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English Boards => The Guild 2 - Renaissance => Modding => Topic started by: Fajeth on 15 March 2012, 13:03:48

Title: [REL] Fajeth's MegaModPack for Renaissance: 0.95
Post by: Fajeth on 15 March 2012, 13:03:48
Fajeth's MegaModPack 0.95

Downloadlink Download Me (http://www.theguild3.info/filebase/file/32-fajeth-s-megamodpack/#overview)

Changelog 0.95:

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Changelog 0.95
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**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.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
Post by: General Chaos on 15 March 2012, 17:08:15
Amazing!  I've been hoping someone would put something like this together.  I'll play around with it and report any bugs; I look forward to future versions too.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
Post by: Fajeth on 15 March 2012, 17:30:03
Something already known: Apparently the cooldown of courting actions is deactivated - but not by me. I will change this in the next version (but first, i wait for more comments/ bug-findings) :)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
Post by: General Chaos on 15 March 2012, 18:16:44
Ah, yeah, I just noticed that.  So far the only weird thing I've seen is some graphical glitches in the character creation when you pick your sign.  The list of signs seems to flicker in and out but it's still clickable.  I have no idea if this is an issue with these mods but I haven't seen it before (I assume it would be with the mod for hats/hairstyles).

Anyway, do you know if AI dynasties will purchase neutral buildings as well?  Also, the temporary buffs basically just add to that attribute for a short time when you do certain actions right?  I noticed that when I complimented someone I got a charisma buff and they got a rhetoric buff.  If that's the way it works, that's pretty cool; good job.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
Post by: Fajeth on 15 March 2012, 19:19:46
hm i hadn't had this graphical issue, but i will keep it in mind.

AI: I don't know, theoreticly yes, but i didn't change anything there

The buff: cool ^^ Nope, i didn't add something like that - but maybe it was in the game all the time - i just made it visually
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
Post by: FlyingEagle on 16 March 2012, 15:49:06
Man this is awesome!! This will surely bring me and much players back to the guild. Thanks to you and all the moders of such amazing mods. Keep up the good work! Looking forward to new version
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
Post by: Fajeth on 16 March 2012, 17:09:47
Thx :)

There is apparently a bug within lex0rs command me mod, which is causing the Cooldown-bug. This will be fixed next version.
Also the self-apply-medicine-mod works - but the target is wrong. So, you can't pick yourself, but have instead to choose another sim. But don't worry: your character will be cured - not the other guy ;)

I'm on it to fix it ...
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
Post by: General Chaos on 16 March 2012, 23:01:39
Download count is adding up; looks like word is spreading.  Keep up the good work.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
Post by: Fajeth on 17 March 2012, 00:25:36
as long as they know that this is just a very early version ... ;)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.1
Post by: LordProtektor on 17 March 2012, 02:22:23
A LAN party dream becomes real. Thanks :)


If I may ask: How do you keep track and organize yourself with so many different files? I'd guess it's really difficult.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 19 March 2012, 17:52:24
LordProtektor: Don't ask. It's terrible :D But i am chaotic - in many ways, so i am getting used to it ...

All: New version is online, changeme in the first post.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: General Chaos on 20 March 2012, 03:02:40
Nice.  Glad to see you're fixing bugs.  I encountered a strange one tonight during MP.  We were both in a trial and then when it was over our characters remained "in the trial" according to their status icons and couldn't perform any functions, but they had left the town hall.  They seem stuck like this indefinitely.  Not sure if it's something in this mod but just reporting in case.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Zgeek on 20 March 2012, 12:21:19
Great work Fajeth,I just want to make a suggestion is there a way to reward the assessor?
I mean if you're an assessor in the court you get nothing for your time no money or experience, at least there should be some experience or money for the assessor in the court.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: General Chaos on 20 March 2012, 12:34:19
Great work Fajeth,I just want to make a suggestion is there a way to reward the assessor?
I mean if you're an assessor in the court you get nothing for your time no money or experience, at least there should be some experience or money for the assessor in the court.

I actually think that's a great idea too.  Oh, also wanted to add one more thing: I thought only neutral buildings were supposed to be for sale.  What constitutes neutral b/c in my game literally every building (even the merchant stalls) is for sale.

Thanks again!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 20 March 2012, 12:58:34
Hmm!! There should be a reward! XP and gold :/ nothing shows up? Then i have to look into the script again ...

Buildings: yeah, i know. I am still unexperienced with the filters, so any suggestions of modders would be very much apreciated

Thx guys!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: FH on 20 March 2012, 13:23:42
Buildings: yeah, i know. I am still unexperienced with the filters, so any suggestions of modders would be very much apreciated

What does the filter you used exactly look like and what should it do? (Don't want to download the mod just to check the filters ;))
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 20 March 2012, 15:41:37
Filter:

900   "CanBuyBuilding" "__F(NOT(Object.BelongsToMe())AND (Object.Type == Building)AND NOT(Object.GetState(fighting))AND NOT(Object.IsClass(7))AND NOT(Object.IsClass(3)))" |


Well, it's not mine, McCoy wrote it ;) But thought is, of course, to select buildings, which aren't really for sale. But marketplace etc shouldn't be selceted ...
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: vituss on 20 March 2012, 21:31:40
Awesome mod!Thank you!
Here my idea:
http://forum.nordicgames.at/showthread.php?141496-REL-Play-politics-with-all-your-dynasty (http://forum.nordicgames.at/showthread.php?141496-REL-Play-politics-with-all-your-dynasty)
http://forum.runeforge-games.net/index.php/topic,619.0.html (http://forum.runeforge-games.net/index.php/topic,619.0.html)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: General Chaos on 20 March 2012, 22:50:50
Awesome mod!Thank you!
Here my idea:
http://forum.nordicgames.at/showthread.php?141496-REL-Play-politics-with-all-your-dynasty (http://forum.nordicgames.at/showthread.php?141496-REL-Play-politics-with-all-your-dynasty)
http://forum.runeforge-games.net/index.php/topic,619.0.html (http://forum.runeforge-games.net/index.php/topic,619.0.html)

Is the second one of those already packaged in this?  I thought so but maybe not.  Anyway, I agree that it is a rather good mod.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: FH on 20 March 2012, 23:02:40
Filter:

900   "CanBuyBuilding" "__F(NOT(Object.BelongsToMe())AND (Object.Type == Building)AND NOT(Object.GetState(fighting))AND NOT(Object.IsClass(7))AND NOT(Object.IsClass(3)))" |


Well, it's not mine, McCoy wrote it ;) But thought is, of course, to select buildings, which aren't really for sale. But marketplace etc shouldn't be selceted ...

Just add AND NOT(Object.IsClass(x)) clauses to the filter until you've removed all not-desired buildings from the list.
In your case that should be class 3,5,6,7. It would be shorter if you'd just say (Object.IsClass(1))OR(Object.IsClass(2)) instead of negating 4 classes.

Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 20 March 2012, 23:24:38
vituss:

Dangerous-Dynasties is added.
The second mod is obsolete - because of the "command me"-feature. Just use the "walk"-measure, go into townhall and apply. I testet it - it works, and many measures more - AND more to come ;)

FH:
THX!!! I thought it had to be something like that, but i didn't know, where to look. I will try it and include it in the next update. :)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: FH on 20 March 2012, 23:40:46
Oh, I forgot to mention: In that case "class" is the building-class, which is the fourth column the buildings.dbt.

AFAIK (I never tried, but I think it should work) you can use any column name in the dbt-files in the filters.
Which means if you have an object which is a building you can check every column in the buildings.dbt.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: General Chaos on 21 March 2012, 02:19:38
Ok, another possible bug that I'm not sure about, but if you want you can look into.  Was playing MP again and my wife's character was insulted by another dynasty member.  At that point both of our games crashed to desktop.  Do any of these mods change anything about insults?  If not, this is unrelated so you can ignore.  Anyway, thanks for considering this.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 21 March 2012, 11:48:40
FH: i will keep that in mind, thx!

General Chaos:
At which point does it crash? Right at the start of the measure? After it? If you want to do me a favor:
Set your start money in the config.ini to 100.000, buy enough titles to insult someone and test, if it crashes again.
I had had a crash like this before, a long time ago. In 0.1 I had a duell and someone reportet having a duell in the last version. In 0.2 i didnt change anything there as far as i remember.

Thx to you!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Zgeek on 21 March 2012, 21:04:57
Hello again,
My game crashed too! i ordered one of my dynasty characters to sleep and when she woke up and after the stats increase showed up in about 10 to 8 "game minutes" the game crashed,I had saved game during sleep that was about "1 game hour " before.I loaded it and stopped the character from sleeping ordered her to go to work but the game crashed again at  same "game time" and no matter what i do or change what command i give to the sims the game still crashes.Though my that character was sick and I was in in debt about -725 gold.
I don't know if this is related to your mod or not anyway keep up the good work Fajeth thank you for your efforts i love this mod combination.
And General Chaos thanks for appreciating the idea.       
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: General Chaos on 22 March 2012, 10:38:02
FH: i will keep that in mind, thx!

General Chaos:
At which point does it crash? Right at the start of the measure? After it? If you want to do me a favor:
Set your start money in the config.ini to 100.000, buy enough titles to insult someone and test, if it crashes again.
I had had a crash like this before, a long time ago. In 0.1 I had a duell and someone reportet having a duell in the last version. In 0.2 i didnt change anything there as far as i remember.

Thx to you!

Thanks Fajeth,

I tried this and it didn't crash so I guess it's not the insult that's the problem.  I did manage to look around town and see what else was going on before the crash and apparently a duel is going on.  It seems to crash once it's over.  Two other things are also going on: kidnappers are waiting outside my house and I'm being tortured.  I guess it could be any one of those.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 22 March 2012, 17:27:15
GC: Thx, this could help me a lot. But i'm afraid, i won't have the time to fix it until next week. Sry for that ...
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: General Chaos on 22 March 2012, 20:31:10
GC: Thx, this could help me a lot. But i'm afraid, i won't have the time to fix it until next week. Sry for that ...

Hey I'm just happy you're working on this.  You're really putting an amazing effort into making the game better.  We should all be thanking you.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 23 March 2012, 19:27:45
Can anyone confirm, that loading a savegame leads always to a crash ??

edit:

apparently my trial-fix didn't work. If you want to play, use the trial.lua (scripts/cutscenes) from the 0.11 version)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Zgeek on 23 March 2012, 20:23:51
Can anyone confirm, that loading a savegame leads always to a crash ??

edit:

apparently my trial-fix didn't work. If you want to play, use the trial.lua (scripts/cutscenes) from the 0.11 version)
Yes for me,it happens if the savegame is moments before a crash if you load it the game would crash the old saves work though (about 8 or 9 game hours or 1 turn before).

Secondly in council meetings if by bribing and complimenting etc i gain enough favor(even at 100%) for votes and the voters appear with my characters picture yet they vote for others and it looks if the bribing and complimenting doesn't matter in meetings.

Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: General Chaos on 23 March 2012, 22:05:58
Can anyone confirm, that loading a savegame leads always to a crash ??

edit:

apparently my trial-fix didn't work. If you want to play, use the trial.lua (scripts/cutscenes) from the 0.11 version)

In the same savegame where I've had the other crashes sometimes it will crash on load, but strangely, not always.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: PurpleSkull on 23 March 2012, 22:46:38
Yeah it crashes on load. I could load a 4 round old savegame, but it would crash another 3 rounds later. Quicksave and Autosave both.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 24 March 2012, 13:57:36
Well, thats not, what i asked: does it crash DIRECTLY after loading? The crashing is probably a critical script error, i "just" have to find out, where the mistake is ...

Other question: the crashing appears only with the new version? 0.11 was fine?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: General Chaos on 25 March 2012, 17:40:43
I didn't play a ton with .11 but I don't recall any crashes.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 26 March 2012, 12:43:18
Thx for the reply, that may help :)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: FlyingEagle on 26 March 2012, 18:04:18
Right now testing latest 0.2 version and everything looks stable. I have no problems with loading right now. But I have little question. Is any way to make "Talk to somebody" conversations work in English language? They are talking German and I can't undestand them :-/
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 26 March 2012, 18:50:09
i will look into that, shouldn't be too difficult, to translate
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: FlyingEagle on 26 March 2012, 23:55:59
Ok, thanks :). Btw now I have crashes in loading too :D.
Log was too big to copy here but much errors are caused by "no edge locators" at buildings: Resourcetent, Footstand, Smithystand, Textilecart, Alchemisttent, Harbour_low, Harbour_med, Harbour_high, tradetown_v1,v2 and v3, ExecutionPlace_low, med and high, ligrplace with fire and ligerplace crates. Next error was "Failed to create decorator: outdoor" at bush1,bush2, fence_Ab,fence_Aa and last errors was "Failed to attach object to node Game_Spine_A node not found". It crashes in loading screen as someone mentioned before (the loading was fine until I restarted PC :D) hope it helps at least a bit
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: ronyoungwon on 28 March 2012, 15:04:29
my game just changed into german translation after pasting everything into the folder....i thought that replacing DB and script folder would fix this but no.....how do i fix this?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 28 March 2012, 17:48:47
You installed 0.11?

Open your config.ini (main folder) look for language= german and set it to english.

Newer versions will be seperated in english/ german (but this just means, that i set the language for you in the config, other files will be the same)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Toffer on 06 April 2012, 02:58:15
Hey thanks Fajeth for the hard work! I noticed that the dyes weren't producing, much like before the 4.15 patch. I downloaded the 4.15 patch and just copied the items.dbt from the DB folder over to the game DB folder. I don't know if it effected anything else, but it worked for the dyes. Anyways, just thought you'd want to look at that. Thanks again! Keep up the good work!

BTW does anyone know if you can donate to Runeforge somehow? I just found out about Kontor today and I'm excited for the chance to play.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 06 April 2012, 12:04:37
Thx for the remark! I will add this to the list and will look into it - when i get the time ...
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: bad karma on 06 April 2012, 13:09:58
Incredible work Fajeth! One question...can thieves extor protection here? I remember I used to install the thieves modification mod, which is present here but I did not see the extortion feature on them. Hopefully this mod has it as you can build way more thieves den's than robber camps which take a lot of space.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 06 April 2012, 16:36:07
afaik they don't.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: bad karma on 06 April 2012, 17:17:18
Ahh. I wonder what features does Thief-Upgrade 0.4 add to thieves.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: General Chaos on 06 April 2012, 19:17:16
Not much to add at this point but just wanted to say I'm really looking forward to the next update.  I truly appreciate someone taking the time to make the game better!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: pnpPrase on 07 April 2012, 19:16:51
I want to report a bug.
I have a problem with loading game. Game crashes everytime if I'll try to load some game. But it happens only when I left game and next day I want to load it. I didnt try it in Vanilla but I didnt met this problem before so I thinks its by this mod.

Sorry for my english mates, I haven't luck to born in england or USA or somewhere wheres English a primary languege.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: ThePirateOfLand on 10 April 2012, 01:11:34
Hello, great "MegaModPack" but i got 3 problems already and didn't start to long ago.

●•● When the Mine is AI controlled, the AI always sends the cart to Hamburg and not Danzig that is closer even tho the price is the same, this has never happend before. Btw i choosed Hamburg as starting location but that shouldn't change where it's sold.

●•●It says on every character that something is edited. Rethoric, Constitution, Craftman and so on. Is this a bug or what?

●•●My main character is running away randomly. Random, never happend before, it's maybe the mod or maybe not.


░█▀█▀█ █── █▀▀░▐█▀█ ▀ █▀▀▄ ▄▀▄ ▀█▀ █▀▀░▐█▀▀█▌ █▀░██─── ▄▀▄ █▄─█ █▀▄
──░█── █▀▄ █▀▀░▐█▄█ █ █▐█▀ █▀█ ─█─ █▀▀░▐█▄░█▌ █▀░██─── █▀█ █─▀█ █─█
─░▄█▄─ ▀─▀ ▀▀▀░▐█── ▀ ▀─▀▀ ▀─▀ ─▀─ ▀▀▀░▐██▄█▌ ▀─░██▄▄█ ▀─▀ ▀──▀ ▀▀
8) ℑ﹩ ♄ℯґℯ ☂◎ ṧтα⑂‼  8)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 10 April 2012, 18:56:32
Hey:

i'm working on the loading bug.

The modified Rhetoric skill etc. is a feature. Or better: Seeing the modification is a feature. Default this mods are invisible.

The other things aren't mod-pack related
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 12 April 2012, 12:29:13
investigating the loading-problem:

I need some help by this.
Plz open your "logfile" (main folder)
Delete EVERYTHING in it. Save the file.
Activate logging ("config.ini" --> "Disable All Logging = 0")
Try to load the corrupt Savegame.
Upload your logfile here.

