Oct 19, 2017.
- Guild 2 Renaissance Legacy Mod
- The Guild 2 Renaissance Walkthrough
- The Guild 2 Renaissance Guide
- The Guild 2 Mod
- The Guild 2 Renaissance How To Install Mods Minecraft
- The Guild Ii Renaissance
v.4.21
Changelog:
*** Fixed Bugs ***
- ModLauncher: various bugfixes
- The MegaModPack is my heart-project for The Guild 2: Renaissance which I'm working on already for almost 5 years (since may 2012). It is a huge project now and since then I learned a lot and also put in quite some works in the official patches 4.2, 4.21 and 4.211.
- Mar 15, 2019.
- Jun 27, 2017.
- number of necessary inhabitants for city-level up was shown
incorrectly
- sometimes it was possible to have 2 Imperial Cities on a map, what
led to the doubled amount of imperial offices
- incorrect error message with guild items, if city had not the right
to have a guild
- while viewing the list of the guildmasters, the city name could have
been shown incorrectly
- sometimes the message of exhausted resources could be spammed by the
game
- Error with random events fixed
- An error prevented the AI from using toad slime and toad excrement
- the measure 'Embezzle Public Money' should no longer end in an
endless loop
- Partners could go away from the bathtube while using the measure
'Take a bath with a partner'
- Outlaws are now being hunted and killed by the guards
- Lovers cannot be employed by AI or other players anymore
- Wedding in the monastry: both partners now go at the same time to the
monastry
- AI can now use 'Divorce'
- AI will try as hard as possible to get to office meetings and court
sessions
- while being at war, a character can no longer be accused Payday 2 cheat engine money.
- pregnant women can no longer be tortured
- Medics got stuck if Town-NPCs tried to get treated. Town-NPCs will no
longer visit hospitals
- If Patients didn't have enough money, the hospitals would still lose
the medicine. Now hospitals get their medicines back.
- Now you can't bribe/compliment/flirt to office holders after 16:30,
because this could lead to sims leaving the townhall during the
council meetings.
- Fixed a random bug with town guards, which escorted you forever
- The AI gets a new measure which will prevent them from going bankrupt
(depending on difficulty setting)
- Probability of black death, the ratboy, etc. are now dependent on the
difficulty
- when crashing into each other, one cart could stop his movement
- office sessions could get stuck
- you can again take credits at the guildhouse
- Using the measure 'Quacksalver' could cause problems with the AI, because
Guild 2 Renaissance Legacy Mod
they where not able to transfer the content of their inventory to the
inventory of the hospital.
- Young AI Dynastymembers could participate in the production of goods
- Automatic Trade routes do not stop anymore
- Wenches no longer stuck in front of the pub. They will search for new places
frequently
- Fixed an protection money-exploit: If your demand is rejected, you will get
a cooldown on further protection money atempts
- robbers will now remove items from their inventory if the robbercamp's
inventory is full
- robbers will no longer follow previously attacked carts
- robbers will no longer have 'the bag' in their hands, if the robbercamp's
inventory is full
- dead characters do no longer receive random events
- player carts could stop their route, but it is possible that they get stuck
because of the 'spinning-carts'-bug
- Healing diseases no longer removes all additional talent boni due to a workaround.
(Many thanks to Sublogic for his input!)
- Because of a bug with the pathfinding, caused by the construction of a building, some
buildings could no longer be entered. Therefore we developed a workaround, which should work
in most of the cases.
- Cemetery AI is now working again!
- Sims don't get stuck inside the stonemason's building
The Guild 2 Renaissance Walkthrough
- The thief-measure 'disguise' now has a duration of 1 hour as intended
- Sims that are not in the active player group don't get the message 'you are awaken' anymore
- The AI now also needs the right nobility title to insult someone.
- Fixed a bug in the behaviour of the royal guards
- various small bugfixes
*** Features & Content ***
- new option for the frequency of office sessions:
every round, every 2 rounds or every 4 rounds
- Hannover is available in-game again
- New Map: Ulm
- New Map: Pressburg and Vienna
- The Shadow-AI now can court and marry
- Married AI couples will now always go for the adoption of orphans if
they have no children
- Married Shadow AIs will start with a child
- The Owner of Mines can now hire Mine-Guards
-> These strong guards will protect the mine for 16 hours and can not be controlled
-> There is a cooldown of 24 hours, Player have to pay 1000 gold
-> The AI will protect their mines whenever they can
*** Balancing ***
- When holding a worship priests better their faith
(thanks to LordProtektor)
- Fisher: Now gets more Hering and Salmon
- higher spawnrate of Hering and Salmon at market on maps, without
fish-sources
- After a burglary you can only get as much money as the owner of the
building has
- Price for forced marriage now dependent on the level of the
'destination'
- Minimum cost of the forced marriage is now 1500
- doubled the amount of healthpoints of the mine
- increased amount of healthpoints of the woodcutter's hut
- Protection money fully rebalanced: now depends much more on the building's level
- Market/Item-adjustments.
