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Author Topic: [REL] The Guild II - Mappack-Edition  (Read 49934 times)

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Offline mok

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[REL] The Guild II - Mappack-Edition
« on: 27 August 2012, 20:39:18 »
Hears citizens,

the message just reaches us that the "Map Pack" for "Renaissance" is finally finished!

I hope you enjoy, few bugs, and may the talent "haggling" be with you!
Feel free to give me Feedback! Special THX to "Kaiser Dark" for the english Translation!
Geizeskrank

Download:
v1.16 Multilanguage Download
v1.10 Multilanguage Download
v1.03 German Download





Notes:
******************************************************************
***   The Guild 2 - Mappack Edition
***   August 2012
******************************************************************
***     www.gilde2.de
******************************************************************
Version 1.16
fixed bugs:
----------------
- Texts concerning upcoming wars will now display correctly.
- Various natural resources (forest resources and holy water) were on the map "Grafschaft Bingenheim" difficult to access.
- The convent at Bingenheim on the map "Grafschaft Bingenheim" was difficult to access.
- On the Map "Grafschaft Bingenheim" the office name of "Lindenhavel" was not displayed.
- Pathfinding on the Map "Grafschaft Bingenheim" optimized
- Accesspoints opitmized.



Version 1.10
fixed bugs:
----------------
- corrected spelling
- bugfix concerning the non-reachable town hall "Düsseldrop" on the "Castrum Novaesium" map during advanced gameplay
- wrong loading screen display due to graphics settings

Version 1.03
fixed bugs:
----------------
- preset issues
- Novaesium-map issues
- building collision issues

New features/ changes:
-----------------------
- included new map "Sprucehain and environment"
- included new map "Duchy Tarryvalley"
- included new map "Shire of Bingenheim"
- extended wildlife
- new, widescreen optimzed loading Screens
- resized the mainmenue logo
- removed the "internet" option from multiplayer menue
- resized the minimap to 1024x750
- optimized and extended decorations
« Last Edit: 09 October 2014, 08:56:22 by mok »

Offline OvPlagues

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Re: [REL] The Guild II - Mappack-Edition
« Reply #1 on: 27 August 2012, 21:13:30 »
Is this compatible with Fajeth's MegaModPack for Renaissance: 0.3?

Offline General Chaos

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Re: [REL] The Guild II - Mappack-Edition
« Reply #2 on: 27 August 2012, 23:48:13 »
Is this compatible with Fajeth's MegaModPack for Renaissance: 0.3?

Hmm, good question.  I installed everything in this order:

1. Base game
2. Patch 4.15
3. Patch 4.17b
4. Map pack
5. Fajeth MegaModPack Hotfix version

Doing that, the features of Fajeth's pack are not showing up, e.g. lists of unemployed people, icons for skill modifications.  So I'm not sure if it's compatable but I'll wait to hear from Mok and/or Fajeth on that one.

In any case the new maps are GREAT!  Really excited to try them out more and hopefully it will work with the megamod pack.  Those two combined will be a huge boost to the base game.

Offline mok

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Re: [REL] The Guild II - Mappack-Edition
« Reply #3 on: 28 August 2012, 03:34:27 »
Quote
1. Base game
2. Patch 4.15
3. Patch 4.17b
4. Map pack
5. Fajeth MegaModPack Hotfix version

Not a good idea... the text.dbt from the Mappack will be overwrite in this method... on the first view this is the only file that is incompatible...

Offline garfboy

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Re: [REL] The Guild II - Mappack-Edition
« Reply #4 on: 28 August 2012, 03:40:17 »
Can't wait to try this out, thanks Mok!

Offline mok

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Re: [REL] The Guild II - Mappack-Edition
« Reply #5 on: 28 August 2012, 04:45:12 »
Quote
1. Base game
2. Patch 4.15
3. Patch 4.17b
4. Map pack
5. Fajeth MegaModPack Hotfix version


And than download this rar, unpack and replace the text.dbt. Et voila :)

EDIT: New Version of rar... tested and working...
greetz
« Last Edit: 28 August 2012, 04:48:43 by mok »

Offline garfboy

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Re: [REL] The Guild II - Mappack-Edition
« Reply #6 on: 28 August 2012, 07:21:42 »
This looks fantastic!  I followed the instructions but for some reason the "Sprucehain and environment" map isn't showing up on my list.  I can load into the others and it's awesome.  I'll try redoing the process and see if it appears.