Thx in advance!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: FlyingEagle on 12 April 2012, 17:31:55
cleared logfile and changed

// Disable the complete logging (0:no  1:on (default) )
DisableLogging = 1

to

// Disable the complete logging (0:no  1:on (default) )
DisableLogging = 0

didn't helped
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 12 April 2012, 17:57:42
It can't help you to load the game ...  ;D But now, you can upload your logfile - this MAY help
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: FlyingEagle on 12 April 2012, 19:05:36
lol sorry I thought someone finaly found solution to get rid of loading problems so I didn't even read the last lines ;D  here's my logfile
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 12 April 2012, 20:30:25
Ok, thank you.

The log looks quite exactly like mine - could be a good sign, or could mean nothing.

Can you give some more informations about your game & system?

How many rounds did you play?
Did you have crashes?
Did anything special happen, before you saved (duel, office session, trial, war)?
When actualy you noticed, that the save is corrupt? Did you play - save - and load? Or: play - save - shut down pc (and next day or so) load?

Which OS do you use? XP/ seven? which servicepack? 32 or 64 bit?

The same questions to everyone who is experiencing this bug.

Greetings
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: FlyingEagle on 13 April 2012, 01:38:39
I played just two rounds until 1408 and everything was fine I have no savegame where I'm at duel, office session, trial or war so this may be not the problem. No crashes absolutely stable game and even loading was fine until i quited the game after I did this I noticed the crashing in loading screen. The strange thing is that when I try to load some older savegames (older autosaves,quicksaves...) they seems to be working except the newest. First I thinked that this is because I'm at building in that savegame where it crashes but I loaded older where I'm at building too. Really strange

I have Windows 7 x64 SP1
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: ThePirateOfLand on 13 April 2012, 01:55:30
I played just two rounds until 1408 and everything was fine I have no savegame where I'm at duel, office session, trial or war so this may be not the problem. No crashes absolutely stable game and even loading was fine until i quited the game after I did this I noticed the crashing in loading screen. The strange thing is that when I try to load some older savegames (older autosaves,quicksaves...) they seems to be working except the newest. First I thinked that this is because I'm at building in that savegame where it crashes but I loaded older where I'm at building too. Really strange

I have Windows 7 x64 SP1

Everyone seems to be having this bug -.-

Not to be meany to this thread or anything but check out my mini-mods :)
[REL] ✩ThePirateOfLand's Mod Libary✩ (http://forum.runeforge-games.net/index.php/topic,884.0.html)

Also:
At start i had minor bugs 2 of them wasen't mod related and the 3rd one wasn't a bug? Anyways now i started to get the loading problem as everyone els and decided: until this is fixed i wont use this mod anymore, feels bad spending time and not being able to load it.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: strafe.tsk on 24 April 2012, 12:06:59
How long will it take to fix that loading bug?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: RaidenHitsu on 29 April 2012, 14:41:51
I don't know it's already been asked, but, I would like to remove the Rescue cart action. It's great and all and helps to unbug carts that collide with each other, still, since I play online with friends some of them tend to abuse it :/ is it possible to make it avaible only for the host or completely remove it please?  ;D

Oh yeah and when you use the talk to someone the first line is in german, even if my game is english, just a little thing. And Great mod pack ;)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 02 May 2012, 00:21:33
Well, it's possible. Maybe tomorrow i write how - but you have to do it yourself.

@All:

Since i really have no time atm, i'm planning to release my current build as a 0.25 - but probably still with the loading issue (no time to play - so couldn't test it).

It is possible that the loading-bug is related to to huge additions to the databases (measures etc) - i REALLY hope, that i'm wrong. If any modders have ideas, what could causing this, they are free to try a fix or give me some tips ...

I hope, i can release a bugfree version in the future!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: RaidenHitsu on 04 May 2012, 19:04:47
Well, it's possible. Maybe tomorrow i write how - but you have to do it yourself.
Thanks, uhm, i'll do my best  :D
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: killerx243 on 15 May 2012, 02:55:29
I can confirm savegame corruption, it also corrupts all autosaves from that game  :'(
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Bettyrage on 21 May 2012, 08:58:00
yeppers i got all saves messed up my self=(..love the mod ..hope it gets solved=)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 21 May 2012, 11:31:09
Hey guys!

Currently i have absolutely no time for the modpack ... Maybe i have to restart the project all from scratch, because of the savegame problem ... But it's definitly not dead
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: General Chaos on 21 May 2012, 14:19:21
Thanks for the update Fajeth.  I really look forward to where you take the mod, even if you have to restart.  You seem like a great modder and there is already some good stuff here.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: jackarbiter on 26 June 2012, 02:11:43
The main game tended to get corrupt saves too... but it seems a lot of people think it's this mod, and that's possible I guess.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 29 June 2012, 10:37:34
Yea, i think it's an error in a DB-File ... Because - it only occurs on saves and not DURING the game - so the scripts have to be fine ...

But currently i am not into the guild at all, so a new version may take a while
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: dfskdfrontman on 10 July 2012, 17:56:44
The main game tended to get corrupt saves too... but it seems a lot of people think it's this mod, and that's possible I guess.

Yes, the main game does get corrupted save issues from time to time but with this mod it is completely unavoidable and, unless you plan to play on through with zero use of the save feature, it's completely game-breaking.

Seriously kick-ass mod though, I really hope someone manages to locate and fix the bug not quite enough skill on my part to make it a personal project without devoting wayyyy more time than I can afford to spend.  Most importantly in its current state all Fajeth's hard work is going unappreciated and without the recognition it deserves....
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Zbombe on 10 July 2012, 18:00:24
Well, currently my client is running quite stable... didn't hat a save bug yet...
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Grogfeld on 13 July 2012, 16:06:33
I experience CtDs with Politic mod 0.7 and rework_balanceVer2.9. It appears that are the same like this save bug. But i could be wrong.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Amusement on 15 July 2012, 03:51:44
Fajeth please don't abandon this, as far as i can see The Guild 2 modding scene has basically died.
This modpack is about the best thing i can find for Renaissance, though it wont re-new or bring the Guilds modding scene back to life, at least it will allow those of us that still play Guild 2, to have at least a decent modded game to play with.

 ;D
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 15 July 2012, 11:51:28
Because of zbombe's help, there will be soon a 0.3 version, which probably should work without the savegame bug :)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: LeonTheNorse on 15 July 2012, 15:51:19
looking forward to version 0,3
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: FlyingEagle on 15 July 2012, 20:08:24
Great news, can't wait for next version!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Zbombe on 16 July 2012, 10:50:17
Hello,

I'm currently working on some bugfixes. As reason of that it would be great if you could report me the error's you recognized.


So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.2
Post by: Fajeth on 19 July 2012, 18:19:47
Hello guys! Great news!

Due to the fact, that my 1-man-team got 2 new members (SunPack and Zbombe) i can release version 0.3 :)
The savegame-bug SHOULD be gone (So much thx to Zbombe!!!) but we need you to test it.

0.3: Changelog

Bugfix: Missing tooltips and description for the SleepMod added
Bugfix: officesessionproto.lua fixed
Bugfix: ClientStablePatch (thx!! Zbombe)
Bugfix: Typo in text.dbt
Bugfix: Missing "|" in Lordship.dbt
Bugfix: Schoolmaster: All familymembers got the privilege
Bugfix: Children now can only do their usual measures
Bugfix: TalkToSomebody works now in german and english
Bugfix: TalkToSomebody: Cooldown is now earlier set (prevents cheating)
Bugfix: Dancing in tavern works now as usual
Bugfix: Missing tooltips of some Command-Me-Measures
Bugfix: bodyguard fixed
Bugfix: Behaviour of Sick Sims/ Simulants and Treatment fixed/ improved.
Bugfix: Hiring an employee: No message that there is a master - if actually there isnt one.
Bugfix: GossipTalk now REALLY works with a limit of 6
Balance: Whole new item balance. For example: Alchimist and Medic now use Alcohol and produce them.
Balance: Paybonus has longer cooldown (4 instead of 1)
Balance: Sick sims with cold/blackdeath buy now HearbTea on market - With influenza they buy blankets
Balance: Removed Cooldown on "RemovePamphlet"
Balance/Mod: Changed the times of Duel and Trial (Duel 2h, trial 6h, 12h)
Balance: Startingmoney of Shadowdyn. raised
Balance: Starting conditions changed: no more 5 smithies at start.
Mod: ImportantPersons works now also in german
Mod: kinvers Cart Teleport deactivated
Mod: BuyAnyHouse deactivated
Mod: *NEW* Pregnant Mod by Fajeth: Pregnant characters can now move!
Mod: *NEW* Bored docs talk to each other and become friends by Fajeth
Mod: *NEW* InventorySellMod by Fajeth: More possibilities of selling goods with the buildings inventory.

and more little tweaks I forgot.

I will update the first post with some still known issues.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 19 July 2012, 18:58:23
Hello,

in order to work further on the next patch, please do the following actions in case of using this Mod!

1. The Mod got an error
To report an error of the game please make a little bugreport. This bugreport should contain the following information:




I will add further introductions lateron!


So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 19 July 2012, 19:18:20
Hello,

for players who have problem with the .7z have we added an .exe.
Anyway the file was to big to add it here have we uploaded it on an external page:

http://speedshare.org/download.php?id=C2F33F811


So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 19 July 2012, 21:10:25
Update: There was a mistake in the Upload: Plz download the new config.ini :)
I will add this to the zip soon
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: FlyingEagle on 22 July 2012, 22:09:30
Looks like that you guys just solved that annoying save bug. Thanks for that :). But I would like to report another bug. When you apply for an office with member which is not in your group it seems that it won't take fee for application.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 23 July 2012, 00:15:20
thx for your report!

As for the savegame bug: Apparently it's gone to 90% - but especially in multiplayer sometimes savegames are bugged (not allways) ... Maybe we can fix this in the next version (but not sure :/ )
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Kezza921 on 24 July 2012, 16:32:12
Hey first up I wanted to say that I really like the mod pack

I haven't explored the pack fully and I don't know if you are still working on it but something that bugged me was it give me the option of buying work houses when I click on them.

If you can fix it or help me fix it that would be great but if not I guess I will have to just get use to it. Anyway I really love the mod and good work
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 24 July 2012, 16:33:41
Hey first up I wanted to say that I really like the mod pack

I haven't explored the pack fully and I don't know if you are still working on it but something that bugged me was it give me the option of buying work houses when I click on them.

If you can fix it or help me fix it that would be great but if not I guess I will have to just get use to it. Anyway I really love the mod and good work

Hello.

This is a result of the "BuyanyHouses"-Mod which was implemented.
We are working on the buildings you shouldn't be able to buy.

So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 24 July 2012, 17:36:18
Hey first up I wanted to say that I really like the mod pack

I haven't explored the pack fully and I don't know if you are still working on it but something that bugged me was it give me the option of buying work houses when I click on them.

If you can fix it or help me fix it that would be great but if not I guess I will have to just get use to it. Anyway I really love the mod and good work

Hello.

Problem was solved and will come with next update.


So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Lill on 28 July 2012, 15:14:19
Hello :) I must say I love this game and this mod pac sounds great! Just one question  :P  .. is it in english? 
cus i know alot of modders for this game is german.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: FH on 28 July 2012, 15:26:15
I haven't tried it but the filename makes me think it's in English ;)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Lill on 28 July 2012, 15:33:36
nice :)  Do you know if it works with steam version of the game? (it auto patches and such, so it probably got the latest patch)
And if its the same install method in the steam version?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: FH on 28 July 2012, 17:07:01
nice :)  Do you know if it works with steam version of the game? (it auto patches and such, so it probably got the latest patch)
And if its the same install method in the steam version?

Again, I don't know much about the megamodpack, but the Steam doesn't update to version 4.17b. You have to update to that version manually (which will break the Steam-integration like chat and other Steam-features).
Other than that there should be no difference from installing the mod on a retail version of Renaissance.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Lill on 29 July 2012, 10:48:18
Ah thats good to know. So if i understand you correctly, nothing bad happens if you apply the patch you mention, only that when you play the game the steam chat  dosnt work, but everything turns to normal after exiting the game?


..or do you mean that my steam gets ruined permenently if i innstall the patch? :O
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: FH on 29 July 2012, 17:02:15
Ah thats good to know. So if i understand you correctly, nothing bad happens if you apply the patch you mention, only that when you play the game the steam chat  dosnt work, but everything turns to normal after exiting the game?

Yes, all other Steam games won't be affected.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 29 July 2012, 19:16:52
Hallo.

We have inclueded the english version of the mod here. You can still change in the game between english and german. All features are translated.


So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Lill on 29 July 2012, 19:24:57
Cool! thanks both of you :D
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 29 July 2012, 21:08:30
Hello,
since a few players have asked me about the fixing of some issues, which resulted to some Multiplayer problems, I will post the newest hotfix for you:

IMPORTANT: This is not the official version 0.4 update, it´s just a Hotfix, which should resolve some problems in the game.

It is important that you make a new copy of your Guild 2 - Renaissance - v.417b folder ( without the MMP-patches ). Otherwise it won´t work!

The following problems have been resolved ( Hotfix to Version 0.31 ):

Sunpack:
- Bugfix: "put up pamphlet" caused some errors in the logfile.
- New Feature: HireEmployeeBuildingRandomNeighborhood added. Measure allows you to hire workers from other cities / villages, but you have to pay some extra gold for it.

Zbombe:
- Balance: Rogue "Arrange a binge" in your Pub, Shebeen..., time to reuse it was raised to four hours.
- Balance: Plant Colourant production should be increased.
- Balance: You can now make a profit with hosts
- Balance: Bribing is now considered a small crime.
- Bugfix: "flatter someone" ( in politics ) is only usable by the office holder.
- Bugfix: Empty button ( of cartteleport) is now deleted.
- Bugfix: Pregnant women can´t join the war anymore.
- Buxfix: Cart-Teleport button deleted from the directory. ( Works only, if you install it in a new directory )
- Bugfix: Time to reuse "spend a night together" is increased now ( only every 24 hours ). You were able to have 2 children at the same time, that caused some OoS
- Bugfix: If you murder someone, you will loose relationship with the whole family of the victim.
- Bugfix: lost styles added.
- Bugfix: Buy-Button at not buyable houses deleted.
- Bugfix: Terms for Commande-Me CanTrain repaired.
- Textfix: Starting screen is now available in German.
- Textfix: Lost Text in "Secret Knowledge" added.
- Textfix: If a child cancels an apprenticeship, the name of the business was incorrect.
- Textfix: If a character is poisoned, the poisoned button at the top wasn´t labeled right.
- Textfix: Text of pregnancy reworked.
- Log-Fix: Lost SetUp / CleanUp / PingHour commands added.

Fajeth:
- Balance: Production time of peasantcloth, citizencloth and noblecloth is increased, to justify the prices.
- Bugfix: New times: Duels start at midnight, trials start at 4 and 10, the overlap of these things should be resolved now.


Download: http://speedshare.org/download.php?id=30F8F8A31


Greetings,
Zbombe

Text translated by: Ganja ( Don´t blame me )
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Critin on 29 July 2012, 22:06:32
First of all: great job to all the people that are involved in this mod. You increased the fun factor of The Guild 2 Rens dramatically.

But at the moment I have 2 major bugs which killed this good feeling a bit.

1st: In my town there was a City Major for the first couple of years, but after he died (I guess) noone can apply for this position.

2nd: My wife is kind of hurt and badly needs the treatments of a medicus, but she just waits and waits in all three hospitals and nothing happens. Meanwhile other people who come in later sit for some minutes and get their treatment.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 29 July 2012, 22:34:09
First of all: great job to all the people that are involved in this mod. You increased the fun factor of The Guild 2 Rens dramatically.

But at the moment I have 2 major bugs which killed this good feeling a bit.

1st: In my town there was a City Major for the first couple of years, but after he died (I guess) noone can apply for this position.

2nd: My wife is kind of hurt and badly needs the treatments of a medicus, but she just waits and waits in all three hospitals and nothing happens. Meanwhile other people who come in later sit for some minutes and get their treatment.

1: In which game round you are? You need a higher rank to receive this position and in order of the difficulty of the game it will need a while.

2: Have you clicked on the "Heal" -Button? Maybe the Hospital don't have the necessary item. Just but it at the market an heal yourself in the guildhall.

