Interesting find. However, I don´t suppose it would fix the Crossbows arching their fire (who ever heard of that, by the way?), or would it?Originally Posted by Carl
Interesting find. However, I don´t suppose it would fix the Crossbows arching their fire (who ever heard of that, by the way?), or would it?Originally Posted by Carl
@Ciran: Probably not, they will still use arcing fire if they can't point straight at somthing, and whilst I CAN remove it, that just meens they sit their in seiges once the enemy gets close and do nothing, GRRRR.
@Foz: A couple of links for you:
https://forums.totalwar.org/vb/showthread.php?t=75649
AND
https://forums.totalwar.org/vb/showp...4&postcount=16
The second, is simply a link to a post within the thread linked to in the first post. He gives a bit more info furthar down, overall it defintlly reads like a situation where he shouldn't have got an offer. I've heard of other similar things and had similar things myself actually (getting offered theives guild within just 5 turns when i havn't trained a single new spy). It's not common, but I have seen it happen once or twice, with the english at that. Of course, on possibility is that all factions start with some points towards each guild and Theives Guilds, that would actually explain things nicely.
@HoreTore: Many thanks for that, sounds very promising.
Well my own attempts to make it so only one city will have a thieves guild have met with no success thus far. I believe that the event that triggers the guild is locked in once the city makes it to 100 points - i.e. a city unable to upgrade yet keeps a running list of guilds that it should pop once it becomes a high enough level to do so. Thus by the time one of my cities gets a thieves guild, several others have already decided they too should pop one. The only other reason I would keep seeing offers is if the negative points don't work at all, which doesn't seem to be the case because destroying guild buildings does prevent them from getting offered again usually.Originally Posted by Carl
Though I have no success, I do have a few more ideas on things. One is along the lines of Carl's idea that guilds may start with base levels of points. I'm thinking perhaps points are generated for the buildings that exist already in all of your cities when the game starts. It would certainly help explain why it's so easy to pop a guild in the biggest settlement you start the game with - if it gets GPs for all of its buildings (and the precursor levels I'd imagine) you start with. Especially when this is several levels worth of walls, the city will have built up a huge amount of points for EVERY guild type (10 to all for each city level upgrade, don't forget). It's even possible that the regions your initial agents start in are credited with producing those agents, which would further speed along the guild-earning process.
Another thing I have to note is that guild offers do not just "happen." It's based on the points and tiers in the file somehow. I recently emptied the file except for the top part that sets the guild thresholds, and ran 50 turns as England with the resulting file. No guilds were ever offered, in any city, period. So it looks like you don't gain points through any mechanism that isn't in the file - thank God for that. It does still look like either there's a base level things start at, or you otherwise begin with some points toward each guild (like the building thing I suggested earlier maybe), as they do sometimes seem too easy to get, but I think that's the extent of the influence we can't directly see in the file - some basic amount before we start having turns.
Good, glad it's going pretty well. What changes are you using to get those results? The discussion is so stretched out that I'm having trouble tracking down the progression of ideas...Originally Posted by HoreTore
training spy trigger down to 5, ending in settlement and spymission down to 1.Originally Posted by Foz
Still maintain that crying on the pitch should warrant a 3 match ban
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