- Cemetery gets first item-ugrades for free
- The weight of some ressources have been reduced because of some problems
- The mine is much more expensive to build and also now needs to unlock upgrades for Gold and Gems. All mine-upgrades are quite expensive.
- The measure 'Curse building' is now much more likely to succeed if you have a high 'secret knowledge' skill
- We fixed an exploit, that allowed to hire henchmen and sell their stuff to make high profits.
- We fixed an exploit, that allowed to marry high leveled spouses: you can no longer hire an employee, fire them and marry them to get a well trained new family member.
Employees who get fired will now be resetted.
- Mercenaries get more profit and lose less favor.
*** other ***
- Vienna now is 'Small Town'
- Pressburg had two blackboards
- You can now enter the guildhalls in Vienna and Pressburg again
- Vienna-Map: Completely reworked pathfinding
- Hannover-Map: Completely reworked pathfinding
- Resources on Hannover should not collapse anymore
- Hannover-Map: added Danquardessen as counting house
- various texts reworked
- while executing various measures, characters now run instead of
walking
- you don't need to pay, if you want to change your faith in your
own church
- men can no longer arrange danceshows
The Guild 2 Renaissance Guide
- the 'donkeyteam' vanishes after 12 hours
- You can't get insulted while you are at home
- Last update: Tuesday, August 11, 2015
- Genre: Strategy
- File size: 329.6 MB
Report problems with download to [email protected]
Name | Type | Size | Date | Total | 7 days |
---|---|---|---|---|---|
The Guild 2: Renaissance - v.4.21 | patch | 329.6 MB | 8/11/2015 | 60.6K | 160 |
The Guild 2: Renaissance - v.4.211 hotfix | patch | 3.9 MB | 8/11/2015 | 30.3K | 128 |
The Guild 2: Renaissance - Legacy ModPack v.2.031 Alpha | mod | 475 MB | 8/2/2020 | 8.7K | 68 |
The Guild 2: Renaissance - Fajeth's MegaModPack v.0.95 | mod | 186.9 MB | 8/2/2020 | 3.7K | 50 |
Note: This guide is meant to be used together with Legacy Mod by McCoy!. I can’t guarantee that the file is exactly the same without it. If you don’t already have the Legacy Mod, I strongly recommend it, as it is vital in my opinion. It fixes countless of bugs, makes broken mechanics work, and adds new content to the game. If you need a guide for installing and using the Legacy Mod, the guide is right here.
This time I’m going to show you how to modify The Guild 2: Renaissance scripts. We will be starting with very easy, risk-free modifications.
Before you do ANYTHING mentioned in this guide, make a backup of config.ini. It’s found from steamappscommonThe Guild 2 Renaissance–folder. You can either only copy the original version to your desktop, or do like I do:
- Create new folder to the desktop and name it “Modifications”
- Make a new folder inside the folder you just made and name it after the game, this time “The Guild 2”
- Create two new folders, name on “Original” and one “Modified”.
- Put the original backups to the “Original” folder. If you need to replace your modified files and want to keep them somewhere safe, put them to “Modified” folder. This way you don’t need to change names of the folders and files and can just copy-paste them from these folders back to game locations.
Now, when your original files are in safe place, download Notepad ++ from here. It’s free program that is made for text-based scripting, unlike the default Notepad. Sometimes one tiny tiny mistake in the script, missing space or quote, can break the code. Those things are simply impossible to find if one is using default Notepad. Also Notepad ++ has some very good features that we will cover later on.
….Seriously. Don’t even think about modifying scripts with default Notepad. It brokes everything.
Now, we have made a backup and we have the tools we need. Go to steamappscommonThe Guild 2 Renaissance–folder and open the config.ini. If it asks what program you want to use, choose Notepad ++. You may need to use “Find another program from this computer” and then navigate to the installation folder of Notepad ++. If it opens it in the default Notepad, don’t touch a thing, close it, and right click on the file. Then click “Choose the default program”.