So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: FlyingEagle on 30 July 2012, 01:14:33
Thanks for updates :) sorry for noob question but do I have to start new game every time when I install new version of this modpack? Thanks again
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 30 July 2012, 01:50:56
Thanks for updates :) sorry for noob question but do I have to start new game every time when I install new version of this modpack? Thanks again

Hello.

To go sure that all features are working you have to start a new game, because some "options" are saved an if you load the game, the old setting will be activated.

So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Madnuzz on 02 August 2012, 11:57:10
I am loving the modpack so far, I am also using the newest Hotfix. I am really impressed by the work you have put into it, thanks a lot! You really help keeping the game alive.

I will be testing the modpack under the load of 12-players in the course of next week and this weekend. I am really looking forward to it and I'll report on this post with what we have found out.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 02 August 2012, 12:49:46
I am loving the modpack so far, I am also using the newest Hotfix. I am really impressed by the work you have put into it, thanks a lot! You really help keeping the game alive.

I will be testing the modpack under the load of 12-players in the course of next week and this weekend. I am really looking forward to it and I'll report on this post with what we have found out.

Hello.

This would be a good  for us. Could you please send us the logfile of all users and the Async files?

So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Madnuzz on 02 August 2012, 13:11:15
I am loving the modpack so far, I am also using the newest Hotfix. I am really impressed by the work you have put into it, thanks a lot! You really help keeping the game alive.

I will be testing the modpack under the load of 12-players in the course of next week and this weekend. I am really looking forward to it and I'll report on this post with what we have found out.

Hello.

This would be a good  for us. Could you please send us the logfile of all users and the Async files?

So far,
Zbombe



I am more then willing to help you out! I will make sure all log and async files are empty before we start the game, I will collect them and give them to you via these forums, it will take a few days though.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 02 August 2012, 16:49:41
I am loving the modpack so far, I am also using the newest Hotfix. I am really impressed by the work you have put into it, thanks a lot! You really help keeping the game alive.

I will be testing the modpack under the load of 12-players in the course of next week and this weekend. I am really looking forward to it and I'll report on this post with what we have found out.

Hello.

This would be a good  for us. Could you please send us the logfile of all users and the Async files?

So far,
Zbombe



I am more then willing to help you out! I will make sure all log and async files are empty before we start the game, I will collect them and give them to you via these forums, it will take a few days though.

Hello,

this would be great!
I'm looking forward to receive them!


So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 03 August 2012, 09:17:46
Hey there,

I'm fixing bugs on the weekend so please tell me if you have found any.
Also adding Logfiles would be a great help.


So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Madnuzz on 03 August 2012, 11:15:01
THe Logfiles will be posted when we're done.

One thing I found out on the Vienna map with this modpack is that it's practicly impossible to start with a church. All the cities have no supplies of wheat flour [which the costs have been increased of on hosts]. I tried pairing up with a friend who plays Patron, he supplied the market with Wheat Flour but all the AI Scholars were camping like crazy and bought it right under my nose. I think this is unrelated to the modpack and is just a negative side of the map [for us scholars]
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 03 August 2012, 11:17:09
Hello.

Thanks for your report.
We will investigate this case and look forward to find a solution.


So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: General Chaos on 03 August 2012, 17:53:06
Just to make sure I've done this correctly: do you just install the hotfix or does it have to be installed on top of 3.0?  Thanks for the clarification.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 04 August 2012, 10:04:27
Just to make sure I've done this correctly: do you just install the hotfix or does it have to be installed on top of 3.0?  Thanks for the clarification.

Hello,

you just have to install the hotfix on a client with the official Patch V.4.17b.

So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: General Chaos on 04 August 2012, 20:57:46
Thanks.  In that case I can report some things after playing single and multiplayer with the hotfix.  Not too many bugs and some of these aren't related to the modpack I'm sure, but anyway here's some of them:

At times thugs will attack a building but be considered inside of it, so you can't attack them.
The AI doesn't seem to be upgrading their buildings.  Is this something that's been changed to be a lot slower?
I still haven't seen the AI purchase horse carts, but this could be related to the point above.
The AI fish monger's boat isn't showing but on the map there's an icon for it that moves around as I move the map view.

I'll probably have more to come but in any case this is great so far.  Thanks for your hard work!


Ok, a little update.  I played about 4-5 more hours in a mulitiplayer game and some of the colored dynasties are finally upgrading buildings.  Perhaps it's just been slowed down a lot (which is ok with me).  Still haven't seen horse carts though, and no boat but they are harvesting clams so maybe they just don't need one.

Also, I wonder if it's possible to enable the AI dynasties to do things like throw parties and use the "free trade" ability.  I guess that might be hard but it would be pretty awesome. 

Thanks again.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: ZeroFighterR on 05 August 2012, 19:12:56
I'd installed this mod, I want to startup a save I had from this mod and the game just closes.

Did my save just got corrupted or what?


using the hotfix.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 05 August 2012, 19:36:29
I'd installed this mod, I want to startup a save I had from this mod and the game just closes.

Did my save just got corrupted or what?


using the hotfix.

Hello,
was this save from an older version of the mod? If yes, then you can't play it with the hotfix. Like I wrote you need a new version of the client.

So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: ZeroFighterR on 05 August 2012, 19:44:28
I'd installed this mod, I want to startup a save I had from this mod and the game just closes.

Did my save just got corrupted or what?


using the hotfix.

Hello,
was this save from an older version of the mod? If yes, then you can't play it with the hotfix. Like I wrote you need a new version of the client.

So far,
Zbombe

It was a save from this hotfix.

And somehow it corrupted my whole game. It keeps crashing on startup
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 05 August 2012, 20:47:18
I'd installed this mod, I want to startup a save I had from this mod and the game just closes.

Did my save just got corrupted or what?


using the hotfix.

Hello,
was this save from an older version of the mod? If yes, then you can't play it with the hotfix. Like I wrote you need a new version of the client.

So far,
Zbombe

It was a save from this hotfix.

And somehow it corrupted my whole game. It keeps crashing on startup

Hello,

So does your game crash during you start guild.exe or during load the save?

So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: ZeroFighterR on 05 August 2012, 20:50:58
I'd installed this mod, I want to startup a save I had from this mod and the game just closes.

Did my save just got corrupted or what?


using the hotfix.

Hello,
was this save from an older version of the mod? If yes, then you can't play it with the hotfix. Like I wrote you need a new version of the client.

So far,
Zbombe

It was a save from this hotfix.

And somehow it corrupted my whole game. It keeps crashing on startup

Hello,

So does your game crash during you start guild.exe or during load the save?

So far,
Zbombe

Both.

I reinstalled the mod and now starting up is fine. Still savegame is not working, really a bummer, was just about to finance france's war against german empire.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 05 August 2012, 20:53:17
Can you upload the save?

So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: ZeroFighterR on 05 August 2012, 21:10:32
Can you upload the save?

So far,
Zbombe

Its this one: http://www.mediafire.com/?9mlv8m397zbrlzv

or this one: http://www.mediafire.com/?x7jt2kbinriyert
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 05 August 2012, 22:17:52
Hello,

these files are incomplete, so there might be a Script occuring this error.
What gametime is it?
What do you do?
etc.


So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: ZeroFighterR on 05 August 2012, 22:37:18
Hello,

these files are incomplete, so there might be a Script occuring this error.
What gametime is it?
What do you do?
etc.


So far,
Zbombe

I not know what gametime it was. Might be around 1410 or something.
And before it went corrupt my character was about to buy some troops for france.

I still have the log if you need it.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 06 August 2012, 00:18:59
Hello,

these files are incomplete, so there might be a Script occuring this error.
What gametime is it?
What do you do?
etc.


So far,
Zbombe

I not know what gametime it was. Might be around 1410 or something.
And before it went corrupt my character was about to buy some troops for france.

I still have the log if you need it.

Hello,

yes I would be glad if you could add it.

So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: ZeroFighterR on 06 August 2012, 12:46:50
Hello,

these files are incomplete, so there might be a Script occuring this error.
What gametime is it?
What do you do?
etc.


So far,
Zbombe

I not know what gametime it was. Might be around 1410 or something.
And before it went corrupt my character was about to buy some troops for france.

I still have the log if you need it.

Hello,

yes I would be glad if you could add it.

So far,
Zbombe

Here is the log:

http://www.mediafire.com/?f9vl2v473lvwbcc ( If I'm right this one is it.)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 06 August 2012, 13:11:31
Hello,

it seems there are wrong or missing grafics occuring this error.
I will investigate this case.

So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.31
Post by: Zbombe on 07 August 2012, 11:39:18
Hello,

you are welcome!


So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: ZeroFighterR on 07 August 2012, 20:05:07
I'm having again the same issue like before. I cant reopen my savegame from today.

Its getting pretty weird.

http://www.mediafire.com/?phkded7l03va5zn

Thats the log.

I hope i didnt mess it up somehow.

edit; autosavegame from few minutes before still works :D
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.31
Post by: Zbombe on 07 August 2012, 21:19:23
Hello,

do you have me the ingame-time when the savegame was created?


So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: ElHazard on 07 August 2012, 22:27:43
When I'm playing....I get a yellow cross next to my portrait that says bargaining was modified as soon as I start the game what does this mean?


if it has anything to do with it, I play on The Hansa, I chose Scholar, I choose Aquarius, 6 dynasties, dynasty mode, less ambience, and 1 year per round.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: ZeroFighterR on 07 August 2012, 23:00:44
When I'm playing....I get a yellow cross next to my portrait that says bargaining was modified as soon as I start the game what does this mean?


if it has anything to do with it, I play on The Hansa, I chose Scholar, I choose Aquarius, 6 dynasties, dynasty mode, less ambience, and 1 year per round.

It means that you started your character with +1 bargaining (so : 2 instead of 1 )

Hello,

do you have me the ingame-time when the savegame was created?


So far,
Zbombe

I have a screenshot of it here:

http://imgur.com/zwXy7
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.31
Post by: Zbombe on 07 August 2012, 23:49:13
Hello,

Well, can't find a error occuring this error. It seems there is a state loading which doesn't exist.

Do you do anything special before or after you save or is it just randomly?


So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.31
Post by: ZeroFighterR on 08 August 2012, 06:03:36
Hello,

Well, can't find a error occuring this error. It seems there is a state loading which doesn't exist.

Do you do anything special before or after you save or is it just randomly?


So far,
Zbombe

It happens randomly. I keep making backups and that helps.

atleast thanks for trying to help.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.31
Post by: Zbombe on 08 August 2012, 09:15:32
Hello,

well I will keep investigating the case.

So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: General Chaos on 09 August 2012, 20:12:41
I'm curious, did you take the cart moving mod out b/c it could be exploited in multiplayer or is this supposed to be fixed in the most current version?  If the latter, I have a game running right now on the Nottingham map where there is a huge buildup of spinning carts and stuck people on one part.  This is the only map I've seen the issue in so far since updating to the latest MMP.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: ZeroFighterR on 09 August 2012, 22:59:58
I'm curious, did you take the cart moving mod out b/c it could be exploited in multiplayer or is this supposed to be fixed in the most current version?  If the latter, I have a game running right now on the Nottingham map where there is a huge buildup of spinning carts and stuck people on one part.  This is the only map I've seen the issue in so far since updating to the latest MMP.

That sounds pretty bad.

I've seen only in vienna map stuck carts.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Zbombe on 09 August 2012, 23:10:34
I'm curious, did you take the cart moving mod out b/c it could be exploited in multiplayer or is this supposed to be fixed in the most current version?  If the latter, I have a game running right now on the Nottingham map where there is a huge buildup of spinning carts and stuck people on one part.  This is the only map I've seen the issue in so far since updating to the latest MMP.

Hello,

just save and restart the game, then the carts will move forward.

So far,
Zbombe
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: General Chaos on 10 August 2012, 00:03:38
I thought this was the case so I did save and restart, but no luck.  Saving and restarting DID work on this same map when the carts were stuck between the two towns on the road.  This time they're stuck up against a building that seems to overlap the building behind it.  Maybe that has something to do with it.  Here's a screenshot:

http://1.bp.blogspot.com/-i7-YI24zyGY/UCQy_fzzprI/AAAAAAAAALw/RAoP3UMmmzQ/s1600/stuck+carts.jpg (http://1.bp.blogspot.com/-i7-YI24zyGY/UCQy_fzzprI/AAAAAAAAALw/RAoP3UMmmzQ/s1600/stuck+carts.jpg)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: ElHazard on 10 August 2012, 05:05:11
Well I can tell that your dynasty ins't the only one involved so just go and kill the other dynasties carts. That should do it.

Heck if ya get lucky nough' you won't have to kill em, carts are kinda like them cattle doogies all it takes is a slight prod and they'll be on their way if you force a ways by attacking just don't kill em so you won't make the other dynasty mad, or heck just sell the cart. Handcarts are so.....100bc they came out with this thing called the wagon wheel which is better than the cart wheel so now Horses can pull wagons with stuff in em don'tcha love the renaissance?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: General Chaos on 10 August 2012, 14:11:27
Haha.  Yes - imagine that - using horses instead of old ladies to pull your carts.  Anyway, after look into this further it seems the sticking point is right outside of a worker hut so a LOT of workers (including mine) are stuck there.  Probably just going to restart the map or play on a different one.  I think the culprit is that the worker hut has another building overlapping it.

Updating this so I don't make a new post in the thread: Still playing with the latest hotfix and have noticed that very few people use the public houses now, but for some reason the pawn broker has become a hub of activity in the town.  Here's a screen shot: http://4.bp.blogspot.com/-cqjwWFfqJ_I/UCcRUXS-HfI/AAAAAAAAAME/l53l40665JI/s1600/pawn+broker.jpg (http://4.bp.blogspot.com/-cqjwWFfqJ_I/UCcRUXS-HfI/AAAAAAAAAME/l53l40665JI/s1600/pawn+broker.jpg)

Maybe this has something to do with the changes made to AI and the worker hours?  Seems like people go to church a lot less too.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: ZeroFighterR on 12 August 2012, 18:33:18
Updating this so I don't make a new post in the thread: Still playing with the latest hotfix and have noticed that very few people use the public houses now, but for some reason the pawn broker has become a hub of activity in the town.  Here's a screen shot: http://4.bp.blogspot.com/-cqjwWFfqJ_I/UCcRUXS-HfI/AAAAAAAAAME/l53l40665JI/s1600/pawn+broker.jpg (http://4.bp.blogspot.com/-cqjwWFfqJ_I/UCcRUXS-HfI/AAAAAAAAAME/l53l40665JI/s1600/pawn+broker.jpg)

Maybe this has something to do with the changes made to AI and the worker hours?  Seems like people go to church a lot less too.

I can confirm this... Very few people are sick also.

Time to become a pawn broker?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 22 August 2012, 21:22:21
On the public houses: Well, are we talking in general? Or have you build one and no one comes? (then you need to get more attractive then the other ...)

On the loans: Yes, that was a fix kinver did .. so it is supposed to be like this ;)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Madgamer13 on 24 August 2012, 16:39:18
Hi!

I've found this MegaModPack to be awesome for my single player game, thanks!  ;D

I do have some bugs and suggestions for you from the latest Hotfix 0.31.  Here we go:

Bugs;

1. Torture Prisoner button in thieves guild is duplicated.

2. Construction Order button does not appear near buildings that are upgrading.  Order button works on upgrading buildings, if you use a new building site to show it.  I've also not found a way to hire day laborers to help my dynasty build their buildings.

3. My male dynasty leader is sometimes complemented by other males when waiting for an office session.

Suggestions;

1. Currently, the Rogue Pub/Hedge Tavern has limited use, despite the stability of its income.  I never find myself using the smuggle alcohol ability of the L2 and L3 upgrades of the building.  Would it be possible to have the rogue tavern actually craft its illegal goods, in a similar way that the patron tavern can craft its goods?

2. I noticed that the rogue class can show what armour they are wearing, while other classes cannot.  Is it possible to have armour shown on Patrons, Craftmen and Scholars?

That is it for now, thanks.  ;)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: General Chaos on 26 August 2012, 01:00:34
On the public houses: Well, are we talking in general? Or have you build one and no one comes? (then you need to get more attractive then the other ...)

On the loans: Yes, that was a fix kinver did .. so it is supposed to be like this ;)

It's not mine.  In fact, it's the only public house in town and very, very few people go to it.  It's upgraded all the way too.  The only people I've seen going there are colored dynasty members (usually to dance when courting) and unemployed people.  Prior to installing the modpack the inns would be packed with workers and even a lot more dynasty members.

As for the pawn brokers, it's really not a problem unless people linger there too long and don't do other things (like go to meetings/the public house).  I also agree with Madgamer's comment about the pubs.  Very few people go there (even fewer than to the public houses).  Not sure how easy it would be to increase this without messing other stuff up, but perhaps something to consider.

