Well, these are in Carl's fixer(or will be? had my pc crash on me so I haven't followed it). And because of my crash, I don't have M2TW installed, nor my fixed files, so this is only from memory. But anyways:
Thieves Guild:
Annoyed with every AI city containing a thieves guild? This is the way to fix it:
- Open export_descr_guilds, and look for the three thieves triggers.
- Nerf the two first, the triggers for a spy ending in a settlement(endedinsettlement) and a spy entering a settlement/spying on someone(spymission) down to 1.
- Second, nerf the last one, creating a spy, down to 5.
- This is actually the one who triggers the most guilds, as the AI produces a lot of thieves from EVERY city, they don't centralize their production. I've tried it on 5, and it seemed to work well, until my pc crashed and stopped my testing. So if you find out that you need it lower, PLEASE tell us(me!) :)
Swordsmiths guild:
It's hard to get it as the turks. It's IMPOSSIBLE to get it as the russians. So, to change it, open up the guilds file again. if you scroll down, you will find a lot of unit triggers for swordsmiths guild. Copypaste one of those, and simply change the name for the unit to the one you want to trigger. For example, if you copy the trigger for dismounted knights, change where it says "dismounted knights" to the unit you want, for example "dismounted druzhina".
The dismounted axe units are appropriate for russia IMO, and for the turks you can add their heavy infantry and cavalry, like lancers and ottomans. You can also add units for factions who do not seem to get the guild, I have not researched this so I have no idea who that may be however, as well as other units you find appropraite. I would recommend units with very high quality weapons.
You can also change the swordsmiths guild dramatically. To me, it really doesn't make as much sense to only have a guild specializing in creating quality swords, as opposed to quality weaponry of any kind. Especially as the bonuses apply to every unit. Therefore, you can add triggers for EVERY unit with a high quality weaponry(and remove triggers for low quality sword units). If you do this, I would recommed changing their name and description from "Swordsmith" to "Weaponsmith" or something like that.
You can also add new guilds. As I don't have the files here, I can't give a good tutorial on how to do it however. From memory, you would have to add triggers and tresholds(the first part of the file) in the descr_guilds, as well as make a new entry in descr_units. There might be some other files you need to change too....
Traits:
Princesses:
To me, it doesn't really make any sense with every princess being butt-ugly. They should be the absolutely stunning women you have in almost every story ever told! The way I did this, and to me the easiest way of doing it, is simply finding the "IAmPrincess" trait in the trait file. Simply add "effect charm 3" in the line after the "Iamprincess" effect.
Note: I don't know exactly how this works, but the number of empty spaces seem to be important. So to be certain that your new effect works, simply copy the entire effects line from another trait with charm effects(like prettywoman) and change the number to the one you want.
Another princess related trait:
For a son, the traits of the father is a factor on his own traits, like intelligent and handsome. However, if your father married a stunning princess, you don't get a better chance of being a prettyboy. So, to change this, copypaste a genetic trigger(they're called DadsSomething"). When someone marries a goodlooking gal, he gets the trait "WifeIsFair". So, change where it says "and fathertrait <something>" to "and fathertrait WifeIsFair". Also change the effect to the trait you want it to effect, in this case Handsome.
I'm being nagged by my gf to eat dinner now however, so I'll post some more later.
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