Now you should see a file full of scripts. Scroll down until you see this:
The Guild 2 Mod
You’ll notice that under it there is also [INIT-PLAYER-1], [INIT-PLAYER-2], [INIT-PLAYER-3] and [INIT-PLAYER-4]. All the changes that we will be making in [INIT-PLAYER-0] must be copied to the four others.
Easy way to do this, in Notepad ++, is to press Ctrl + F. It opens the search window. Click on the “Replace” tab at the top of the window. Copy the part you want to replace, per example Workshops = 0 in the first box, labeled “Find what”. Make sure that the part you are changing are not found from other pieces of code. If you write only Workshops =, it will also change these lines for AI. If you copy the full line, this will not happen, as player has Workshops = 0 and the AI has Workshops = 2, which don’t match. If you are not sure if this changes something you don’t want to change, do it manually.
Nextput the line from the first box, in this example Workshops = 0, to the box with label “Replace with”, and do the change you want to make; replace 0 with 1. The click “Replace All”. The program should notify you that the change was made 5 times. If it’s more than that, you changed something you did not want to change, if it says the text was replaced 0 times, there’s a typo. If you by accident change more than you should, close the file and don’t save.Save often, but only when you are sure your changes are correct.
There also is [INIT-AI-0] and so on. These changes affect only to AI, so I don’t see a reason to mess them up.
What this piece of code does, is that it tells the game what your starting stats will be.
HasResidence tells if you have a house, Workshops means tells if you own a business. Money and Married are quite simple.
Thing to take into consideration when toggling the “Married”-part is that game seems to prefer a character from your own starting class. Rogue gets Rogue, Patron gets Patron, so on. So if you don’t want a character from the same class, don’t change the value from “0” to “1”. Instead, start the game, choose a character from a class you want and use “Force to Marriage”-option. Pay a bit of gold and you have a partner almost immediately.
Also what business you get is quite random. Game seems to choose a business that
A. Needs lowest level
and
B. Is most common.
So as craftsman, you will probably start with either a mine or woodcutters hut, depending which one is most common in the area.
Patron uses same logic; if there is many farms, you get a croft, if there is a much fish, you get a fishing hut. Other classes, Rogue and Scholar, get completely random business.
Also, it seems to be impossible to start with more than 1 business; my educated guess is that this is because the script uses 0 = No and 1 = Yes kind of coding. The number after “=”-mark is not a number of your business, but answer to the question “Does the character have a business?”
So if you change the line
HasResidence = 1
to
HasResidence = 59
The code is broken and you start without a home.
But, let’s do some changes, shall we?
Change the file to look like this:
Now you start the game with a home, one workshop, with 10 million coins, and with husband / wife.
Also, if you add a line
Childs = 2
right under the “Married” part, you will start with two children.
The Guild 2 Renaissance How To Install Mods Minecraft
Please remember to change all [INIT-PLAYER]-values, otherwise these changes won’t work.
But why leave it to that?
The Guild Ii Renaissance
If you scroll even more, you find a part titled [NOBILITY]. Under it is a list of all titles you can have in a game, and what the starting title currently is. So let’s change this:
To this:
Now you start with the highest title you can have in the game. This is only an example, but if you don’t want to start as the lowest of the lowest, you can pick a little bit better title to yourself.
Are we done yet? Nope. There is more. Like the amount of EXP you start with.
Right under the [NOBILITY] part, there is a section titled as [XP].
Look for this line:
And change it like this:
Now you start with 50,000 EXP points. Again, only exaggerated example, but if you want to have higher skills to start with, this is the way to get them.
Only one thing left! Don’t want to wait turn or two for your mansion to be build? Look under the [XP] part in the config.ini and you see this:
Change the 0 in the last line to 1, and you never have to wait for your buildings.
Note that for these changes only take effect when you start a whole new game. Only time I managed to get a change to work in my game was when the change itself had been done before hand, but I had managed to broke the code with typo. Fixing the typo made the code work and the game could read the file properly, and made really no new changes.
Everything I have showed here is only series of examples. How much you want to change these is up to you. If you want to start as over-power nobleman, perhaps because you’re more interested role playing your character than playing the game “right”, go ahead. Otherwise, a little tweak here and there can make the game much more fun. Or, if you want a hardcore start, get lowest title, no money, no business, no husband/wife, no children, no EXP… And see what happens.
Here is a small example video of what you get with all these changes: