The Guild II: Renaissance

The Guild II: Renaissance

Fajeth 31 Jul 2015 @ 6:41am
16
6
3
3
2
2
2
2
16
MegaModPack 0.95 / Reforged 0.1
The MegaModPack is a huge modding project for Guild 2 Renaissance, which strives to enhance the gameplay, fix a ton of bugs and rework existing systems to make them more reliable, thematic and accessable to new players. While it leaves no stone untouched, I try to provide an overall gameplay experience comparable to the vanilla game - just advanced by a lot.
It's also recommended for new players because of improved player feedback, clearer tooltips, new tips and tricks and so on.

The old Megamod (up to Version 0.95) was developed between 2012-2017, mostly by myself but also with many one-time contributors and some long-time team members like ThreeOfMe, who has continued the mod with his addon mod "Trade War Politics (TWP)"

Roughly since summer 2020 (with some breaks) I started the "Reforged" project as a completely new mod, which is a complete rework of old MegaMod and of Guild 2 Renaissance in general. There were many goals of the old MegaMod which weren't achieved in the end, mostly due to my inexperience in modding, project lead and game design. With reforged my personal expectations have risen quite a bit, but also I go into this project with much more experience and with a very clear vision of what the final project will look like. In terms of quality, Reforged surpasses MegaMod 0.95 in almost every aspect - but reworking the mod from 0, while carefully integrating things, which worked great in the old MegaMod, while also reworking the fundamental systems of the game takes a lot of time, so feature wise, we will have to be patient, before Reforged can surpass the old MegaMod.

If you can contribute any relevant skills (scripting, programming, 2D or 3D graphics, sound design, translations or testing) please contact me. Together we can make Reforged into a real "Fan Addon", which will make this janky gem of a game into what it always should have been.

Links:

Alpha (WIP) version of Reforged 0.1 at GitLab:

https://gitlab.com/fajeth-modpack/megamodpack-reforged

Discord for direct communication and bug reports:

https://discord.gg/wC3aRgaczB

Last full release of the old MegaMod Version 0.95:

German:
https://community.annodomini1401.online/sources/MegaModPack_095_Deutsch.zip

English:
https://community.annodomini1401.online/sources/MegaModPack_095_English.zip

French:
https://community.annodomini1401.online/sources/MegaModPack_095_French.zip


Alternative-Download-Links
http://www.moddb.com/mods/fajeths-megamodpack
http://www.nexusmods.com/theguild2renaissance/mods/2/?
Terakhir diedit oleh Fajeth; 29 Mar 2023 @ 6:55am
< >
Menampilkan 1,561-1,575 dari 3,432 komentar
Manu 13 Jun 2017 @ 7:22am 
Another thing I noted is that other business sometimes have products to sell, the price shown is never the price they charge me if I buy, no matter how good their price is, whenever I buy I get charged the same amount I'd pay at the local market for it
jojobe 13 Jun 2017 @ 11:38am 
Diposting pertama kali oleh joe78man:
Another thing I noted is that other business sometimes have products to sell, the price shown is never the price they charge me if I buy, no matter how good their price is, whenever I buy I get charged the same amount I'd pay at the local market for it

you must have low barter skill. whatever you buy and sell is effected by your barter skill not only your bargin skill but the NPC bargin skill. try switching between players that have low and high skill to buy and trade. If you have high barter you can sell things for high amounts of money for example my hospital worker sell soap for 128 buck but wheni sell it i get 226 because of my barter.
Terakhir diedit oleh jojobe; 13 Jun 2017 @ 11:42am
Fajeth 13 Jun 2017 @ 12:23pm 
Diposting pertama kali oleh The Ghost of Iwata:
Diposting pertama kali oleh Fajeth:

It works if the character stays in the building. He will shortly be idle after he finished a product and will be reassigned after a few seconds. Try it and be a bit patient :)

I'll be trying that out, and if you're right, I'll let you know, so that I can be propely shamed for my idiocy!