Thanks, and looking forward to the next update.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Madgamer13 on 26 August 2012, 14:24:01
On the public houses: Well, are we talking in general? Or have you build one and no one comes? (then you need to get more attractive then the other ...)

On the loans: Yes, that was a fix kinver did .. so it is supposed to be like this ;)

It's not mine.  In fact, it's the only public house in town and very, very few people go to it.  It's upgraded all the way too.  The only people I've seen going there are colored dynasty members (usually to dance when courting) and unemployed people.  Prior to installing the modpack the inns would be packed with workers and even a lot more dynasty members.

As for the pawn brokers, it's really not a problem unless people linger there too long and don't do other things (like go to meetings/the public house).  I also agree with Madgamer's comment about the pubs.  Very few people go there (even fewer than to the public houses).  Not sure how easy it would be to increase this without messing other stuff up, but perhaps something to consider.

Thanks, and looking forward to the next update.

Greets!

I would guess that the increased work times may have something to do with not many peoples going to the public houses, since they only really leave work now to go to church or to sleep.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Madgamer13 on 03 September 2012, 18:31:32
Greets!

Apologies for what looks like a double post, but I have tested some circumstances surrounding work hours.

I reduced the work hours of many professions that do not require much micro-management and found that my pub was seeing far more customers, same for the patron tavern.  A level 1 unupgraded pub made me 1000 coin in the first night too!

I then reduced the work hours more and found the pubs and taverns to be full to capacity constantly, when church or sleep was not involved.

I currently found a sweetspot in work hours where only essential or high maintenance micro-management services are on 24 hour shifts.  I have most other services on 8 to 12 hour shifts, starting from 5 to 10 in the morning.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: General Chaos on 03 September 2012, 22:11:55
Greets!

Apologies for what looks like a double post, but I have tested some circumstances surrounding work hours.

I reduced the work hours of many professions that do not require much micro-management and found that my pub was seeing far more customers, same for the patron tavern.  A level 1 unupgraded pub made me 1000 coin in the first night too!

I then reduced the work hours more and found the pubs and taverns to be full to capacity constantly, when church or sleep was not involved.

I currently found a sweetspot in work hours where only essential or high maintenance micro-management services are on 24 hour shifts.  I have most other services on 8 to 12 hour shifts, starting from 5 to 10 in the morning.

Very nice.  Think you could upload the script files that you tweaked?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Madgamer13 on 03 September 2012, 23:29:04
Greets!

Sure, but I'll put the changes here so that you can change them yourself.  Also means that if you want to have more or less work hours, it shouldn't be too much of a problem to set them yourself, if you are able to make these changes.

These work hour changes are for this version of the MegaModPack:

Hello,
since a few players have asked me about the fixing of some issues, which resulted to some Multiplayer problems, I will post the newest hotfix for you:

IMPORTANT: This is not the official version 0.4 update, it´s just a Hotfix, which should resolve some problems in the game.

It is important that you make a new copy of your Guild 2 - Renaissance - v.417b folder ( without the MMP-patches ). Otherwise it won´t work!

The following problems have been resolved ( Hotfix to Version 0.31 ):

...Snip...

Download: http://speedshare.org/download.php?id=30F8F8A31


Greetings,
Zbombe

Text translated by: Ganja ( Don´t blame me )

Open DB\Professions.dbt

Copy this:

[spoiler]
Data:
0   "---"   0   0   0   0   0   0   0   0   0   0   0   0   0   0   2   ()   |
1   "peasant"   1   20   2   0   -100   0   0   -100   -100   -2   -100   -100   16   6   2   ()   |
2   "brewer"   1   20   2   -1   -100   -1   0   -100   -100   -3   -100   -100   16   6   2   ()   |
4   "baker"   1   20   1   -2   -100   -2   0   -100   -100   -3   -100   -100   12   8   2   ()   |
5   "blacksmith"   2   20   3   -1   -100   0   0   -100   -100   -3   -100   -100   12   5   1   ()   |
6   "joiner"   2   20   2   -1   -100   0   0   -100   -100   -3   -100   -100   16   6   2   ()   |
7   "tailor"   2   20   0   -2   -100   -2   0   -100   -100   -4   -100   -100   12   5   2   ()   |
9   "alchimist"   3   20   -1   -2   -100   -3   0   -100   -100   -4   -100   -100   10   6   1   ()   |
10   "towncrier"   3   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
11   "priest"   3   20   -2   -2   -100   -4   0   -100   1   -4   -100   -100   16   8   1   ()   |
13   "miner"   2   20   2   0   -100   0   0   -100   -100   -2   -100   -100   8   8   2   ()   |
15   "robber"   4   20   3   3   -100   3   -100   2   -100   -2   -100   -100   24   0   1   ()   |
16   "lumberjack"   2   20   2   0   -100   0   0   -100   -100   -2   -100   -100   8   8   2   ()   |
17   "mercenary"   4   20   4   2   -100   4   -100   -100   -100   0   -100   -100   24   0   2   ()   |
18   "myrmidon"   4   20   2   3   -100   2   -100   3   -100   2   -100   -100   24   0   2   ()   |
19   "dynastychar"   0   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   24   0   2   ()   |
20   "cartoperator"   0   0   1   0   -100   0   -100   -100   -100   0   -100   -100   24   0   2   ()   |
21   "cityguard"   4   20   4   2   -100   4   -100   -100   -100   0   -100   -100   24   0   1   (7)   |
22   "prisonguard"   4   20   2   1   -100   2   -100   -100   -100   0   -100   -100   24   0   1   (7)   |
23   "inspector"   1   20   0   -2   -100   -3   -100   -100   -100   -4   -100   -100   16   6   1   ()   |
24   "monitor"   3   20   0   -2   -100   -4   -100   -100   -100   -4   -100   -100   24   0   1   ()   |
25   "eliteguard"   4   20   7   4   -1   5   -3   -2   0   5   -100   3   24   0   2   (7)   |
26   "thief"   4   20   1   4   -100   2   -100   4   -100   2   -100   -100   24   0   2   ()   |
27   "writer"   0   20   0   -2   -100   -3   0   -100   0   -4   -100   -100   16   6   2   ()   |
28   "inquisitor"   3   20   0   -2   -100   -4   -100   -100   -100   -4   -100   -100   24   0   1   ()   |
29   "fisher"   1   20   2   0   -100   0   0   -100   -100   -2   -100   -100   16   4   1   ()   |
30   "cocotte"   4   20   -3   -1   0   -100   -100   0   3   3   -100   1   24   0   0   ()   |
31   "medic"   3   20   -2   -3   -100   -4   -1   -100   2   -4   -100   2   24   0   0   ()   |
32   "musician"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
33   "usher"   1   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
34   "townhallguard"   4   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
35   "executioner"   4   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
36   "second"   4   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
37   "vendor"   19   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
38   "undertaker"   3   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
39   "none"   0   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   2   ()   |
40   "necro"   3   20   -2   -2   -100   -4   0   -100   1   -4   -100   -100   16   0   1   ()   |
41   "bankier"   3   20   -2   -2   -100   -4   0   -100   1   -4   -100   -100   12   8   1   ()   |
42   "juggler"    4   20   1   4   -100   2   -100   4   -100   2   -100   -100   24   0   2   ()   |
43   "hund"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
44   "katze"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
45   "huhn"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   0   ()   |
46   "hahn"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
47   "duck"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
48   "goose"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   0   ()   |
49   "wolf"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
50   "rehw"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   0   ()   |
51   "rehm"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
52   "hafenmann"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
53   "bettler"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
54   "gardist"   4   20   3   3   -100   3   -100   2   -100   -2   -100   -100   24   0   1   ()   |
55   "schaf"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   0   ()   |
56   "blackjack"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
57   "kuh"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   0   ()   |
58   "schwein"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   0   ()   |
59   "baumeister"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
60   "baukuenstler"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
61   "barde"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
62   "stonemasoner"   2   20   2   0   -100   0   0   -100   -100   -2   -100   -100   8   8   1   ()   |
63   "packesel"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
64   "eseltreiber"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
65   "rattenfanger"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
66   "mueller"   1   20   2   0   -100   0   0   -100   -100   -2   -100   -100   16   4   2   ()   |
67   "vagabunden"    4   0   1   4   -100   2   -100   4   -100   2   -100   -100   0   0   2   ()   |
68   "vagabundenX"    4   0   1   4   -100   2   -100   4   -100   2   -100   -100   0   0   2   ()   |
69   "buerger"   3   0   2   0   -3   -100   -100   -100   50   20   -100   -100   0   0   2   ()   |
70   "buergerX"   3   0   2   0   -3   -100   -100   -100   50   20   -100   -100   0   0   2   ()   |
71   "soeldner"   4   0   4   2   -100   4   -100   -100   -100   0   -100   -100   0   0   2   (7)   |
72   "soeldnerX"   4   0   4   2   -100   4   -100   -100   -100   0   -100   -100   0   0   2   (7)   |
73   "bauarbeiter"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
74   "privateguard"   4   0   7   4   -1   5   -3   -2   0   5   -100   3   24   0   1   (7)   |
75   "diplomat"   1   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
[/spoiler]

Paste it in, replacing what is already there for the relevant parts.  Only work hours have been changed.  If you have problems or some work hours are not to your liking, feel free to edit the amount you want for the profession that you want.  An explaination of what does what is also found in the Professions.dbt if you open it in Notepad or something similar.  I'll also paste that here.

[spoiler]
Table Description:
"id" INT -1 |"name" STRING  0 |"classid" INT  0 |"years4master" INT  0 |"consti" INT  0 |"dex" INT  0 |"charisma" INT  0 |"fighting" INT  0 |"craftman" INT  0 |"shadow" INT  0 |"rhetoric" INT  0 |"empathy" INT  0 |"bargain" INT  0 |"secret" INT  0 |"working_time" INT  0 |"working_start" INT  0 |"gender" INT  0 |"list" LIST  0 |
[/spoiler]

The end of a shift is the calculated amount of working_time with it's beginning at working_start.  Have a working_start time of 5AM with a working_time of 12 hours and that worker will go off hours at 5PM, untill 5AM the next morning.  Off hours time does not match working time, setting working_time at 16 hours will not give the worker 16 hours of downtime, it will only give them 8 hours of downtime, since they always start work at the hour listed in working_start.

Feel free to test these variables further, change them to your liking and let us know here.  I particularly want to know how the economy is affected in your game by the 8 hour shifts of most gatherer professions, as well as if it is feasable for a patron or craftsman Player Dynasty to work with.

I intend no harm to anyone working on the MegaModPack by these changes.

I have no idea if this'll spoiler correctly, apologies if I end up filling your screen.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: General Chaos on 04 September 2012, 00:34:22
That's perfect.  Thanks a lot Madgamer.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 05 September 2012, 00:43:25
hello guys!

Good suggestion here, the only thing, you (we) need to look at, is the balance with other professions. So, the inn IS probably one of the most profitable buildings. By reducing workhours especially for the craftsman, they might get some trouble (again) ...

I am currently not working on this, but have an eye on the project (and other mods. I just saw the release of the mappack which is great!). Sure there will be a new version in the future

greetings
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Madgamer13 on 05 September 2012, 18:02:00
Greets!

You are right Fajeth, the exceptionally lowered working hours for craftsmen professions has a harder effect on the economy than I was expecting.  I moved their hours to starting from 6am on a 12 hour shift.  That might give them enough time in the evening to visit the taverns while still being productive on their shift.

I also changed the work hours of the fishermen to the same, for some consistency.

I'll test these variables more and post up what I find here.

Here is the variables if you want to paste them into your game:

[spoiler]
Data:
0   "---"   0   0   0   0   0   0   0   0   0   0   0   0   0   0   2   ()   |
1   "peasant"   1   20   2   0   -100   0   0   -100   -100   -2   -100   -100   16   6   2   ()   |
2   "brewer"   1   20   2   -1   -100   -1   0   -100   -100   -3   -100   -100   16   6   2   ()   |
4   "baker"   1   20   1   -2   -100   -2   0   -100   -100   -3   -100   -100   12   8   2   ()   |
5   "blacksmith"   2   20   3   -1   -100   0   0   -100   -100   -3   -100   -100   12   5   1   ()   |
6   "joiner"   2   20   2   -1   -100   0   0   -100   -100   -3   -100   -100   16   6   2   ()   |
7   "tailor"   2   20   0   -2   -100   -2   0   -100   -100   -4   -100   -100   12   5   2   ()   |
9   "alchimist"   3   20   -1   -2   -100   -3   0   -100   -100   -4   -100   -100   10   6   1   ()   |
10   "towncrier"   3   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
11   "priest"   3   20   -2   -2   -100   -4   0   -100   1   -4   -100   -100   16   8   1   ()   |
13   "miner"   2   20   2   0   -100   0   0   -100   -100   -2   -100   -100   12   6   2   ()   |
15   "robber"   4   20   3   3   -100   3   -100   2   -100   -2   -100   -100   24   0   1   ()   |
16   "lumberjack"   2   20   2   0   -100   0   0   -100   -100   -2   -100   -100   12   6   2   ()   |
17   "mercenary"   4   20   4   2   -100   4   -100   -100   -100   0   -100   -100   24   0   2   ()   |
18   "myrmidon"   4   20   2   3   -100   2   -100   3   -100   2   -100   -100   24   0   2   ()   |
19   "dynastychar"   0   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   24   0   2   ()   |
20   "cartoperator"   0   0   1   0   -100   0   -100   -100   -100   0   -100   -100   24   0   2   ()   |
21   "cityguard"   4   20   4   2   -100   4   -100   -100   -100   0   -100   -100   24   0   1   (7)   |
22   "prisonguard"   4   20   2   1   -100   2   -100   -100   -100   0   -100   -100   24   0   1   (7)   |
23   "inspector"   1   20   0   -2   -100   -3   -100   -100   -100   -4   -100   -100   16   6   1   ()   |
24   "monitor"   3   20   0   -2   -100   -4   -100   -100   -100   -4   -100   -100   24   0   1   ()   |
25   "eliteguard"   4   20   7   4   -1   5   -3   -2   0   5   -100   3   24   0   2   (7)   |
26   "thief"   4   20   1   4   -100   2   -100   4   -100   2   -100   -100   24   0   2   ()   |
27   "writer"   0   20   0   -2   -100   -3   0   -100   0   -4   -100   -100   16   6   2   ()   |
28   "inquisitor"   3   20   0   -2   -100   -4   -100   -100   -100   -4   -100   -100   24   0   1   ()   |
29   "fisher"   1   20   2   0   -100   0   0   -100   -100   -2   -100   -100   12   6   1   ()   |
30   "cocotte"   4   20   -3   -1   0   -100   -100   0   3   3   -100   1   24   0   0   ()   |
31   "medic"   3   20   -2   -3   -100   -4   -1   -100   2   -4   -100   2   24   0   0   ()   |
32   "musician"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
33   "usher"   1   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
34   "townhallguard"   4   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
35   "executioner"   4   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
36   "second"   4   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
37   "vendor"   19   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
38   "undertaker"   3   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
39   "none"   0   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   2   ()   |
40   "necro"   3   20   -2   -2   -100   -4   0   -100   1   -4   -100   -100   16   0   1   ()   |
41   "bankier"   3   20   -2   -2   -100   -4   0   -100   1   -4   -100   -100   12   8   1   ()   |
42   "juggler"    4   20   1   4   -100   2   -100   4   -100   2   -100   -100   24   0   2   ()   |
43   "hund"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
44   "katze"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
45   "huhn"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   0   ()   |
46   "hahn"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
47   "duck"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
48   "goose"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   0   ()   |
49   "wolf"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
50   "rehw"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   0   ()   |
51   "rehm"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
52   "hafenmann"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
53   "bettler"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
54   "gardist"   4   20   3   3   -100   3   -100   2   -100   -2   -100   -100   24   0   1   ()   |
55   "schaf"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   0   ()   |
56   "blackjack"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
57   "kuh"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   0   ()   |
58   "schwein"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   0   ()   |
59   "baumeister"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
60   "baukuenstler"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
61   "barde"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
62   "stonemasoner"   2   20   2   0   -100   0   0   -100   -100   -2   -100   -100   8   8   1   ()   |
63   "packesel"   7   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
64   "eseltreiber"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
65   "rattenfanger"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
66   "mueller"   1   20   2   0   -100   0   0   -100   -100   -2   -100   -100   16   4   2   ()   |
67   "vagabunden"    4   0   1   4   -100   2   -100   4   -100   2   -100   -100   0   0   2   ()   |
68   "vagabundenX"    4   0   1   4   -100   2   -100   4   -100   2   -100   -100   0   0   2   ()   |
69   "buerger"   3   0   2   0   -3   -100   -100   -100   50   20   -100   -100   0   0   2   ()   |
70   "buergerX"   3   0   2   0   -3   -100   -100   -100   50   20   -100   -100   0   0   2   ()   |
71   "soeldner"   4   0   4   2   -100   4   -100   -100   -100   0   -100   -100   0   0   2   (7)   |
72   "soeldnerX"   4   0   4   2   -100   4   -100   -100   -100   0   -100   -100   0   0   2   (7)   |
73   "bauarbeiter"   0   0   2   1   4   1   2   1   0   3   1   2   0   0   1   ()   |
74   "privateguard"   4   0   7   4   -1   5   -3   -2   0   5   -100   3   24   0   1   (7)   |
75   "diplomat"   1   0   -100   -100   -100   -100   -100   -100   -100   -100   -100   -100   0   0   1   ()   |
[/spoiler]
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Brandon3169 on 11 September 2012, 11:50:57
Possible bug?

