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Thread: Muslims with Swordsmiths guild?

  1. #1
    Member Member Zarky's Avatar
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    Default Muslims with Swordsmiths guild?

    Is there any way to gain Swordsmiths guild to Muslims expects hire tons of Hashasim, destroy guild and hope for offer?
    Sudanese Tribesmen are counted as swordsmen but they´re mercenary, does it count towards the guild if you hire mercenary swordsmen? Even Moors have a problem because after you get enough Urban Militia you can´t turn to a castle anymore. So only when have Fortress and Armoury built with Dismounted Christian Guards...
    Homo Sapiens non Urinat in Ventum - the wise man does not piss against the wind.

  2. #2

    Default Re: Muslims with Swordsmiths guild?

    1. Build leather tanner
    2. Destroy leather tanner
    3. Repeat steps 1 & 2

    This is considered an exploit so if you're in to RPing don't do it.

    Hiring swordsmen does not count toward the guild.

    You can get SS's guild in cities. I got one in Genoa after building a ton of Urban Militia. When you consider you can also build Christian Guard from cities it's wise to leave the guild there.

  3. #3
    Member Member Zarky's Avatar
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    Default Re: Muslims with Swordsmiths guild?

    Doh... Totally forgot that cities get it too ^^
    Homo Sapiens non Urinat in Ventum - the wise man does not piss against the wind.

  4. #4

    Default Re: Muslims with Swordsmiths guild?

    I don't have a swordsmith guild yet as the Moors. I'm going to start pumping out dismounted christian guards as I just got them around turn 70.

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    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Muslims with Swordsmiths guild?

    Quote Originally Posted by Zarky
    Is there any way to gain Swordsmiths guild to Muslims expects hire tons of Hashasim, destroy guild and hope for offer?
    Sudanese Tribesmen are counted as swordsmen but they´re mercenary, does it count towards the guild if you hire mercenary swordsmen? Even Moors have a problem because after you get enough Urban Militia you can´t turn to a castle anymore. So only when have Fortress and Armoury built with Dismounted Christian Guards...
    Have a look at this thread: https://forums.totalwar.org/vb/showthread.php?t=79633

    Quote Originally Posted by HoreTore

    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....
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