Offline mok

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Re: [REL] The Guild II - Mappack-Edition
« Reply #7 on: 28 August 2012, 07:54:17 »
This looks fantastic!  I followed the instructions but for some reason the "Sprucehain and environment" map isn't showing up on my list.  I can load into the others and it's awesome.  I'll try redoing the process and see if it appears.


When i'm back from work, i look for this...

greeting

Offline garfboy

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Re: [REL] The Guild II - Mappack-Edition
« Reply #8 on: 28 August 2012, 08:26:54 »
Oh I was wrong - that map IS there, but the name is invisible.  So if I click the blank space at the top of my map list it selects that map.  Good enough for me =)

Offline mok

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Re: [REL] The Guild II - Mappack-Edition
« Reply #9 on: 28 August 2012, 09:03:30 »
Oh I was wrong - that map IS there, but the name is invisible.  So if I click the blank space at the top of my map list it selects that map.  Good enough for me =)


I have update the rar... ^^

Offline garfboy

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Re: [REL] The Guild II - Mappack-Edition
« Reply #10 on: 28 August 2012, 09:17:46 »
Perfect!  It's visible in the list, thanks so much! =)

Offline sdm5h

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Re: [REL] The Guild II - Mappack-Edition
« Reply #11 on: 28 August 2012, 21:16:52 »
First of All Thank You very much for this mappack, it is a great addition to the game.  I want to give special thanks also to mok for providing the info on how to get this to work with Fajeth's MegaMod.  I am in the middle of doing a clean install and look forward to starting a lets play on youtube on a new map, probably the Duchy of Terryvalley (I just love how the city is developed in that one with the old developed city inside the walls and the undeveloped new city outside) 

These maps most importantly for me, have hit that perfect middle ground between the settlements being overdeveloped (Nottingham) and thus have no place to build or underdeveloped (hannover) and have too many places to build.

However, I noticed when playing on the Duchy of Terryvalley Map, that the map had the same issues with war that the Nottingham map used to have where when the war declaration comes it is saying you are going to war with "SCENARIO_WAR" instead of "Shire of Bingenheim", or another nation in the surrounding areas.  I'm not sure if this issue also exists on the other new maps, but I thought I'd let you know. 

Also, the Landside Countinghouse on the Bingenheim map (Lingenheim, I think?) has the incorrect name showing up.  It is correct however on the Terryvalley map.

I tried to fix those myself in the DB folder (with no experience editing code in this game) by editing text.dbt and lordships.dbt and got nowhere (and the idiot that I am I forgot to save an original of the files, hence the reinstallation), so I hope someone who knows the code better can help fix these inherently minor text issues.

This mappack has made me a happy man, thank you again to everyone involved  ;D
« Last Edit: 29 August 2012, 01:32:45 by sdm5h »

Offline sdm5h

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Re: [REL] The Guild II - Mappack-Edition
« Reply #12 on: 03 September 2012, 01:49:52 »
I just wanted to add a couple inconsistencies I've found in the Terryvalley Map so far

1) The Stonemasons Building in Terryvalley is inaccessible, probably due to the large boulder placed in front of it.
2) Terryvalley completely lacks any fishing huts at the start.
3) I had an odd bug in one of my games where the council of terryvalley went into session and never ended.  I don't know if this is specific to the terryvalley map or a larger problem.  Needless to say, the save was permabroke.
4) Sometimes the markets start with a ton of barley and wheat, so much so that you can't sell anything there as the 'market is full'.   This is easily fixed by starting a new game however.
5) Lastly, terryvalley seems to have trouble spawning with more than 8 total dynasties, even though it is listed as being able to do up to 12.  I've had multiple autoextinctions or npc dynasties, which wouldn't be a problem except I am playing extinction mode.

On the Sprucehain Map:
1) The camera is unable to pan over the entirety of the town of sprucehain, perhaps due to proximity of edge of map
2) (And this is more a personal preference) Is there a version of the sprucehain map with a more realistic cliff city?  Currently the geography looks a little... implausible.

That is everything I've found from my playthoughs so far, hope that helps improve the maps.

Sincerely,
sdm5h

Offline mok

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Re: [REL] The Guild II - Mappack-Edition
« Reply #13 on: 03 September 2012, 06:30:33 »
Hi,

thx for the Feedback! I'll see what can I fix it with the next update...
greetings

Offline McCoy!

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Worthy of a Sticky
« Reply #14 on: 24 September 2012, 04:40:17 »
New maps are a big thing. Something EVERYONE wants :)
I don't believe anyone will argue that this is no ordinary mod and deserves to be stickied  ;)

Thanks guys!!

 

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