I was trying out the mod today and had got to the point to where I had a daughter that I added to my group. While having her pick up some instructions at the guild she was stopped by 5 (at the same time) guys trying to court her. As soon as this happened she was removed from my controllable characters and after trying to add her back it said I couldn't while she was being courted. So sped the game up and 20 yrs later she was still being courted and uncontrollable (other than allowing me to use the kiss, embrace, and talk actions)

Is this suppose to happen? If so it makes me wanna abort any future girls my wife pops out.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: General Chaos on 28 September 2012, 14:41:46
Any chance this could be integrated into this mod?  It allows you to give birth at the medicus:

http://forum.nordicgames.at/showthread.php?169944-REL-Giving-Birth-at-a-Medicus (http://forum.nordicgames.at/showthread.php?169944-REL-Giving-Birth-at-a-Medicus)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: SauronSLO on 02 October 2012, 12:47:05
Hi!

I start to play this game after long time. I'm using 0.31 hotfix. I'm playing as Scholar and I have Pawn Broker building. I invested some money for credits and when I open "Control Credit Business" I see that there are 3 Debtors, but when I click on button nothing happens, I can't see who the debtors are.


Edit (05.October.2012):

I have two more bugs, but I'm not sure if those two are related to this mod pack.

1. Since I'm using this modpack I can't remember that game crashed when I was playing, which is good thing. But I noticed that game crashes to desktop (very often but not always) if I want to load saved game witch was saved between 10:30  and 14:30 (or 15:00 not sure about that). But if I save game before 10:30 or after 15:00 then loading that save does not crash the game.

2. I had a daughter which was not in my group so I have limited options with her. But I wanted to marry her with someone so I use what I could (compliment, embrace ...) to see what will happen. After some time she started courting to him. She was level 1 and age 25 and he was level 3 age 26. They got married and he was added to my family tree and take my family last name.
But in the moment they married I get notice that he went level up. So I look at him and see that he is level 9 at age 26. My daughter stayed at level 1. His level just jump from 3 to 9, like he got too much xp points with marriage or something.
Edit:
I married my son, who is under my control, to woman which was from richer family. Woman was level 3. As soon I married her, her level jumps to 9.
Then I tried to marry my son to unemployed woman which was level 1. After marriage her level did not jump, so it looks like there is some bug if you marry with someone who has level higher then 1?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: snoweagle123 on 09 October 2012, 07:47:35
Hey I was curious, could you add some feature to this mods? I seen this in the The Guild 2 - Pirates
such as
Straight include it inside so that we will no need so troublesome to include it in

sorry for my english

Bribe The Guards
- Slip some coins to the right office member and the guards may ignore your foul deeds for a little while. This version has been tweaked. Bribe success depends on the officeholders disposition (the one who controls the town guards). Make sure to check out his disposition before bribing. If his disposition is high then bribing a higher amount is highly recommended as there is now a consequence for refusal

Raise Disposition
- Sick of being a walking nightmare? Now you can literally bribe the entire city to improve your disposition. People simply refuse to believe the rumors of your atrocities...after all a person who gives a complete stranger money for no reason can't be all that bad. Simply go to a bank and you will have the option to give your townsfolk some money

Hire an Assassin
- Want someone dead without the need to get your hands dirty ? Go to a tavern between midnight and 02:00am and hire yourself an assassin. Remember that the more distinguished the target the more it will cost (takes into account title and office)

Quick Political Bribe
- Is the office member you want to bribe busy or in a distant town right now? Simply go to a bank and you will have the option to deposit some money into their account (system works exactly the same as if you bribed them normally)

Call The Guards I & II
- Was an old or useless dynasty member kidnapped and now some thief is demanding a ransom? Now you have the option to call the guards and watch the thief lose his head. This will result in your dynasty members death as well but used in the right circumstances who cares!?!
- Are you sick and tired of Robbers always trying to extort protection money? Now when they do this you have the option to call the guards...this will result in the robber trying to sabotage your home. If you have henchmen nearby they will try to stop him or if the guards are nearby they will stop him. However even if he succeeds the cost to renovate your home will still be less then paying for their protection. Also when the guards catch the robber you will get to see him do some time in the pillory

Option for longer banishment time
- When banishing someone you now have to option to pay money in order to make their banishment time longer. The more distinguished the target is the more the added banishment time will cost. You still have the default banishment option that costs no money

 Run To Residence Measure
- Ever tried to run away while being attacked? Its hard eh? This will fix that issue...simply click the Run Away button and your character will attempt to run to the safety of his home

Added Towncrier History
- New Historic Events for the Towncrier to announce

Beggars added
- Beggars are added to the world...this feature adds realism to game

 Misc
- Shadow dynasties can no longer build residences however they can still buy ones that are for sale...this leaves more room for businesses (which you now have the ability to help them build )
- Shadow dynasties less likely to sell their last work building
- Cathedral Now included on Vienna map --nirvana pointed me in the right direction
- Become the Law mod has been balanced (If you abuse the office of Bailiff too much then at some point you will lose your office position and will have an active arrest warrant on you character)
- Political offices organized
- Changed voting on some political offices
- Can no longer apply for some political offices unless you held a certain lower office first. (New message will give clear directions if you are not allowed to apply because of this)
- Added small XP bonus for dynasty characters when producing goods in any work building

Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: SauronSLO on 09 October 2012, 11:08:01
I have another 2 problems.

1. I started new game as Craftsman on Hansa Map, 4 years per turn, Bergen, Extinction, 10 dynasties, Hard difficulty.
Now is the year 1472 and I notice that other dynasties just dying, none of them have new child, they are all old.

2. When I was playing long time ago I have only Reworked economy balance MOD installed, and I was also playing on Hansa map. As I remember there was a plague multiple times, but now after 72 years there was no plague yet.

Maybe the plague comes later, but because other dynasties just dying without any of my actions against them jet it becomes boring so I will start new game and hope other dynasties will make more child.

Edit 10 October 2012:
I started new game as Scholar and I notice same problem. The thing is, that on the start of the game most dynasties have one or two child. Later in game they start courting someone, but it happens, for example, that young man courting old woman (age 60, 70, 80 ...). Of course if they get married the woman is to old to have a child.
Another problem is that if they start courting someone who lives in workers hut. It happens a lot of times that this someone never came out of workers hut. So they just waiting outside until they die, or if fire starts and force those who is inside to come out, at least I think it works then, but again because of long waiting they are too old again.
And another problem is that while they courting to someone, they want to dance, or sweet-talk, but they are just standing next to each other and nothing happens, like they get stuck there and never go to the inn.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 11 October 2012, 22:49:31
Any chance this could be integrated into this mod?  It allows you to give birth at the medicus:

http://forum.nordicgames.at/showthread.php?169944-REL-Giving-Birth-at-a-Medicus (http://forum.nordicgames.at/showthread.php?169944-REL-Giving-Birth-at-a-Medicus)

I thought about it, but that may be a problem with the current birth-mod, as your wife can move ....

@Sauron

Thank you for your detailed report!
As for the dying out-thing its definitly not mod related, so i am not sure, if we can change that. the plaque hasn't been changed, as far as i remember ...
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: McCoy! on 12 October 2012, 02:27:30
Quote from: Fajeth
As for the dying out-thing its definitly not mod related, so i am not sure, if we can change that
This can be done with relative ease...quick most simplistic example

Code: [Select]
function Run()
CreateScriptcall("RepeatAIHelper",480,"Measures/HelpAllAIDynasties.lua","Repeat","")--Use this to repeat this helper however often you want current time is 480

local iAIDynasty = Find("", "__F((Object.GetObjectsOfWorld(Sim))AND(Object.MinAge(16))AND(Object.IsDynastySim())AND NOT(Object.BelongsToMe()))","AISim", -1) --This finds every AIsim on the map
for iIndex = 0, iAIDynasty-1 do 
local AIAlias = "AISim"..iIndex --This line and the one above creates a list of all AI on the map and will run the code below individually on each member on the list
if DynastyIsAI(AIAlias) then --This double checks that the dynasty is AI and not human players
--Sample untested code example
               if DynastyGetMemberCount(AIAlias) < 4 then
                              if (SimGetGender(AIAlias) == GL_GENDER_FEMALE) then  --if SimGetGender(AIAlias) == 0 then...works as well [0=female] [1=male]
                                     SimGetPregnant(AIAlias)
              end
                       end
end
end
end

function Repeat()
MeasureRun("",nil,"HelpAllAIDynasties") --This function is needed in order for the scriptcall to work
end
^^futhermore you could check if sim is married. if not you can create a spouse.
if already married you can order them to spend the night

If you are unsure how to do this I have uploaded a code dictionary thingy for the Guild 2 which has proven extremely useful to me
Not all codes work so it important to use a lua editor that has a "Find in files" feature (ex: Notepad++). This feature allows you to search the code in multiple files in your specified directory (Scripts folder). If you have searched a code and find it is not used then it is extremely unlikely to work. Also the find in files feature is useful to find code by guessing keywords. You may already use this or know all this but perhaps someone else will find this info useful as well.

After a quick search myself here are some codes you may find useful:
DynastyGetMemberCount --If this code works I would use it like this...if DynastyGetMemberCount(makesuretoputrightstuffhere) < 4 then
SimGetGender
SimGetPregnant
MeasureRun (checkout tutorial on this file in the other Guild 2 forum...quick explanation: Allows you to run a measure such as cohabitwithcharacter.lua)

^^another quick note...if you use MeasureRun instead of SimGetPregnant then it may not be nearly as effective. If the AI are already busy doing another measure then it comes down to the measure priority in the measure.dbt file. Which means cohabitwithcharacter.lua may fail to initiate if the sim is occupied with what the game deems as a more important task. Hopefully this makes sense or you are already aware of this.


Lastly you can attach this measure in another file so this runs automatically. You can set properties so that it is only run once as it has its own repeat timer built in  (scriptcall)

example: You can call this file once when you purchase your first nobility title in ms_BuyNobilityTitle.lua by doing the following...
Code: [Select]
-- -----------------------
-- Run
-- -----------------------
function Run()

-- divide into God-Measure and Character-Measure
if IsType("", "Building") then
if BuildingGetType("")==GL_BUILDING_TYPE_TOWNHALL then
-- GetLocalPlayerDynasty("Player")
-- GetDynasty("Player", "dynasty")
GetLocalPlayerDynasty("LocalPlayerDynasty")
if not GetID("LocalPlayerDynasty") == GetID("Actor") then --This checks to see if this is a human player
StopMeasure() --This stops the measure if it was not initiated by a human player which is why we put the code underneath this.
end

--Beginning of McCoy!'s sample code
if not GetProperty("LocalPlayerDynasty","RanOnce") then --once this has run once this will check and make sure it will not run again
SetProperty("LocalPlayerDynasty","RanOnce",1)
MeasureRun("",nil,"HelpAllAIDynasties")
end
--End of McCoy!'s sample code

DynastyGetMember("LocalPlayerDynasty",0,"boss")
if GetNobilityTitle("boss", true) == true then
MsgQuick("boss", "@L_CHARACTERS_3_TITLES_AQUIRE_TOWNHALL_GODM_+0")
StopMeasure()
else
local currenttitle = GetNobilityTitle("boss")
local cost = GetDatabaseValue("NobilityTitle", currenttitle+1, "price")
local money = GetMoney("boss")
local newtitle = "@L_CHARACTERS_3_TITLES_NAME_+" .. (2 * (currenttitle) + SimGetGender("boss"))
But by using the above codes or similar ones the answer is yes! you can fix the dying out problem ;)


Edit: Just seen your documentation post in how to's and FH's post with the newest version. So I uploaded the larger updated file for anyone who reads this and wants to understand it better. Im sure since you are already familiar with the documentation the above coding wont be hard for you to interpret :)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: General Chaos on 12 October 2012, 18:12:08

And another problem is that while they courting to someone, they want to dance, or sweet-talk, but they are just standing next to each other and nothing happens, like they get stuck there and never go to the inn.

I've noticed this as well.  It seems that a lot of the measures for the inn make the AI get stuck.  I'm not sure I saw this (or at least as much) before installing the megamodpack.  Probably something to look into.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: McCoy! on 12 October 2012, 19:20:42
@General Chaos:

Could this maybe have something to do with the new map packs or does it happen on every map? Just curious because otherwise it would have to be something that is preventing the measure from ending...not common.  Usually if a measure is messed up somehow it is cancelled.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: General Chaos on 12 October 2012, 20:44:01
It's actually on the Hansa map.  More specifically, I'm running a money lender in Bergen and there's a couple of AI stuck in there trying to perform the dance measure. 
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: McCoy! on 13 October 2012, 03:25:44
It's actually on the Hansa map.  More specifically, I'm running a money lender in Bergen and there's a couple of AI stuck in there trying to perform the dance measure.
For it to be a scripting error it would happen on all maps.
I know Hansa is most people's favorite map but I was told to stay away from it. I'm no mapper obviously and I can't remember the conversation word for word but they said the maps are made in layers and meshed together making it very difficult to fix certain problems. I was told this after Renaissance was released. Their last words were stay away from Hansa and use the new maps added in Renaissance.

Try finding a second favorite map and see if you have anymore issues :)

Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: H.-P. on 13 October 2012, 10:23:57
The problem with the maps is that we only have the final files for the old Guild and add on maps and several things cant be removed from maps once implemented (as I explained on several oppurtunitys, the editor is a real nightmare  :( ).
The only way to solve such things is using an earlyer save. For the maps I build  I have stored lots of wip saves but to correct some things on the older ones, even such supposed easy things as removing speedtree woods is impossible without building the map completly anew from scratch.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: General Chaos on 13 October 2012, 15:18:21

Try finding a second favorite map and see if you have anymore issues :)

Heh.  I can do that.  Is there a map that's generally considered more stable than the others? 
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: McCoy! on 13 October 2012, 19:18:25
@GeneraChaos: just simply the new maps that are unique to Renaissance. I suppose a person could break it down further and make an educated assumption that the smaller the map the less likely any errors got accidentally overlooked. So the smallest map you can bring yourself to play would be the safest bet :P

@HP: that sounds awful! Im sure you were first in line to vote for a different map editor for Kontor...lol.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: General Chaos on 13 October 2012, 20:29:09
Ah, that makes sense.  The only problem is that the Hansa and its smaller parts are basically the only maps I've seen with fish on them.  Am I Missing some REN maps that have them?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: McCoy! on 13 October 2012, 21:19:53
You're not missing any. You can always try the smaller water map, perhaps it's more stable :)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: ramshield on 28 October 2012, 20:29:04
I have been using a reworked economy mod, though when I used that one, my production skyrockeded, but the AI did not sell it.
Is this mod also used in your pack?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 03 November 2012, 11:13:59
I'm not sure, what you mean: the AI as your computer enemy or your auto-AI in your buisnesses?

Yes, the economy-mod was used at a base (together with other mods), but many things have been changed already
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: SauronSLO on 15 November 2012, 12:28:53
I started new game on Vienna map (Pressburg, patron, 12 dynasties, hard, extinction, 4 years per round). If some of those bugs are not part of this modpack admin can move it to appropriate place.

1. As on Hansa map the same problem with dying dynasties is also present on Vienna Map. Year is 1532 and only 4 dynasties left. 3 of them have only one family member and 1 actually have a child.
I hope you can fix this with what McCoy! suggested.

2. About crashing. On Vienna map there are much less crashes on loading saved game witch was saved between 10:30  and 15:00 then on Hansa map. But on Vienna the loading saved game crashes more often between 02:00 and 6:00 or 7:00 hour.
But overall there are less crashes then on Hansa map so it's nothing critical.

