretic 0 }

    Explorers guild in Bruges?


    Code:
     Bruges_Province
                Bruges
                england
                Flemish_Rebels
                232 90 41
                textiles, dyes
                5
                4
                religions { catholic 80 orthodox 0 islam 0 pagan 8 heretic 12 }
    Last edited by Miguel_80; April 21, 2013 at 11:50 AM.

  12. #12
    Withwnar's Avatar Script To The Waist
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Quote Originally Posted by Miguel_80 View Post
    I believe that the hidden resources doesn't influence the guilds.
    This is true. Not as hidden_resource conditions in EDB nor when added in descr_regions hoping to use the 'hardcoded' mechanism which was suggested here might exist - I don't think there is any hardcoded stuff for this, it's simply the case that you cannot tell the game where a guild is allowed to be offered.

    I also tried a building_present_min_level and that had no effect either - the guild was offered in a settlement which did not have that building, despite the condition saying it needs to be there.

    Fortunately the factions{} condition DOES work in EDB. I don't know about other condition types.

    EDIT: I was only testing the explorers_guild. I don't know if the above applies to all.
    Last edited by Withwnar; February 21, 2020 at 07:20 PM.

  13. #13
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Quote Originally Posted by Withwnar View Post
    This is true. Not as hidden_resource conditions in EDB nor when added in descr_regions hoping to use the 'hardcoded' mechanism which was suggested here might exist - I don't think there is any hardcoded stuff for this, it's simply the case that you cannot tell the game where a guild is allowed to be offered.

    I also tried a building_present_min_level and that had no effect either - the guild was offered in a settlement which did not have that building, despite the condition saying it needs to be there.

    Fortunately the factions{} condition DOES work in EDB. I don't know about other condition types.

    EDIT: I was only testing the explorers_guild. I don't know if the above applies to all.
    It does apply for hanseatic guild as well. I got hanseatic guild in Vienna that has no access to sea (so no port), and no hidden_resource hanse, and even event_counter hanseatic_league was at 0. It seems the city amassed the required number of points of the guild and it was offered.

    Code:
    building guild_hanseatic_guild{
      convert_to guild_hanseatic_guild
      levels hanseatic_guild
      {
        hanseatic_guild requires factions { northern_european, eastern_european, } and port and event_counter hanseatic_league 1 and hidden_resource hanse
        {
          convert_to 0
          capability
          {
    		population_growth_bonus bonus 1 requires factions { northern_european, southern_european, eastern_european, greek, middle_eastern, } and not event_counter OSTSIEDLUNG 1
    		population_growth_bonus bonus 2 requires factions { northern_european, southern_european, eastern_european, greek, middle_eastern, } and event_counter OSTSIEDLUNG 1
    		trade_base_income_bonus bonus 1 requires factions { northern_european, southern_european, eastern_european, greek, middle_eastern, } and not event_counter HANSEATIC_LEAGUE_EXPANDS 1
    		trade_base_income_bonus bonus 3 requires factions { northern_european, southern_european, eastern_european, greek, middle_eastern, } and event_counter HANSEATIC_LEAGUE_EXPANDS 1
    		navy_bonus 1  requires factions { northern_european, southern_european, eastern_european, greek, middle_eastern, } and event_counter HANSEATIC_LEAGUE_EXPANDS 1
          }
          material wooden
          construction  1
          cost  5000
          settlement_min large_town
          upgrades
          {
          }
        }
      }
      plugins
      {
      }
    }
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  14. #14
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Quote Originally Posted by Jurand of Cracow View Post
    It does apply for hanseatic guild as well. I got hanseatic guild in Vienna that has no access to sea (so no port), and no hidden_resource hanse, and even event_counter hanseatic_league was at 0. It seems the city amassed the required number of points of the guild and it was offered.

    Code:
    building guild_hanseatic_guild{
      convert_to guild_hanseatic_guild
      levels hanseatic_guild
      {
        hanseatic_guild requires factions { northern_european, eastern_european, } and port and event_counter hanseatic_league 1 and hidden_resource hanse
        {
    Your results may be misleading as the conditions are faulty, 'port' will require a building definition, eg 'building_present_min_level' - but as withnwar points out that didn't work anyhow. Check your hanseatic triggers - here is a the default set up from teutonic:
    Code:
    Trigger 0286_Hanseatic_Control_[settlement name]
        WhenToTest SettlementTurnStart
    
        Condition SettlementName [settlement name]
              and I_EventCounter hanseatic_constructed = 0
    
        Guild hanseatic_guild s  5 
        Guild hanseatic_guild a  5
    Following the discussion in this thread I have come to the following conclusion:

    • the only valid requirements for EDB buildings with the guild prefix is 'factions'
    • any other requirements need to be defined in the triggers in export_descr_guilds

    This makes the guild system rather versatile as the triggers can be highly customized. Keeping in mind that the 's' score in connection with a WhenToTest settlement event defines where the guild will be offered.
    Last edited by Gigantus; October 29, 2020 at 10:27 PM.










  15. #15
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    Using a guild building's name as a hidden_resource may result in faults. Try using a unique name for the hidden_resource.
    Looking through the EDB and export_descr_guilds file makes me believe that it may be hard coded. The hidden_resource explorers_guild will obviously be for the explorers guild but is not used in the building conditions. Same with the 'chapter' hidden_resources for teutonic and santiago knights.










  16. #16

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

    Ok Gigantus. I'll try with another hidden resource name, just in case...

    Although I will make it better by “triggers”. I think that the guilds only obey the "triggers".

    What I don't understand is for what comes those resources in the regions
    Code:
    York_Province
                York
                england
                English_Rebels
                230 30 35
                iron, coal, wool, atlantic, explorers_guild, woodsmens_guild
                5
                3
                religions { catholic 90 orthodox 0 islam 0 pagan 5 heretic 5 }
    Last edited by Miguel_80; April 21, 2013 at 04:05 PM.

  17. #17
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    The resources cool, wool and iron are trading resources. In M2TW they do no thave any function in descr_regions and can be removed.










  18. #18

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

    Remove resources in the “descr_regions.txt”? If it isn’t written the iron or coal resource, for example, mines cannot be created. Those who don’t serve are those of the guilds. You referred to that?

    Greetings

  19. #19
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide for Guilds (MAJOR UPDATE 3/9/07)

    You are thinking of Rome TW - in M2TW the trading resources in descr_regions have no function and can be removed. Mines are enabled via descr_sm_resources in M2TW.
    The guild entries are proper hidden_resource entries as referenced in the EDB.










  20. #20

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

    Ok. Can I delete resources in “descr_regions” without causing problems?

    Code:
    building hinterland_mines{
        convert_to hinterland_castle_mines
        levels mines mines+1 
        {
            mines city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }  and resource silver or resource gold or resource tin or resource iron or resource sulfur or resource marble or resource coal
            {
                convert_to 0
                capability
                {
                    mine_resource 4
                }
                material wooden
                construction  2 
                cost  2000 
                settlement_min large_town
                upgrades
                {
                    mines+1
                }
            }
    If they are in the “descr_strat” is it enough? Good to know for saving work.

    Greetings
    Last edited by Miguel_80; April 24, 2013 at 06:21 AM.

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