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Thread: Guilds (and what they do)

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  1. #1
    Robot Unicorn Member Kekvit Irae's Avatar
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    Default Re: Guilds (and what they do)

    Apparently certain regions are marked for certain guilds. When I looked into the descr_regions.txt file of the No Brigands/No Pirates mod, I noticed that a few regions have guilds in them. (ignore the no_brigands and no_pirates flags, these are included in the mod)

    Code:
    Nottingham_Province
    	Nottingham
    	england
    	English_Rebels
    	232 41 198
    	dyes, wool, atlantic, explorers_guild, woodsmens_guild, no_pirates, no_brigands
    	5
    	5
    	religions { catholic 90 orthodox 0 islam 0 pagan 5 heretic 5 }
    This leads me to believe that only certain regions can get the explorers guild or a woodsmens guild, as noted by the absence of either in Venice...

    Code:
    Venice_Province
    	Venice
    	venice
    	Italian_Rebels
    	13 198 117
    	textiles, no_pirates, no_brigands
    	5
    	9
    	religions { catholic 95 orthodox 0 islam 0 pagan 3 heretic 2 }
    Some are even marked as locations of chapter houses...

    Code:
    Hamburg_Province
    	Hamburg
    	hre
    	German_Rebels
    	232 198 41
    	silver, atlantic, explorers_guild, teutonic_knights_chapter_house, no_pirates, no_brigands
    	5
    	6
    	religions { catholic 75 orthodox 0 islam 0 pagan 20 heretic 5 }

  2. #2

    Default Re: Guilds (and what they do)

    Templar's Guild offered to me early as the Scots in Wales (Caenarvon). Not sure what the specific trigger was, but the offer came soon after building a blacksmith. As others have mentioned, good standing with the Pope may make a critical difference in getting the different knight's guilds.

    Through some testing, I agree that specializing the builds in different cities/castles has an effect on guild offers.

    Kekvit Irae seems to have the inside scoop from the descr_regions file.
    In later days, a man can find charm in old adversity, exile and pain. -- Homer

  3. #3
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Guilds (and what they do)

    Great thread !

    Maybe I just need to sleep but I actually don't get it.

    What does "improved" mean ? Exactly ? i.e numerically.
    Does it actually do something stats-wise ?
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  4. #4
    The Dominican Member Wizzie's Avatar
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    Default Re: Guilds (and what they do)

    Quote Originally Posted by Kekvit Irae
    Apparently certain regions are marked for certain guilds. When I looked into the descr_regions.txt file of the No Brigands/No Pirates mod, I noticed that a few regions have guilds in them.

    *snip*

    This leads me to believe that only certain regions can get the explorers guild or a woodsmens guild, as noted by the absence of either in Venice...

    Code:
    Venice_Province
    	Venice
    	venice
    	Italian_Rebels
    	13 198 117
    	textiles, no_pirates, no_brigands
    	5
    	9
    	religions { catholic 95 orthodox 0 islam 0 pagan 3 heretic 2 }
    *snip*
    Hmmm:

    Current Campaign

  5. #5
    Village special needs person Member Kobal2fr's Avatar
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    Nov 2006
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    Default Re: Guilds (and what they do)

    I was about to reply that I often had it in Venice as well. So the guilds mentionned in desc_strat are either meaningless remnants of a former system, or maybe it means that the guilds mentionned have more chances to pop up there than average+building history ?
    Anything wrong ? Blame it on me. I'm the French.

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