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Thread: Horse Breeders Guild - city only!

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  1. #1
    BLEEEE! Senior Member Daveybaby's Avatar
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    Default Re: Horse Breeders Guild - city only!

    @Foz:
    You could do something similar by just messing with the guild points.

    Add a trigger like this to export_descr_guild.txt:
    Code:
    Trigger limit_thieves_guilds
        WhenToTest BuildingCompleted
        Condition SettlementBuildingFinished = thiefs_guild
        Guild thiefs_guild o -100
    What this does is decrease the thieves guild scores for all other settlements you own (but critically not the settlement where you built the guild, thus you can still upgrade it). If you made this -1000, then you would probably never get a thieves guild offer in those settlements for the rest of the game. The only problem for this is that AFAIK guild scores are maintained when a settlement changes hands. So even if you dont have a thieves guild and you take over a settlement from someone that does, then youre probably not going to ever get to build a thieves guild there no matter how many spies you churn out from there.

    So i would suggest making it -100 or so, which would just give theives guilds a bit of a handicap whenever you build another one. This could be expanded for every guild type to help make sure that no one guild ends up dominating the game, regardless of the balance of the trigger conditions.


    What really needs getting rid of is the +2 per turn bonus for every settlement you own, for every spy in an enemy settlement at the end of a turn. If the AI has 5 spies around in various enemy settlements, thats +10 points per turn, every turn, for every settlement. No wonder there are so many thieves guilds around.

    I think that by messing with the triggers for all of the guilds it should be possible to get the AI to have a variety of guilds in it's cities.


    Some Possible Fixes For Other Guilds

    Assassins Guilds are now way too easy to get for a human player. I trained up 4 or 5 assassins on a rebel stack, and went from no assassins guild at all to having the guild HQ in a dozen or so turns (wasnt counting, but it was certainly pretty rapid). This is because you get +20 in every settlement for each successful assassination!!!! Bit of an exploit there, so i would suggest neutering the assassins guild by nerfing the mission success points, maybe mod this down to +5 per success, or even get rid of it altogether.


    This has been said so often by so many people that its almost not worth mentioning, but fix Horse Breeders Guilds so that they can be built in castles as well as cities (or even instead of).


    I've been going on about Swordsmens Guilds and how annoying it is that russia and turkey dont get them, but i've now changed my mind (see woodsmens guilds below). What does need doing is a fix for the guild HQ, and in particular, removal of the cavalry bonus - if you want cavalry bonuses, build a horse breeders guild (obviously after fixing that so that you can build it in castles).

    Normal Guild: +1 melee weapon
    Masters Guild: +1 melee weapon, +1 valour to sword infantry trained in settlement
    Guild HQ: +1 melee weapon, +1 valour to sword infantry trained faction wide


    Instead of giving russia etc access to swordsmans guilds, how about beefing up Woodsman's Guilds instead? Get rid of the 'england only' rule, and add triggers so that it also gets points when you build axe wielding infantry, and get it to give weapon and valour bonuses to axe troops. Do halberds count as sort of axes? They look a bit axey... No? Thats turkey stuffed then.


    Mason's Guild needs some more triggers, because at the moment its pretty hard to get, being (like the horsebreeders guild) a city based guild but with most of its triggers only buildable in castles. Solution: keep it city based, but boost the 'other settlements' triggers for the castle based buildings.

    i.e, current triggers are:
    Build Stone wall series: +10/15/20 settlement, +2/2/3 others
    Build town watch series: +10/15/20/25/30 settlement +2/2/2/2/3 others
    Build mustering halls* series: +10/15/20/25/30 settlement, +2/2/2/2/3 others
    Build armourer* series: +10/15/15/20/25/30 settlement +2/2/2/2/2/3 others
    Build bowyer* series: +10/15/20/30 settlement +2/2/2/3 others

    change *these to something like:
    Build mustering halls series: +10/15/20/25/30 settlement, +5/6/7/8/10 others
    Build armourer series: +10/15/15/20/25/30 settlement +5/6/7/8/9/10 others
    Build bowyer series: +10/15/20/30 settlement +5/6/8/10 others

    Alternatively, add more triggers for other city based things like the catapult series, town hall series, etc.


    The real problem is the Alchemists Guild. There is simply no way the AI is ever going to build this guild, because all of the triggers are gunpowder based, and by that time all the slots are inevitably taken. The only way i can see a way to make this work is to tie it to ballistas/catapults/trebuchets as well as cannons/handguns. Since the guild gives an experience (i.e. valour) bonus and not a weapon bonus this is kind of feasible, since its all about aiming big guns at things far away really innit?


    Great. Now all i need to do is find enough spare time to write the mod
    Last edited by Daveybaby; 05-15-2007 at 10:23.

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