3. Also there is same problem with level jump on marriage like I posted before. When I marry family member to someone which is level 3 his/her level jump form 3 to 9.

4. About plague. It happened in year 1512 for the first time in Linz. As I said before I think it happened sooner when I played with only Reworked economy balance MOD. But if you say nothing was changed about plague then it's Ok. But back then I played with 2 years per turn and maybe it happened sooner because of that.

5. Sometimes the family member, which is not under my control, wants to dance, but I see message on the screen that she/he doesn't have enough money. If this is bug I hope you can fix it, if it's not a bug then maybe you can do something so that I will get message where I can decide if I let him/her to spend money.

6. If one of the family member is owner of building he/she can work inside. This is OK. But if he/she is working and you assign building to other family member the previous owner is still working. This can be bug-abused to increase production.

7. I wanted to marry woman to one of my family member, but she was already courted by someone so I couldn't start courting. Then I used "Send Suitor" and the courtship has begun. I married her but the other character was still courting to her, so even she was married to my family member she start follow the other character to dance. He took her to other town inn to dance. When both of them come to inn she walked out of the inn and as soon she was out he invited her to dance again and she go inside in again. And then they was just standing in the inn and do nothing. I send her back to my town and since then there was no interruption anymore.

8. I don't know if this one is bug or not, otherwise take it as a suggestion.
I never saw that my family members would marry and go out of my family to other family. When they marry the other character always come to my family. Would it be possible to do something that they will go out of your family? And maybe, if this is possible, that family member which would go out of your family can buy some businesses if available, or even move out to other town?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Oyuri on 17 November 2012, 19:23:33
6. If one of the family member is owner of building he/she can work inside. This is OK. But if he/she is working and you assign building to other family member the previous owner is still working. This can be bug-abused to increase production.

7. I wanted to marry woman to one of my family member, but she was already courted by someone so I couldn't start courting. Then I used "Send Suitor" and the courtship has begun. I married her but the other character was still courting to her, so even she was married to my family member she start follow the other character to dance. He took her to other town inn to dance. When both of them come to inn she walked out of the inn and as soon she was out he invited her to dance again and she go inside in again. And then they was just standing in the inn and do nothing. I send her back to my town and since then there was no interruption anymore.

8. I don't know if this one is bug or not, otherwise take it as a suggestion.
I never saw that my family members would marry and go out of my family to other family. When they marry the other character always come to my family. Would it be possible to do something that they will go out of your family? And maybe, if this is possible, that family member which would go out of your family can buy some businesses if available, or even move out to other town?

6. This is not from the mod, but after I use this mod I find that shadow family members can help working inside their shops too. You can see it in my attach picture. His wife is a rouge but she can work in alchemist shop.  :o

7. Why did he take her to the inn in the other town? Is he from the other town? Can he court someone from the other town?

8. Choose an option "leave dynasty" in dynasty tree window. They will permanently be out of your family.


About this mod, I want to say thank you for all of your team to do this. I don't know if you have fix this, but I think I find errors in the code. In MeasureToObjects.dbt , the code for SelfApplyMedicine measure is
Code: [Select]
3142   12096   0   0   1565   6   ""   ()   ""   0   0   |
3143   12096   0   0   1566   6   ""   ()   ""   0   0   |
3144   12096   0   0   1567   6   ""   ()   ""   0   0   |
3245   12097   0   0   406   1   "hud/cursors/Cursor_Attack.tga"   (1 6)   "MEASUREINIT_SELECTION"   0   0   |
3246   12097   0   0   407   6   "hud/cursors/Cursor_Attack.tga"   (1 6)   "MEASUREINIT_SELECTION"   0   0   |
3247   31042   0   365   824   6   "hud/cursors/Cursor_Attack.tga"   (6)   "MEASUREINIT_SELECTION"   0   0   |
3248   [color=purple]14000 [/color]  0   365 314 6 "" () "MEASUREINIT_SELECTION" 0 0 |
BUT there is no Measure id 12096 in Measures.dbt . The last line make this SelfApplyMedicine option occur when sims are inside a guild house.
Code: [Select]
12095   "ms_ChangeBuildingName.lua"   ""   "ChangeBuildingName"   55   "hud/buttons/Rename.tga"   0   5   0   ""   ""   0  0   0   "none"   0   0   |
14000   "ms_SelfApplyMedicine.lua"   ""   "SelfApplyMedicine"   55   "hud/buttons/btn_MedicalTreatment.tga"   0   12   100   ""   ""   0   12   6   "none"   0   0   |
12097   "ms_MedicalTreatmentTarget.lua"   ""   "MedicalTreatmentTarget"   41   "hud/buttons/btn_MedicalTreatment.tga"   0   5   0   ""   ""   39   1   0   "none"   0   0   |
So simply change Measure id 12096 to 14000 and remove the last code for Measure id 14000 in MeasureToObjects.dbt . ThenSelfApplyMedicine button will work properly when you have an appropriate item for curing not only appear in a guild house.
Code: [Select]
3142   14000   0   0   1565   6   ""   ()   ""   0   0   |
3143   14000   0   0   1566   6   ""   ()   ""   0   0   |
3144   14000   0   0   1567   6   ""   ()   ""   0   0   |
Delete 3248 line


And in BuildingUpgrades.dbt
Code: [Select]
20000   242   "TortureHijacked"   0   0   15   20010   0   0   2500  0   |I'm not sure about this but I understand that if the the sixth number(impact number) is 15, this upgrade will make sims use new measure in the seventh number. There is no Measure id 20010 in Measures.dbt . There correct one is 13002   "ms_TortureHijacked.lua". So the code in BuildingUpgrades.dbt should be
Code: [Select]
20000   242   "TortureHijacked"   0   0   15   13002  0   0   2500   0   |
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: makotech222 on 06 December 2012, 04:38:14
Hello, is there going to be another release sometime soon? I'm actually waiting for this one before installing the game again.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: FlyingEagle on 07 December 2012, 14:53:07
Same here. I would love to see at least bug where you don't  pay fee when you apply for an office when controlling somebody not in your group fixed.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: ntweedie2010 on 08 December 2012, 16:01:58
Hi there

Sorry Im not very experienced with .RAR, i tried extracting all the folders to the correct file on my E drive but all I get are errors?

!   C:\Users\Nick\AppData\Local\Microsoft\Windows\Temporary Internet Files\Content.IE5\WG5L3MQV\REN_MegaModPack_0.3ENGLISH.7z: Cannot open C:\Users\Nick\AppData\Local\Microsoft\Windows\Temporary Internet Files\Content.IE5\WG5L3MQV\REN_MegaModPack_0.3ENGLISH.7z

What am I doing wrong?

Many thanks
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Mackdiddle on 31 December 2012, 00:23:21
Alright guys.

I'm not sure, but it seems I have found a solution for the save and load bug which causes you to exit to desktop.
I disabled the quicksave and allowed 0 quicksaves where there is originally 3.

I've saved alot of times now and loaded quite a few to check it. Different times and ages, seems stable at the moment.

Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: LordProtektor on 31 December 2012, 09:37:46
Alright guys.

I'm not sure, but it seems I have found a solution for the save and load bug which causes you to exit to desktop.
I disabled the quicksave and allowed 0 quicksaves where there is originally 3.

I've saved alot of times now and loaded quite a few to check it. Different times and ages, seems stable at the moment.
This is not a solution, but merely a delay. The main problem which you are talking about origins in your physical memory being not sufficient to my knowledge. Not saving and not visiting interiors will slow the process down, but not prevent it.

Your memory will bloat at some point due to bad programming if you use a x86 system and don't use the fix provided in this forum. That will obviously only be a gain if your PC does have more than 2 GB of physical memory, though. http://forum.runeforge-games.net/index.php/topic,52.html#msg313

On a similar note: Did anyone test REN on a x86 windows 8 system already? It's said to feature a more efficient way of organizing an applications memory. I only have x64 systems to my hands, which never caused any trouble anyways with this game due to having more than 2 GB memory per application by default (to my knowledge at least).

With that being said, is this problem in any way related to this mods topic because of you posting it here? Just in case I've missed something...
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: pascal123 on 01 January 2013, 01:28:04
Ive ran it on a windows 8. Didn't notice anything in particular imo.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Arcadius on 02 January 2013, 20:56:56
I just donwloaded this, and I was wondering how to get it to be 1 year per round? when I click on the dropdown option nothing appears there.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: thorglatoo on 05 January 2013, 03:08:55
here is there any way to merge Purchase Neutral Building updated for v4.17b http://forum.runeforge-games.net/index.php/topic,443.0.html with MegaModPack .31 hotfix version? i understand it got removed in this pack i believe due to multiplayer issues with it but I myself would like to use it as I don't play multiplayer. thank you for your attention
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Munien on 07 January 2013, 04:55:22
Really enjoying this pack Fajeth, makes this game more enjoyable to play.
I haven't really encountered any bugs yet that aren't already in the game (groups of carts/people getting caught on building corners, etc).
Not sure if it was the mod but sometimes when I'm inside buildings (thieves guild for example), one of the green UI buttons (looks like serve guests button) pops up but has some weird name with underscores and numbers :S
Also very rarely, there will be a space for a button but it is just blank!

Thanks!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Begemot on 07 January 2013, 11:24:43
Really enjoying this pack Fajeth, makes this game more enjoyable to play.

Would be interesting for me to know, how do you come over with the politics. I made a test and my toons were just permanently in the city hall. Had no time for anything else.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Munien on 07 January 2013, 12:41:19
Quote
Would be interesting for me to know, how do you come over with the politics. I made a test and my toons were just permanently in the city hall. Had no time for anything else.

Yeah I found that a major amount of time is spent in politics and doesn't leave very much spare time. I wouldn't be AS annoyed with it if the auto-management for my businesses worked properly, but with very good timing and lots of time spent in pause mode I can get a lot done ;)

On that note, Can anybody here run several businesses at a time without AI?
I get to about 2-4 shops (not including suppliers eg. Croft, mine, etc.) and my mind explodes with all the quantities and materials I have to remember and timing it all properly  :-\
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Begemot on 07 January 2013, 23:05:37
Well, it is not the main point how to manage various business simultaneously. The matter is, is it not too borring to sit all the time in the city hall and just vote time to time?

The game provides lot of actions and possibilities you lost with this mode, is n't it?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Munien on 08 January 2013, 03:43:24
Well, it is not the main point how to manage various business simultaneously. The matter is, is it not too borring to sit all the time in the city hall and just vote time to time?

The game provides lot of actions and possibilities you lost with this mode, is n't it?

I don't find that I've lost any possibilities with this mod, in fact I think I have more due to some bugfixes and some of the mods!
I don't spend all the time in city hall, just as much as I would without the mod really
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Begemot on 08 January 2013, 12:05:17

I don't spend all the time in city hall, just as much as I would without the mod really

So, and how do you manage this?
I started on two maps this mod. Begann with the politics very early, so 2 of my toons by second or third day became a mayor and a bench.
After that  - at 5 pm - sitting in the city hall at 1 or 2 they order your over there, You can go later, but at 3 pm you have to move on.

With 2 new departments in te city hall there are at least 4 votations each day = till midnight, lets say.
At 2 am - first the first hearing. The way to leave the city hall only takes 0,5 hour, so it makes no sence to leave them.
Next court sitting starts just after the first - and agan same words, same procedure...

The best time for you crime activities is lost. Now you have a chance to do something, but as mayor you will be called often to the city hall time to time without sittings as well.

As result - no time for children, no time for dark actions, just some time for dealing business. I got no time to motivate my employees of all businesses or to make anything by myself...

So, main time I had to spend at the city hall with the same poor, boring procedure. Did I something wrong? How do you manage these?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: LordProtektor on 08 January 2013, 17:12:13

I don't spend all the time in city hall, just as much as I would without the mod really

So, and how do you manage this?
I started on two maps this mod. Begann with the politics very early, so 2 of my toons by second or third day became a mayor and a bench.
After that  - at 5 pm - sitting in the city hall at 1 or 2 they order your over there, You can go later, but at 3 pm you have to move on.

With 2 new departments in te city hall there are at least 4 votations each day = till midnight, lets say.
At 2 am - first the first hearing. The way to leave the city hall only takes 0,5 hour, so it makes no sence to leave them.
Next court sitting starts just after the first - and agan same words, same procedure...

The best time for you crime activities is lost. Now you have a chance to do something, but as mayor you will be called often to the city hall time to time without sittings as well.

As result - no time for children, no time for dark actions, just some time for dealing business. I got no time to motivate my employees of all businesses or to make anything by myself...

So, main time I had to spend at the city hall with the same poor, boring procedure. Did I something wrong? How do you manage these?
You don't have to have the politician of your family in your active group. After he has the desired position you can release him from your active group (via the interface in your skill bar, NOT with the button in the family panel, so you can switch back and forth). He will do his politics work automatically in your favor and you can use your three family slots with your non politician working family members. If you want your politician to do something special for you, simply switch back... that's the way I played however (you need a big family).
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Begemot on 08 January 2013, 18:48:39
Well, in that case I had 2 family members only. But after two days of the permanent city hall sittings I found those sittings as really horrorable! I asked for a posibility to switch back into the one judge sitting a day system, but nobody knows how to do this.

So I decided to delete the modpack compeletly.

Now I really enjoy the version 4.17b and can tell you it is much more interesting then a modpack! Only a thiknk I still miss very much - to see all unemployed citizans and to choose from all of them my workers. Is there any way to install this mod alone?

And perhabs - the possibility to use a pregnant toon. Would be nice if you give me needed information for. Thanks a lot.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 26 January 2013, 13:12:09
Hey guys.

Just for the records: To only have 1 trial per round, you can either use the default trial.lua (found in the backup) or make the following change. Note: If you use the default trial, you will have that horrible confessing-feature. If you dont like it - like me - do this:

find

Code: [Select]
-- ein termin wird festgelegt: event_alias, settlement, cutscene, function
-- 2 trials per round original by McCoy and Sunpack
local GameTime = GetGametime()*60
local Hour = math.mod(GetGametime(), 24)
local EventTime
local Time  --sorry sunpack but this word is shorter :P
if not HasProperty("courtbuilding","StupidFile") then
if Hour > 6 then
CityScheduleCutsceneEvent("settlement","trial_date0","","EverybodySitDown",4,4,"@L_LAWSUIT_DIARY_CITY_+0",GetID("accuser"),GetID("accused")) -- hourofday=9,mintimeinfuture=8
EventTime = SettlementEventGetTime("trial_date0")
Time = 2
else
CityScheduleCutsceneEvent("settlement","trial_date1","","EverybodySitDown",10,4,"@L_LAWSUIT_DIARY_CITY_+0",GetID("accuser"),GetID("accused")) -- hourofday=9,mintimeinfuture=8
EventTime = SettlementEventGetTime("trial_date1")
Time = 1
end
SetProperty("courtbuilding","StupidFile",1)
else
local StupidFile = GetProperty("courtbuilding","StupidFile")
if GetProperty("courtbuilding","Time") == 2 then
CityScheduleCutsceneEvent("settlement","trial_date1","","EverybodySitDown",10,4,"@L_LAWSUIT_DIARY_CITY_+0",GetID("accuser"),GetID("accused")) -- hourofday=9,mintimeinfuture=8
EventTime = SettlementEventGetTime("trial_date1")
Time = 1
else
CityScheduleCutsceneEvent("settlement","trial_date0","","EverybodySitDown",4,4,"@L_LAWSUIT_DIARY_CITY_+0",GetID("accuser"),GetID("accused")) -- hourofday=9,mintimeinfuture=8
EventTime = SettlementEventGetTime("trial_date0")
Time = 2
end
SetProperty("courtbuilding","StupidFile",StupidFile+1)
end

SetProperty("courtbuilding","Time",Time)
local WaitTime = EventTime - GameTime - (6*60)
-- local day = math.floor(GetGametime()/24)
-- local time = math.mod(GetGametime(),24)

if (WaitTime<0) then
trial_SetBuildingInfo()
else
CutsceneAddEvent("","SetBuildingInfo",WaitTime)
end

local Evidences = 0+CutsceneCollectEvidences("","accuser","accused")

-- an den Richter

mark it and displace it with

Code: [Select]
-- ein termin wird festgelegt: event_alias, settlement, cutscene, function
CityScheduleCutsceneEvent("settlement","trial_date","","EverybodySitDown",9,8,"@L_LAWSUIT_DIARY_CITY_+0",GetID("accuser"),GetID("accused")) -- hourofday=9,mintimeinfuture=8
local EventTime = SettlementEventGetTime("trial_date")

local GameTime = GetGametime()*60
local WaitTime = EventTime - GameTime - (6*60)
-- local day = math.floor(GetGametime()/24)
local hour = math.mod(GetGametime(),24)

if (WaitTime<0) then
trial_SetBuildingInfo()
else
CutsceneAddEvent("","SetBuildingInfo",WaitTime)
end

local Evidences = 0+CutsceneCollectEvidences("","accuser","accused")

-- an den Richter

and you should be fine.

