Some necro psoting here but for a reason, i was wondering if anyone has actually rleeased a mod including the proposed changes to Guild and guild triggers.
Printable View
Some necro psoting here but for a reason, i was wondering if anyone has actually rleeased a mod including the proposed changes to Guild and guild triggers.
To my knowledge, that's a negative, Sir.
Yeah I don't think anyone has, either. I guess it would primarily fall on me to do it since I was a catalyst of some sort, but I haven't been really motivated to do it lately. I'd have to go mess with guild descriptions to make them have text for all the new factions that would get them, setup guild pictures to be displayed with factions that don't currently have them, and that's on top of tweaking the triggers to make the guilds come out at somewhat even levels. I didn't even unpack some of that stuff yet because I had no interest in changing it. So I guess I've been avoiding it more because of all the cosmetic changes than anything. If someone wants to work with me to do a release, though, I'd be more than happy to supply the updated EDG to complement their cosmetic fixes. Call it laziness if you like, but I just don't feel like unpacking all that crap and figuring out where the game keeps all that stuff to copy it around and make everything look perdy and polished, it's just not my thing...Quote:
Originally Posted by Lusted
Well i'd be willing to set up all the guild pictures as it's fairly easy if you do the work on the triggers and EDG, as well as providing me with a list of what faction gets what guild now.
Well, my own personal mod has the Guilds appearing in relatively equal proportions. I've enabled HBs and Masons in castles and lowered the chances of receiving Thieves and Explorers since these dominated vanilla. There's also many other smaller tweaks to help prevent one type becoming too prevalent in AI settlements. I've also levelled the playing field so that Eastern factions can get their hands on the powerful Swordsmiths, Western factions the HBs and so the Woodsmans is available to factions other than just England.
If you want to have a look at my EDB and EDG and EDA (ancillaries) files I'll happily upload them to your LTC forum at twcenter. Otherwise I'm sure someone else will eventually develop a Guild mod at some point. There's also some tweaks to their effects, but you're best actually looking at the EDB and EDA for those.
Good deal. I'll list the faction changes when I can check later - I need to review the EDB changes to see what faction requirements have changed, since that will indicate which factions are allowed to have particular guilds now that weren't before, and thus would need updated pictures and descriptions.Quote:
Originally Posted by Lusted
That raises an interesting question though. England is the only faction allowed to have woodsmens guild in vanilla. What happens if another faction captures a settlement with one? Does it just vanish?
No, it stays and gives its bonus (but not recruitment). That's like an eastern faction captuing a teutons guild.
As for having guilds allowed in castles/cities and then changing that midgame, capturing a castle/city forces a recheck on whether its allowed to exist in said settlement and if not, autodestroys it.
@Jambo - have you done anything for alchemists guilds? Currently theyre very unlikely to get built because by the time gunpowder rolls around every city will already have a guild of some sort.
Okay - as far as I can tell, the only faction requirement change is that woodsmens guild is now available to all factions. All the others, it seems, were already available to all factions, they just never turned up at all for some of them. Horsebreeders is available in castles now, and likely Masons will be as well, but I don't think that has any impact at all on pictures or descriptions. So it turns out the cosmetic changes will be pretty light.
That'll definitely make things easier, i'll likely use the middle eastern Swordsmith guild image for the woodsmen guild for that culture.