Apparently you are indeed right. I am quite sure this is new though because I had no problems earlier. Will investigate that, but if its hidden, you might need to wait for 1.0 to get this fixed. IMO this is not a serious issue, because you normally would not set your buisness to AI and work with your character (but instead do more interesting things while your buisness runs itself)
Manu 13 Jun 2017 @ 12:51pm 
But it is not my character the one who sells, it's the cart, how can I make the character's skills affect something done by the employees? I understand that actions performed by the character is affected by the skill level of the skill used in the action, but if I send a cart to another shop or the market, how can I make the skill affect the action? and if so, which character's skill is taken in account?
Fajeth 13 Jun 2017 @ 1:02pm 
Diposting pertama kali oleh joe78man:
But it is not my character the one who sells, it's the cart, how can I make the character's skills affect something done by the employees? I understand that actions performed by the character is affected by the skill level of the skill used in the action, but if I send a cart to another shop or the market, how can I make the skill affect the action? and if so, which character's skill is taken in account?

If you use the "send and unload" cart measure the skill of the owner of that cart (building) is taken in account. If you sell "by hand" (click on the item and sell it via drag and drop) you will only get what the game gives you by default - far less. Thats because its hard coded and I can only modify the measure.
jojobe 13 Jun 2017 @ 1:10pm 
Diposting pertama kali oleh joe78man:
But it is not my character the one who sells, it's the cart, how can I make the character's skills affect something done by the employees? I understand that actions performed by the character is affected by the skill level of the skill used in the action, but if I send a cart to another shop or the market, how can I make the skill affect the action? and if so, which character's skill is taken in account?

The owner of the business whos cart is being used to barter the perk bonus should apply. what i would do is test it. with 2 character of vastly different barter skills with the carts. He might ask you for your saved game. The bonus should should apply to the owner of the business. I rarely trade with other merchants and perfer using the market as a scholar doctor.

their is a easy cheat you can use SHHH....to add skill with cheat engine. if you dont have it friend me send a private chat with your email address and i wll send you the cheat engine tool. SHHHH! its teh tool you still need the cheat engine program to use the cheat though.
Fajeth 13 Jun 2017 @ 1:37pm 
Hey, 0.94 is available now.

-------------------------------------------------------------------------------------------------------
Changelog 0.94
-------------------------------------------------------------------------------------------------------

**Bugfixes**
- ModPack: You didn't get enough money to solve the title-tutorial.
- ModPack: Cities could not level up if they had "too many" inhabitans.
- Vanilla: Performance has been further improved.
- ModPack: AI could attack players even if they were allies.
- Vanilla: Pendulum of hypnosis was still bugged.
- ModPack: Alchemist-AI had a bug.
- ModPack: There was a bug during diplomatic demands.
- ModPack: There was a small bug when hiring thugs.
- ModPack/Vanilla: Sometimes some of your rogue characters could not be controlled anymore.
- ModPack: If you went to a tavern to get drunk sometimes the measure did not work
properly.
- Vanilla: The tooltip for pressing protection money showed the wrong duration.
- ModPack: All rogue characters could waylay and press protection money.
- ModPack: The rival in town-feature did not work anymore.
- ModPack/Vanilla: After the explosion of a booby trap the thief could continue his
burglary.
- ModPack: Crusades didn't work
- ModPack: Taking a hot bath together did not work if you used it as a courting measure.

**Features**
- AI now also uses clay vases and sculptures to modify the attractiveness of their
taverns, pubs, hospitals, bankhouses and churches.

**Balancing**

General:
- Costs for the first three titles has been reduced to improve game start and
re-enable early game strategies.
- Paying a bonus is now cheaper and larger sums will affect the favor even more.
- Because of a possible exploit-strategy thugs can no longer gather herbs.
- On highest difficulty you only have 1 enemy at game start.
- The second level of your workshops is now 2500 coins cheaper (except for rogue-buildings).
- Targets of hypnosis-attacks now get the message directly in their face instead of a
notice.
- City may only keep 20% of title-costs.
- You can sell a few more counting house special goods to the market before prices drop.

