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  1. #1
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    [REL] Fajeth's MegaModPack for Renaissance: 0.95

    Fajeth's MegaModPack 0.95

    Downloadlink Download Me

    -------------------------------------------------------------------------------------------------------
    Changelog 0.95
    -------------------------------------------------------------------------------------------------------

    **Bugfixes**
    - ModPack: During council votings you could not vote for every present applicant
    - ModPack: Fixed some text errors.
    - Vanilla: If you were called to the council etc. it could happen that your character
    continued to produce goods after he reached the building.
    - Vanilla: AI-Sims living in different towns could charge your character. Now only
    people of the same town will charge eacht other.
    - ModPack: Sometimes AI characters got the first title for free.
    - Vanilla: Sometimes AI characters waited for hours for their spouse to show
    up at home to spend the night together without ever doing it (poor guys)
    - ModPack: Family members will now have free time again once you remove them
    from your active group
    - ModPack: The measure "Quacksalve" would only show up in your building's menu
    if you had some miracle cures on stock (not if they are in your medicine chest)
    - ModPack: You could not finish the fith tutorial because the measure "spend the
    night together" did not work in the tutorial.
    - Vanilla: In Tutorial 3 (buildings) the help-arrow showed the action "hire
    random employee" instead of the "repair building" icon
    - ModPack: You can now also use the talk-measure to flirt in tutorial 5.
    - Vanilla: You can no longer marry employed characters
    - ModPack: Fixed a bug wihtin the AI script for attacking rivals
    - ModPack: Fixed a critical bug that could freeze your game.
    - ModPack/Vanilla: There could be endless steam in the bathing room
    - ModPack: Fixed a bug within the AI production of churches
    - ModPack: If you fired your worker he would continue to work for you
    - ModPack: Dynasty characters would not be auto assigned by the AI to work
    within your buisnesses.
    - ModPack: Sometimes AI robbers had problems during waylay-actions.
    - ModPack: AI farmer did not buy corrals

    **Balancing**

    General:
    - Starting conditions have been changed: AI dynasties have less experience
    at game start, especially coloured AIs have about the same amount of XP as players.
    - It's more random with whom you will have treaties or feuds at game start.
    - Escorts are cheaper now (500g instead of 750g)
    - If you court someone and she gets hired by another dynasty, you will no longer
    be able to marry her. But you can continue to court her until she fells in love.
    If you ask to marry her, you will get 250 xp and a message.

    AI:
    - The decision if AI takes an insult or wants a duel now depends much more on the
    chance if the AI can win/survive a duel or not
    - Family members of the AI will now try to boost favor with important people even
    if only the husband/wife has political ambitions
    - AI will visit their shops much more.
    - Shadow AI will now sell they buildings only for 12 hours but not if they have
    political seats. They will only set the building for sale if they have less than
    25k gold (20k before).
    - Production management of all buisnesses has been further improved.
    - AI will not goat workers after 16h.

    Craftsman:
    - You now produce 1 torch instead of 2 (this makes torches far more valuable)

    Patron:
    - Gathering lifestock is again a bit faster.
    Last edited by Fajeth; Today at 17:33. Reason: new version

  2. #2
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    Hotfix 0.6.5

    Hotfix is out now.

    Link

    You need to install 0.6 because 0.65 is only a hotfix

    Changelog:

    Code:
    **Bugfixes**
    
    - Fixed a small bug during random buys of citizenclothes.
    - Text: Certain messages sent the forename of sims twice.
    - Vanilla: Removed the unnecessary "cooldown"-info on the train-measure.
    - Text: Tooltips about burn wounds, speaking of medicine bottles as the right medicine have been fixed (it's "ointment" now)
    - Text: Fruit is now correctly added as a item to the tooltip about breakfast.
    - Text: The error message during breakfast/dinner now tells that you always need a basis for a breakfast/ a main dish in your inventory
    - inkwells could only be produced in evangelic churches.
    - Fixed a bug with the gain of diseases from unnatural sources (like poisened well, secret mixture...)
    - Fixed a bug with the baviour of children (they will no longer stack at one place)
    - Fixed a bug where the marked would be floaded with 0-amount stacks of a ressource (related to the 9999 bug)
    - Fixed a bug with the gain of evidences during the hijack and the waylay measures.
    - The measure "ask around" could cause a CTD
    - Various upgrades of the alchemist were bugged
    
    **Features**
    
    - Text: the quacksalver-tooltip now includes, that the sim needs to be rhetoricly gifted.
    - Now you can also use "Pray for God's blessing" on your neighbours buildings to get a boost in favour with them.
    - Text: The city now gets a message if the plague is caused by a secret mixture or a poisoned well.
    - The measure "ask around" now runs for ever, unless your myrmidon gets interupted.
    - The sleep-measure only heals hp-loss now. If you want to cure a cold, you will need woollen blankets, for influenza you should also buy
      some herb tea and for pneumonia you will need also honey and bandages and some luck.
    - If you rent a place to sleep in a tavern you will get healed from colds and influenza without any need of items.
    
