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  1. #1

    Default Re: Building IDs For Guilds

    When the unpacker comes out, there's supposed to be a file export_descr_guilds.txt or something like that which controls guild triggers, so you should be able to turn it off there.

    As of right now, there's probably no way.

    I'm just trying to get the Hospitaller HQ in Malta and the Templar HQ in France, but it's proving quite a challenge :(.

  2. #2
    Enraged Viking-Slayer Member Irb_the_Pictish_Berserker's Avatar
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    Default Re: Building IDs For Guilds

    Actually, i think you can stop guilds from being built in certain cities without the unpacker. I don't know this for sure, but when i was browsing the desc_regions.txt file i noticed that certain provinces had guild names in their resource lists. It stands to reason then that deleting these would get rid of the guilds... but like i said, this is just speculation.

    btw, the desc_regions.txt file is in the base folder in the word/maps file
    If electricity comes from electrons, does mortality come from morons?

  3. #3

    Default Re: Building IDs For Guilds

    Quote Originally Posted by resonantblue
    When the unpacker comes out, there's supposed to be a file export_descr_guilds.txt or something like that which controls guild triggers, so you should be able to turn it off there.

    As of right now, there's probably no way.

    I'm just trying to get the Hospitaller HQ in Malta and the Templar HQ in France, but it's proving quite a challenge :(.
    cool, that will be indeed acurate: because the Scots had the Templar in that up north castle ....

    building
    {
    type guild_woodsmens_guild woodsmens_guild
    }
    in what file can I find the above ?


    btw, the desc_regions.txt file is in the base folder in the word/maps file
    beside this info :

    Inverness_Province
    Inverness
    england
    English_Rebels
    20 25 225
    atlantic, explorers_guild
    5
    3
    religions { catholic 90 orthodox 0 islam 0 pagan 5 heretic 5 }

    i couldn't find anything related to guilds ....

  4. #4

    Default Re: Building IDs For Guilds

    Quote Originally Posted by Agapeus
    cool, that will be indeed acurate: because the Scots had the Templar in that up north castle ....



    in what file can I find the above ?
    It's not available in any file right now, so far as I can tell. I've been using trial and error to figure out the building IDs.

    I may just have to wait for the unpacker to figure out the rest of the building IDs.

  5. #5

    Default Re: Building IDs For Guilds

    Quote Originally Posted by resonantblue
    I'm just trying to get the Hospitaller HQ in Malta and the Templar HQ in France, but it's proving quite a challenge :(.
    Have you looked around if they are somewhere else already? Manual states theres only one guild HQ at all allowed - you wont get an offer if theres is one already on the map. And only one second tier guild building per faction. Which su*ks if your speciality unit needs that one, like Hungary. Hope that is not hardcoded, but done in the trigger.

  6. #6
    Dismounted Brooklyn Knight Member HaroldVonBraver's Avatar
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    Default Re: Building IDs For Guilds

    If you place the building ID's that I posted you can have the Templars, Hosp, Knights of Sant or the Teutonic HQ (depending on the faction your starting with) guilds in all your starting cities with no need for upgrading. The good thing is they work fine.

    But the "Woodman's Guild" only works in castles only.

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