AI:
- AI makes less insults.
- AI will use less flower of discords.
- AI will only attack other applicants for office if they have less than 40 favor with them
(50 before).
- Probability for AI accepting protection demands has been raised a bit.

Scholar:
- Price for invisibility potion has been reduced a bit.
- The chance for people not paying back their loans has been reduced slightly.
- Gathering holy water is now faster.

Rogue:
- Amount of protection money has been reduced slightly.
- Money from wenches has been reduced by 25g.
- Burglary-time has been reduced by a lot.
- Booby traps are deadly.
- If multiple thiefs burgle a house the additional burglars get less money
than the first.

Patron:
- Fishing will now give you 2 to 5 fish instead of 0 to 5
- Wine is a bit more valuable now.
Fajeth 13 Jun 2017 @ 1:39pm 
Whatever bugs you find, the next update will take a while, because I'll do modding vacation now. The game should be fairly playable though. Some guy reported OOS with trials but I could not reproduce it. So save before trials to be sure. Other than that, have fun!
Teralitha 13 Jun 2017 @ 11:08pm 
Perhaps I missed this in a previous change log, but why cant my scholar or pesthouse workers no longer gather lavender?
Logic 13 Jun 2017 @ 11:10pm 
I believe you have to manually choose a worker and tell them to gather herbs
Teralitha 13 Jun 2017 @ 11:11pm 
I havent tried to get my worker to do it yet, I am unable to do it with my scholar though. Gonna try a worker now...

Hm I see. The worker can do it if I tell them to manually. That is new to me. Will they continue to gather autoamtically or will I have to tell them to go gather after each time they bring herbs back?
Terakhir diedit oleh Teralitha; 13 Jun 2017 @ 11:14pm
Fajeth 13 Jun 2017 @ 11:26pm 
Diposting pertama kali oleh Teralitha:
I havent tried to get my worker to do it yet, I am unable to do it with my scholar though. Gonna try a worker now...

Hm I see. The worker can do it if I tell them to manually. That is new to me. Will they continue to gather autoamtically or will I have to tell them to go gather after each time they bring herbs back?

They continue to do so. You can gather all kind of herbs, holy water and mushrooms now. Your family can do it aswell but you need also to select the building they shall bring it to aftee selecting the resource. I know its a bit annoying but necessary to improve AI management
Teralitha 13 Jun 2017 @ 11:29pm 
I get it now. Good.
Teralitha 14 Jun 2017 @ 1:40am 
I dont remember if this was normal but.. My wife is a rogue and commited many crimes. However, it was me, the dynasty leader, her husband that was being summoned to court in another town. I ignored them, since it was another town. So I was summoned, and then declared an outlaw, twice. Not my rogue wife who has commited all the crimes. A bit later my wife got overwhelmed by guards and she was murdered.(In the correct town where she would have been considered an outlaw.)

SO this may be a bug. My dynasty leader is still marked as an outlaw in another town. I never checked to see if she was, but they murdered her, so probably. If one family member is a criminal, others should not be the ones being summoned to court or branded an outlaw. Pretty sure thats not the way it was before.

Also, I recall that you were able to kill worker pickpockets you see around town without any intervention by the guards. At least thats how its suppose to be. That isnt happening. When I attacked a worker pickpocket, I was jumped by the guards. I tried it a couple times. The mouse pointer doesnt even give you the red sword symbol when you mouse over them. I had to select the attack option from my caharacter bar then click on the thief. The thieves dynasty members were no where around either. I always check for that before I slaughter pickpockets.
Terakhir diedit oleh Teralitha; 14 Jun 2017 @ 1:49am
Fajeth 14 Jun 2017 @ 3:51am 
Maybe they used sorcerer documents on your main character? Not sure about the attack thing, I did change something about detecting crimes but not specificly about pickpocket
< >
Menampilkan 1,561-1,575 dari 3,432 komentar
Per halaman: 1530 50