one question, is Knights of Santiago guild a building that should appear in descr_strat? If yes how to put it there?
one question, is Knights of Santiago guild a building that should appear in descr_strat? If yes how to put it there?
A annoying question. The limit of 1 guild per city is 100% hardcoded then?
PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
Visit my utterly wall of doom here.
Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
Y también quieres jugar Stainless Steel 100% en español? Mira por aca.
Many thanks. Very usefull. Must be added by a guide how to create new guild.
But you have already done.
I have a question - for the Woodsmens guild - does training Retinue Longbowmen contribute points to getting it?
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?
Script for selecting heir | Script for annexing faction by marriage ties | Unlock non playable factions
________________________________________
Under the patronage of Mega Tortas de Bodemloze
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.
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_guildIn descr_regions.txt: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 } } ........
But the theologians Guild appears in any city. The guilds only obey to the triggers?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 }
Greetings
Script for selecting heir | Script for annexing faction by marriage ties | Unlock non playable factions
________________________________________
Under the patronage of Mega Tortas de Bodemloze
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?
Knights of Santiago chapter house in Tunis?
Explorers guild in Bruges?
Last edited by Miguel_80; April 21, 2013 at 11:50 AM.
Script for selecting heir | Script for annexing faction by marriage ties | Unlock non playable factions
________________________________________
Under the patronage of Mega Tortas de Bodemloze
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.
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 { } }
Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
..............................................................................................................................................................................
If you want to play a historical mod in the medieval setting the best are:
Stainless Steel Historical Improvement Project and Broken Crescent.
Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
..............................................................................................................................................................................
Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!
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:
Following the discussion in this thread I have come to the following conclusion: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
- 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.
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.
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.
Script for selecting heir | Script for annexing faction by marriage ties | Unlock non playable factions
________________________________________
Under the patronage of Mega Tortas de Bodemloze
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
Script for selecting heir | Script for annexing faction by marriage ties | Unlock non playable factions
________________________________________
Under the patronage of Mega Tortas de Bodemloze
Ok. Can I delete resources in “descr_regions” without causing problems?
If they are in the “descr_strat” is it enough? Good to know for saving work.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 } }
Greetings
Last edited by Miguel_80; April 24, 2013 at 06:21 AM.
Script for selecting heir | Script for annexing faction by marriage ties | Unlock non playable factions
________________________________________
Under the patronage of Mega Tortas de Bodemloze