    **Balancing**
    
    General:
    - Sims buy more often from the market and your shops
    - Sims try to visit masses during the times, the AI starts them (10-13h and 18-24h)
    - "Bargaining"-bonus on sells from stockpile-sells have been doubled (every point gives you +20% on the base price).
    - Guild deliveries get 3% cheaper per point in bargaining (2% before).
    - Bargaining lowers the costs for new titles by 2% per point (if you have 5 points at least).
    - Random gain of diseases have been rebalanced and changed to difficulty-settings. Also having some "soap" "woollen blanket" or
      "herb tea" no longer has a chance of protecting you from illness.
      (it was a random mess without player feedback ...)
    - Poisoned wells now have a 1% chance to infect you with the plague (before it was 2%, only on high difficulty though)
    - Creme pies have a 20% chance of infecting you with caries (before 30%).
    - AI will try to buy more empty workshops depending on city level (this probably influences game difficulty)
    - Renting a place to sleep now costs 150.
    
    Patron:
    - "Cookies" only need 1 unit of wheat flour now (2 before).
    - "Wheat bread" only needs 2 units of wheat flour now (3 before) and 1 unit of fat (2 before).
    - "bread roll" now need 2 units of fat (1 before) and 1 unit of wheat (0 before).
    - "cake" is now produced in 1 less time-unit. (is cheaper now because of that)
    - "cake dough" only needs 1 unit of fat now (2 before) and 1 unit of sugar (2 before) and needs 1 more time-unit to produce.
    
    Scholar:
    - Income of quacksalvery changed. The basic income is now much more depending on your rhetoric-skill. also the random factor is much higher.
    - Changed prices of medical treatment. Treatment with medine bottles and pain medication are much higher now. Prices base on "how bad" 
      a disease is. Worse = more expensive.
    - Pain medication no longer needs lavender (2 before).
    - medicine bottles no longer need mushrooms (1 before).
    - Ointments need 1 time-unit more to produce (1 before).

  3. #3
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    Version 0.91 is available now! Lot's of new features and bug fixes

  4. #4
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    Quote Originally Posted by Fajeth View Post
    Version 0.91 is available now! Lot's of new features and bug fixes
    Thanks for your VERY long dedication to the Guild series! Do you plan on doing a 1.0 version before release of the Guild 3? One thing I do miss from The Guild Gold is the variety of offices compared to Renaissance...I do know the number of office levels in Renaisdsance is hard coded at 7...was wondering if there would be a simple hex edit to allow more?

    However, hopefully the Guild 3 (with possible expansions since the base game will only max out at Sovereign) will duplicate the number of offices and chambers (Church authority, Town Authority, Imperial Authority, etc.) of the Guild Gold.

    Take Care,

    GB

  5. #5
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    I cant tell if I will reach 1.0 before guild 3 launch, but probably yes. More offices are possible without the source code, you might wanna look for Lord Protektors Politics mod, he added 2 more seats if i remember correctly.

    Currently I am not planning to add more seats. I want to make the existing ones more interesting before adding new stuff. But maybe some day in the future ...

  6. #6
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    Quote Originally Posted by Fajeth View Post
    I cant tell if I will reach 1.0 before guild 3 launch, but probably yes. More offices are possible without the source code, you might wanna look for Lord Protektors Politics mod, he added 2 more seats if i remember correctly.

    Currently I am not planning to add more seats. I want to make the existing ones more interesting before adding new stuff. But maybe some day in the future ...
    I have tried it the politics mod. The number of office levels is hardcoded above 'king', level 7. I asked Scandal (hi, Scandal!) about this sometime ago...this could not be changed with soft coding. McCoy! Tried as well...I just hope that the guild 3 has as many offices as the guild gold...

    Thanks for your quick response and devotion to the Guild!

  7. #7
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    Version 0.92 is out now!

  8. #8
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    Version 0.93 is available now with many bugfixes and performance improvements

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