For further versions:

I really thank you all for playing this pack. I'd like to make a new version but after all the experiences i found, that the next version has to be done from scratch. I hope, that this maybe could eliminate the Multiplayer-Save-Bug/ make MP more stable. Id really really whish, i could build upon the final Patch, unfortunatly no-one knows, if this patch ever comes.

So i like to make a new -slim - version of this project. There are too many changes which could cause all the problems.

Now the question: Which features do you like most in this pack? Which ones could be deleted? I have already a list in my head, but i like to read some suggestions from you, too.

My idea:
- keep the most mini-mods like: pregnant mod, self-medicine, choose which patient to treat, perfume-bath, think-time in office-sessions, accuser reward in trials, shorter office-sessions, dialog-mod, XP + faith for priests, more wars, cheaper titles and the most little rebalance-things and bug-fixes.
- keep some of the bigger mods like: Dangerous Dynasties/ self-courting shadows, kinvers bank-fix

depends on you:
-keep the 2 trials per year? or drop it?

not include:
-LordProtektors Politik Mod: i really like it. But its huge, and (it seems) it caused some problems with the other mods. I like to try it without this mod.
-Thieves Upgrade - i never liked it, it probably didn't worked as intended and its just ... i dont know. somehow useless.
-Lex0rs Command-Me: SUCH a great Mod! I thought. But - as in current version - it caused soooo many problems, the coding isn't clean (i had to double every measure to make this work proberly) and after all, the "gain" is really small. Maybe i will integrate some of this for office-session-measueres only. Maybe.

my wishes:
new item balance. Less items. Less micromanagement especially in shops. Maybe make all items "consumable".
and a "force AI to apply for an office"-button. to keep politics interesting ...

Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Begemot on 26 January 2013, 17:34:27

depends on you:
-keep the 2 trials per year? or drop it?



Drop it!!!! These trials are all the same and are so boring! Its just anlost time in game! To use justice for some strategical reason time to time is good, but one time a year its realy more than enough!


I would like to see a mod with the list of unemployed citizans in your version.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: EvilSam on 29 January 2013, 16:55:41
Hey,

Not sure if I'm being super dumb... However - Everytime I try to extract this I get 'can't open as an archive', and cannot extract. How do I actually extract this?

::EDIT:: Says the file is corrupt. Is this a problem on the actual file download and not me?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Ragakan on 04 February 2013, 04:29:02
Politics mod isn't working right for me. Their relationship bar is absolutely full, and their picture says they are voting for me, but then they vote against me, makes 0 sense.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 05 February 2013, 09:28:06
EvilSam: Try to redownload

Ragakan: Is this allways happening? But for further notice: politic-mod will be dropped next version
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: qwewer on 27 February 2013, 13:27:14
Hi guys,

I just want to thank you Fajeth, Zbombe and SunPack for this great little mod pack!
I play with it with friends and its really cool!!!  8)

Thank you for the work you put in this guys, the 6 of us at least are VERY GREATFUL!  :)

Castor


EDIT:
Why cant we compliment or embrace another player's characters?

It always says 'no destination' when i hover the mouse over another player's dynasty members, and the cursor is grey, so i cant send my family member to do it. Even if the target family member is not in their group.
Its very hard to win their hearts without it! :D

Thank you for your answer, masters!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: woodenair on 10 March 2013, 18:14:50
Possible bug: The other Dynastys' members are still level one, three turns have passed.. I'm not sure if that's a glitch or if they just haven't leveled yet, I have it on slightly above average difficulty.. Non dynasty families seem to level up fine, but not the ones with crests. It seems odd to me that they advance so quickly financially yet haven't leveled once yet.. I am playing a craftsman, and I'm already level three but my business is not quite off the ground yet.. Any thoughts?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: glovesflared on 07 April 2013, 23:43:31
I got a bug here, the icon for show all buildings for sale is white and doesn't do anything and the change name for building also doesn't work.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: ovrtenemy on 10 April 2013, 09:33:24
Is this mod still being worked on? I'm patiently waiting for the bugs in this game to be gone.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 14 May 2013, 10:00:29
ive started to reroll the mod, but it could take some time until there is a (smaller and hopefully better running ) version 0.4
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Begemot on 15 May 2013, 13:07:04
What could I say? - Its wonderfull news!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Malicius on 20 May 2013, 08:22:29
Hey! Does this contain the last version (2.9) of rework_economy and politic modification?
Or is it an older one? If that's the case, are they compatible? Can I install the latest rework_eco mod without messing around?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Oldballs on 20 May 2013, 11:49:34
Hey! Does this contain the last version (2.9) of rework_economy and politic modification?
Or is it an older one? If that's the case, are they compatible? Can I install the latest rework_eco mod without messing around?

Pretty sure it's an older one because I got the bug with 20+ stacks of 9999 wheat/barley in the market and supply/demand acts like it has none. I'm gonna try that out, and I'll let ya know if it works.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Malicius on 20 May 2013, 14:11:47
Hey! Does this contain the last version (2.9) of rework_economy and politic modification?
Or is it an older one? If that's the case, are they compatible? Can I install the latest rework_eco mod without messing around?

Pretty sure it's an older one because I got the bug with 20+ stacks of 9999 wheat/barley in the market and supply/demand acts like it has none. I'm gonna try that out, and I'll let ya know if it works.

Thank you!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Malicius on 20 May 2013, 14:50:31
Yea I've seen now that I've got the 9999 wheat bug too -.-
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Oldballs on 20 May 2013, 20:22:33
I was going to play 20 years, but 15 will do, don't want to leave you hanging.

I took the REB2.9 with Politics modification 0.6c file and just dumped it in there on top of Fajeth's MegaModPack. After 15 years I do NOT have the 9999 wheat issue, and everything seems to be working fine except one thing - Think Time during elections. This is probably due to a newer Politik version included with REB2.9 with Politics modification 0.6c. This doesn't bother me though because I prefer to do all my bribing etc before the election. For me bribing during the election doesn't seem realistic. But if you want the think time I think you could use the  rework_balanceVer2.9.zip by itself which would leave the Politik version that Fajeth uses intact. I haven't tested that, but it should work.

I'm glad you made me think of trying this because I was attempting to create my own MegaModPack with all the latest versions and not having an easy time. This seems to work and I'm in the middle of a killer game.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: McCoy! on 20 May 2013, 22:54:06
Download a program called Winmerge it allows you to simultaneously open and view two files AND highlights the differences. This allows you to view the same file but from different mods so you can cut and paste what you need.

Also a BIG cause of conflicts are ID numbers!!! Very easy to fix these conflicts once someone points it out.
Starting with the easiest is the text.dbt file. When mods are added sometimes different mods will use the same ID numbers causing the text not to show up

Quote
16327   "_UPGRADE_Altar_NAME_+0"   "Altar"   |
16328   "_UPGRADE_MortarAndPestle_NAME_+0"   "Mortar"   |
16329   "_UPGRADE_MortarAndPestle_NAME_+1"   "Mortar"   |
16330   "_UPGRADE_MortarAndPestle_TOOLTIP_+0"   "With a mortar your employees are able to crush the collected ingredients."   |
16331   "_UPGRADE_Altar_NAME_+1"   "Altar"   |
16332   "_UPGRADE_Altar_TOOLTIP_+0"   "A sanctified altar is one of the most important elements of a church. Here the priest's paraphernalia for ceremonies in the church are placed."   |
16333   "Game saved_+0"   "Game saved"   |

^^The ID numbers are highlighted in red. Simply make sure that any added lines have unique ID numbers (safer to use higher numbers)...simple


Measures.dbt....This is simple as well! Measures.dbt Links with MeasurestoObjects.dbt. This means if you change an ID number in measures.dbt you must also change it in measurestoobjects.dbt
Quote
Line from Measures.dbt
12095   "ms_ChangeBuildingName.lua"   ""   "ChangeBuildingName"   55   "hud/buttons/Rename.tga"   0   5   0   ""   ""   0  0   0   "none"   0   0   |

Quote
Line from MeasuresToObjects.dbt
2394   12095   0   0   1564  2   ""   ()   ""   0   0   |

^^As you can see the two RED highlighted numbers are 12095. So if you have an ID number conflict in Measures.dbt as you can see you must also open up measurestoobjects.dbt and make the necessary change

Wait theres more highlighted numbers! What the heck are they? Well you probably figured out that the yellow number is the MeasuresToObjects.dbt ID number. This number is NOT tied into another file so you simply check to make sure any lines you add into this file are not the same. If you find one the same simply change it to a higher value and you should be safe :)

Alright one more....what are those orange highlighted numbers? Filters!!! Those are the Filter.dbt ID's. Sometimes in mods these numbers get changed or more likely the modder will add entries to the filter.dbt file. So the first thing you would do is open filter.dbt file from each mod in winmerge and check to see if there are conflicting ID numbers. If the answer is Yes then you need to make a different ID number in the filter.dbt file and backwards figure out the correct line in MeasuresToObjects.dbt that you need to make the adjustment.


Summary
Pretty much all .dbt files have ID numbers but most can be changed without conflicts...
Measures.dbt ID number change conflicts with MeasuresToObjects.dbt
Filter.dbt ID number alteration conflicts with MeasuresToObjects.dbt

^^This is what causes 95% of most mod incompatibilities
If you are curious and want to learn more about modding and what each of the columns in these files actually represent click HERE (http://forum.nordicgames.at/forumdisplay.php?658-Tutorials)
^^Scroll through these files....the ones labelled Tutorial near the bottom are more for beginners :)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Oldballs on 20 May 2013, 23:14:48
Thanks McCoy, you've just renewed my ambition to create my own super mod. It's suddenly a lot less confusing, and I had no idea about winmerge.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Malicius on 20 May 2013, 23:28:20
I was going to play 20 years, but 15 will do, don't want to leave you hanging.

I took the REB2.9 with Politics modification 0.6c file and just dumped it in there on top of Fajeth's MegaModPack. After 15 years I do NOT have the 9999 wheat issue, and everything seems to be working fine except one thing - Think Time during elections. This is probably due to a newer Politik version included with REB2.9 with Politics modification 0.6c. This doesn't bother me though because I prefer to do all my bribing etc before the election. For me bribing during the election doesn't seem realistic. But if you want the think time I think you could use the  rework_balanceVer2.9.zip by itself which would leave the Politik version that Fajeth uses intact. I haven't tested that, but it should work.

I'm glad you made me think of trying this because I was attempting to create my own MegaModPack with all the latest versions and not having an easy time. This seems to work and I'm in the middle of a killer game.

Hey, thank you very much!
However I think you were just lucky, because I tried it and it didn't work. I've got the 9999 wheat bug after a while. :/
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Oldballs on 21 May 2013, 00:46:29
I was going to play 20 years, but 15 will do, don't want to leave you hanging.

I took the REB2.9 with Politics modification 0.6c file and just dumped it in there on top of Fajeth's MegaModPack. After 15 years I do NOT have the 9999 wheat issue, and everything seems to be working fine except one thing - Think Time during elections. This is probably due to a newer Politik version included with REB2.9 with Politics modification 0.6c. This doesn't bother me though because I prefer to do all my bribing etc before the election. For me bribing during the election doesn't seem realistic. But if you want the think time I think you could use the  rework_balanceVer2.9.zip by itself which would leave the Politik version that Fajeth uses intact. I haven't tested that, but it should work.

I'm glad you made me think of trying this because I was attempting to create my own MegaModPack with all the latest versions and not having an easy time. This seems to work and I'm in the middle of a killer game.

Hey, thank you very much!
However I think you were just lucky, because I tried it and it didn't work. I've got the 9999 wheat bug after a while. :/

That's possible, but just in case which files did you install and in what order? I did the entire Fajeth mod, and then I put in Kinver's Reb2.9 with politics. I didn't use the rework balance, or __with politics files, since that's all included in the Reb2.9 with Politics.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Malicius on 21 May 2013, 09:55:19
I've tried Fajeth's MegaModPack + Rework Balance alone (without politics).
I'm going to try the one with politics now!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Malicius on 21 May 2013, 10:17:03
Unfortunately if I install RevBalance With Politics 0.6c after Fajeth's I get some missing features or so (Like the "talk to" option), so I'll revert back to Fajeth's.
I'd just need to understand what's the cause of the 9999 wheat stacks or if there's any way to remove them...
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Oldballs on 21 May 2013, 11:19:55

Now the question: Which features do you like most in this pack? Which ones could be deleted? I have already a list in my head, but i like to read some suggestions from you, too.

My idea:
- keep the most mini-mods like: pregnant mod, self-medicine, choose which patient to treat, perfume-bath, think-time in office-sessions, accuser reward in trials, shorter office-sessions, dialog-mod, XP + faith for priests, more wars, cheaper titles and the most little rebalance-things and bug-fixes.
- keep some of the bigger mods like: Dangerous Dynasties/ self-courting shadows, kinvers bank-fix

depends on you:
-keep the 2 trials per year? or drop it?

not include:
-LordProtektors Politik Mod: i really like it. But its huge, and (it seems) it caused some problems with the other mods. I like to try it without this mod.
-Thieves Upgrade - i never liked it, it probably didn't worked as intended and its just ... i dont know. somehow useless.
-Lex0rs Command-Me: SUCH a great Mod! I thought. But - as in current version - it caused soooo many problems, the coding isn't clean (i had to double every measure to make this work proberly) and after all, the "gain" is really small. Maybe i will integrate some of this for office-session-measueres only. Maybe.

my wishes:
new item balance. Less items. Less micromanagement especially in shops. Maybe make all items "consumable".
and a "force AI to apply for an office"-button. to keep politics interesting ...

I like all the stuff in your "keep" list. I was wondering why you included dangerous dynasties considering it was never finished, but my last game it was 15 years before the first dynasty died and then I said "Ohhhhh i see". :D

I tend to like the Politik mod. Without it I just run amok with no challenge at all. With the added seats, and that consultant who can totally screw you lol, and the flood of AI trying to get into office it makes political side of the game much more interesting. I'm on the fence about the two trials thing. Sometimes it's too much, other times I wonder if the AI can even handle it with the amount of times I've seen either prosecutor or defendant not show up. Though sometimes it's fun.

Thief upgrade seems kind of overpowered to me. Same with Command Me, actually especially Command Me can be very overpowered depending on how it's used. I personally don't like it. Perhaps a lighter version of it so that you can keep your family from becoming pickpocket training dips, but not fill up the entire political tree with your progeny. Hacks!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: pareod on 30 May 2013, 16:20:24
Ok, very stupid question, but how do you actually download this mod?  I can't find the files.  Also a couple noobie questions: does renaissance include the features from the pirates expansion?  Should I download this mod if I'm new to the Guild 2?  Are the re-balancing mods game changing or game fixing?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Jaqulz on 30 May 2013, 17:01:04
At the bottom in the first post is the downloadlink. Sorry for bad english ^^

Edit: Links are from the TE : http://forum.runeforge-games.net/index.php?action=dlattach;topic=861.0;attach=657 (http://forum.runeforge-games.net/index.php?action=dlattach;topic=861.0;attach=657) -REN_MegaModPack_0.3ENGLISH.7z
http://forum.runeforge-games.net/index.php?action=dlattach;topic=861.0;attach=661 (http://forum.runeforge-games.net/index.php?action=dlattach;topic=861.0;attach=661) - MissingconfigINI.7z

I hope that is allowed ^^.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: lordbok on 01 July 2013, 15:16:08
Hey guys I just got the guild 2 ren the other day and I have been playing it non stop, but now I would like some sort of mod pack, is this one up-to-date and playable?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Jaqulz on 01 July 2013, 16:34:31
Yes, up-to-date and yes, playable ;)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Ghbi on 09 July 2013, 14:44:55
Hi guys,
Having a bit of an issue...
Installed the patches (4.15 and 4.17) then the maps pack and then lastly this mod. but when I try to start the game I get the splash screen then only black and nothing happens.
Any ideas what I might have done wrong?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: BioDice on 16 July 2013, 20:44:59
When i installed this mod and try to play it LAN with a friend the connection immediatly goes out of sync. Yesterday when we were playing a clean version we played the whole day.

Any suggestions?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: McCoy! on 16 July 2013, 21:09:03
Try installing again on a clean version...I think there are a few people who play this online...
Also you can try using other programs to play over lan

Game Ranger, Hamachi, Tunngle...Perhaps one is more stable then the other...
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: dukthepope on 17 July 2013, 10:56:01
Hi guys,
Having a bit of an issue...
Installed the patches (4.15 and 4.17) then the maps pack and then lastly this mod. but when I try to start the game I get the splash screen then only black and nothing happens.
Any ideas what I might have done wrong?
Quite late but hope this help
I don't think that map pack edition (if that's what you mean) is compatible with other mod.
You should try to reinstall without it
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: BioDice on 17 July 2013, 20:16:31
So normally people play this mod singleplayer?
Anyone playing over lan/hamachi with this mod?

Or is it even possible to play multiplayer with mods?

Regards
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: McCoy! on 17 July 2013, 20:34:51
^^Possible to play mp but Vanilla or Stable mods are always better.
Fajeth wants to remove lots of features from this modpack because it is not stable

Edit: Medicus DOES work in this modpack. Mr.Chaos LIED to me lol jk
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: GeorgiaBoy on 17 July 2013, 21:08:04
^^Possible to play mp but Vanilla or Stable mods are always better.
Fajeth wants to remove lots of features from this modpack because it is not stable
Also through testing we have discovered that the medicus does not work properly with this modpack

Is Fajeth still active?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: BioDice on 18 July 2013, 15:42:10
We both reinstalled TG2 now and it works fine again. But still alot doesn't work and we really want to play MP and take the most benefits possible.
What mods do you suggest I install and what mods you know works in MP?

Regards
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Kingoneal3 on 18 July 2013, 16:42:00
We both reinstalled TG2 now and it works fine again. But still alot doesn't work and we really want to play MP and take the most benefits possible.
What mods do you suggest I install and what mods you know works in MP?

Regards

Yes, Me and 2 friends have played this mod on MP before and it ran fine. Although we had a few cases where we had to restart. One case was when my friend could not run to be mayor(he could still be everything under it), Another instance was when the mayor got up and said "fuck it, im out" and left in the middle of a election, leaving the election to continue indefinitley. These have only happened once each and its still very fun to play with others. If you want add me on steam and we an play together. (I have tunngle and Hamachi).

Username(steam): Kingoneal1

What i have installed:
-Mappack
-Fajeth's
-4.17b patch
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: McCoy! on 18 July 2013, 17:09:15
What about the medicus? Are people in the hospitals being healed?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Kingoneal3 on 18 July 2013, 20:33:04
What about the medicus? Are people in the hospitals being healed?

Yep, everything works fine
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Kingoneal3 on 18 July 2013, 20:36:08
Actually, now that i think about it, people tend to get stuck on certain parts of the map(the space between buildings and such) and stand stationary for no reason(usually alot of people, around 5-8). Im sure this isnt related to your mod. I believe it has something to do with the ai path finding on the new maps.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: McCoy! on 18 July 2013, 21:03:45
^^this isn't my mod it's fajeth's...
And is it possible for anyone else to confirm issues with the new maps? I don't want to waste time with broken features :P
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: LexxiuZ on 18 July 2013, 22:45:42
No I have the same issues as well, and I have a clean install atm.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: McCoy! on 18 July 2013, 23:52:41
^^Problem with mappacks? or maps while using fajeths mod?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Kingoneal3 on 18 July 2013, 23:53:57
^^this isn't my mod it's fajeth's...

Thats what i meant =-P
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: ChaosOlafEricksson on 19 July 2013, 02:41:26
hi everyone, my suggestion is adding  more religions like paganism, and quit the voting for king position, also does someone knows how to see from which kingdom are u?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: McCoy! on 19 July 2013, 02:44:33
^^My modpack will automatically select the king, however the sovereign can apply for the position. Only the Emperor gets to vote.
The emperor and pope are will be automatically selected. And when they die a replacement will be automatically selected within a turn

And religions are would be really hard without the source code...And new buildings are not easy to add...infact in reality pretty much impossible :P
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Kingoneal3 on 19 July 2013, 05:14:16
Something i forgot to mention, Im not sure if its suppose to be like this but there are only 2 wars that happen after the game starts in multiplayer. The first one is usually within the first 10-15 min. The other is within 45-70 mins. After that it just kinda stops. Is this suppose to happen? Are the chances to go to war very small? It says in the Armory that there is "Very little chance of war" or something along those lines. 
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: grandegiove on 20 July 2013, 15:37:34
Hello!
Thanks for the mod, seems very good.
I want ask something that maybe has something to do with the mod.
I started to play as patron and I wanted to start with a meadow and field but I dont understand how that works...i cant do any "working" action on the field or meadow. And also I cant hire any worker to work on it... what´s wrong with it?how does it works?Also I noticed that at market there is a huge quantity of wheat. Like 999 x 12 ! :P
I also have from beginning a cross near the character picture wich says "secret knowledge has been changed" but cant see by right click of the mouse what is about.
Are they a bugs from the mod or?
Im running windows7 64x if that can be important.
Thanks!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Amintor on 02 August 2013, 09:50:15
Hi, bug with the protection of buildings from robbers. At a certain time protecting the building, which is guarded by a robber, freezes, and I can not attack, to protect the building for money, writes that the building is protected. I do not know, this is a bug the game or mod. Can I fix it? Sorry for my english.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: jeep91 on 19 September 2013, 06:33:16
Where is the download link? I don't see it anywhere!!
Edit :: nvm
:p
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: DarkLiz on 19 September 2013, 10:59:52
Its at the bottom of the very first post.

On this forum, files are added to posts as attachments (which appear at the bottom) rather than as inline download links like on some other forums.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Crystaltears83 on 19 October 2013, 13:50:51
Downloaded this mod and I really like a lot of the stuff in it, but for some reason now I am unable to buy unowned buildings (like there are two empty store houses on my map that I would love to buy) but there is no option to buy although I have more than enough money to buy them. Any suggestions how to renable this option? Thanks.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Mr. Boat on 07 July 2014, 01:05:41
^^My modpack will automatically select the king, however the sovereign can apply for the position. Only the Emperor gets to vote.
The emperor and pope are will be automatically selected. And when they die a replacement will be automatically selected within a turn

And religions are would be really hard without the source code...And new buildings are not easy to add...infact in reality pretty much impossible :P

Oh well... just noticed this post is pretty old.
Anyway, I'll tell it.

I just registered after reading this, so, hello everyone, here's a The Guild 2's fan.
I suppose it may be impossible to get the source code unless it's released on a future after they find it on some basement next to a 32mm copy of Metropolis and the Taxi Driver original script were Travis was a squirrel, since history tell us that source codes can get lost easily by developers.
However, about introducing new buildings to the game and so, I'm a 3D Generalist Artist, so I suppose I could help (in the case it was necessary) on the modelling, texturing and animation (secondary animations) of new buildings. The same with creating new animations for characters (if the modders community could get me the rig setup they used, so I could import and export animations).

PS: So, that's it, I just found the HOW TO subforum, going into it after posting this. Greetings.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: McCoy! on 07 July 2014, 01:58:02
^^My modpack will automatically select the king, however the sovereign can apply for the position. Only the Emperor gets to vote.
The emperor and pope are will be automatically selected. And when they die a replacement will be automatically selected within a turn

And religions are would be really hard without the source code...And new buildings are not easy to add...infact in reality pretty much impossible :P

Oh well... just noticed this post is pretty old.
Anyway, I'll tell it.

I just registered after reading this, so, hello everyone, here's a The Guild 2's fan.
I suppose it may be impossible to get the source code unless it's released on a future after they find it on some basement next to a 32mm copy of Metropolis and the Taxi Driver original script were Travis was a squirrel, since history tell us that source codes can get lost easily by developers.
However, about introducing new buildings to the game and so, I'm a 3D Generalist Artist, so I suppose I could help (in the case it was necessary) on the modelling, texturing and animation (secondary animations) of new buildings. The same with creating new animations for characters (if the modders community could get me the rig setup they used, so I could import and export animations).

PS: So, that's it, I just found the HOW TO subforum, going into it after posting this. Greetings.

There is a problem adding buildings...you need the source for something. However we have someone adding new items but don't have the models showing up in-game! see the Legacy Mod and get in contact with And0r. If you are wanting to help out the Legacy Mod is still very active :)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Nekuratu on 07 July 2014, 02:08:32
^^My modpack will automatically select the king, however the sovereign can apply for the position. Only the Emperor gets to vote.
The emperor and pope are will be automatically selected. And when they die a replacement will be automatically selected within a turn

And religions are would be really hard without the source code...And new buildings are not easy to add...infact in reality pretty much impossible :P

Oh well... just noticed this post is pretty old.
Anyway, I'll tell it.

I just registered after reading this, so, hello everyone, here's a The Guild 2's fan.
I suppose it may be impossible to get the source code unless it's released on a future after they find it on some basement next to a 32mm copy of Metropolis and the Taxi Driver original script were Travis was a squirrel, since history tell us that source codes can get lost easily by developers.
However, about introducing new buildings to the game and so, I'm a 3D Generalist Artist, so I suppose I could help (in the case it was necessary) on the modelling, texturing and animation (secondary animations) of new buildings. The same with creating new animations for characters (if the modders community could get me the rig setup they used, so I could import and export animations).

PS: So, that's it, I just found the HOW TO subforum, going into it after posting this. Greetings.

There is a problem adding buildings...you need the source for something. However we have someone adding new items but don't have the models showing up in-game! see the Legacy Mod and get in contact with And0r. If you are wanting to help out the Legacy Mod is still very active :)

We have models for weapons but we don't have many models for armours(3?). The armours are important because the armour model appears in the game and NOT gauntlets nor helmets(and we don't talk about the helmets you select when you customize your character or the same when a random looking child grows up with a helmet).
As for the buildings we can clone them but I don't think we can change something deep inside that... so let's say we can change on the surface from what I saw.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: McCoy! on 07 July 2014, 02:28:47
All I know is Renaissance went from a community mod to an official add-on because they needed the source to add new buildings for some reason. You could add them but something was messed up.

The only thing you can actually do with buildings is modify existing ones. You can replace all graphics and even change the functionality of existing buildings.

FH and HP would know more on this topic :)

But yes adding models for the helmets and gauntlets would be amazing :)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Mr. Boat on 07 July 2014, 03:17:26
We have models for weapons but we don't have many models for armours(3?). The armours are important because the armour model appears in the game and NOT gauntlets nor helmets(and we don't talk about the helmets you select when you customize your character or the same when a random looking child grows up with a helmet).
As for the buildings we can clone them but I don't think we can change something deep inside that... so let's say we can change on the surface from what I saw.

Interesting, in case you need proper models for armours, please, contact me via pm. It's a shame that there's no way of introducing new buildings.

What about an HD texture pack? (since I suposse we should preserve the same number of polygons per building)
I do not consider myself pretty good at drawing textures, but could be cool.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: xephos on 13 October 2014, 00:37:10
Fajeth maybe is a little late to add but anyways, i installed back "The Guild 2 Renaissance" to play a bit and i noticed a bunch of bugs like council vote etc that creeped me out.

Surfing on the inet i found your mega pack which i installed and gladly noticed it fixed most of the bugs i've seen, but the only thing left was the language: i like to play spanish.

After spending sometime translating the few lines that weren't in my old text.dbt file, i've finally completed and tested (a bit) the spanish language pack, added in the same file you already have german and english langs, so everyone can switch to the language they want just by setting it in the config.ini file.

Greetz!
Title: Re: [Aborted] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 18 November 2014, 10:34:30
This is great xephos! If this does not cause any problems, i will definitely use this new text.dbt - But i might need some translation help für the upcoming version 0.4 :)
Title: Re: [Aborted] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Napi96 on 18 November 2014, 13:07:01
This is great xephos! If this does not cause any problems, i will definitely use this new text.dbt - But i might need some translation help für the upcoming version 0.4 :)

You know me^^ Siempre podrás contar conmigo (You can always count on me) xD
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 18 November 2014, 21:17:06
Preview of upcoming version 0.4

Featurelist
Code: [Select]
1. Poisoned Well
- If someone poisons the well, all Sims have a chance of getting sick (depending on difficulty setting, very hard = 100%). They will get a Cold or Fever. You better get some soap before entering poisoned wells. Beware, you can poison yourself ...

2. Skill-Balance
- All primary/secondary/tertiary Talents have been rebalanced. For example: The artisan no longer has 4 (over 3) primary attributs and the chiseler finally uses shadowarts as his best attribute ...

3. Worker-Skill
- All Attributes of workers have been rebalanced. You will notice an increase of craftsmanship across the board and some dudes like miners have gain some fight skills.

4. Worktime-Rebalance
- The default worktime is now 12 hours (16 for hospital, divehouse, tavern, church). Robber/thief/mercenary still work 24/7. This should help the tavern/hospital/church a bit ...

5. Accuser Reward (by Kinver)
- If you win your trial as an accuser you will get some gold for it

6. No more Quick-Trial
- The feature was deleted. You have to face the trial. Sorry.

7. Thinktime is back
- You can bribe/flirt again during the officesession.

8. Shorter Office Session (Thx Sunpack & LordProtektor)
- Applicants will be listed at once. Deleted some useless speech lines.

9. More Important Skills at the trial (by Kinver)
- If your rhetoric-skill is higher than your opponents empathy, you will get an advantage at the trial. But if your empathy is below your opponents rhetoric, he will also gain that advantage. So be prepared!

10. Hair & Hats
- You will notice FAR more hairstyles and hat-choices across all classes and genders. Scholar women rejoice!

11. Unemployed List (by Nommy)
- There is a new "important persons"-list which show all unemployed citizen, sorted by age and skill. No more random old sick crap workers.

12. Dialogmod (a.k.a. Talk to somebody) (G2Addypack by Mr.Rogers and TomX, refined by Fajeth)
- Depending on your favor/title you can talk to the AI to gain some favor

13. Treat a Target (by Manc)
- Choose a patient in your hospital to treat immediately. Heal your friends on sight!

14. Heal yourself (Idea Manc)
- Buy the medicine from the market and try to treat yourself. But beware: Depending on the disease you need a high secret knowledge talent to be successful. Take this, damn Hospital-bugs!

15. Guild Material Boxes
- Everyone can buy the material boxes in the guild house! As guildmaster/alderman you still get it cheeper ... Also marvel at the new shiny boxes ... you need it? You can get it!

16. Rebalanced Bonus payment
- The price will now account for buildinglevels and not your cash. Also the cooldown was raised. No more 100 Gold-Bonus-Spam sorry.

17. Call the Guards (by McCoy) [waiting for Permission]
- This damn chiseler keeps spamming Protection Money demands? Call the Guards and make him cry!

18. Tavern & Smuggling
- Tavern owners will get the same money as the owner of the divehouse regarding small tips from drinking guests. Also selling beer from the inventory gives more money! And finally: The value of smuggling goods in the divehouse is nearly doubled. Cheers!

19. Dangerous Shadow-Dynasties
- Shadow AIs can be aggressive/use items now. Shadow AIs will court and buy/build houses if they have an office. Shadow Dynasties will NO LONGER sell their buildings (this might be linked to difficulty settings in the future)

20. Pregnancy
- Your pregnant women can move/ start actions while they are pregnant! No more useless female birth-only characters! This feature has to be tested more to ensure it doesnt cause any problems

21. Balance Caps for Dicegame/ProtectionMoney/Ransom
- These actions will give you 10.000 Gold max. Every coin more would just be broken ...

22. Bored Docs
- Waiting for patiens can be boring. But at least you can make some friends. Bored Docs will talk to each other and raise their favor to each other (also to you, if you are waiting for patiens)

23. Popular Healers
- You healed the blackdeath? I LOVE YOU! You only healed a cold? Whatever, I LOVE YOU! You will get 10 favor for every healed disease.

24. Sugar Rush
- Eating Cookies/Cream Pie/Candy will give you a (sugar) speed rush for some time! You can also use a cake to boost a friend. Run Forest and dont forget your cookie!

25. Whole new market
- Complete Market-Overhaul. Too much to list. But its great. Trust me, I'm the Doctor!

26. New Items
- Did I mentioned the new Market? You now can produce/sell/buy: Sugar beet, fat, milk, cheese, salad, sausages, fruit juice, oil, pearls, a bible, holy candles, a carving-figure, a diamond, ink, a credential, a signet, a signet ring, beeswax, a debenture, a potion of invisibilty (might be fake though), a gargoyle, bath salt, spirit of wine, pigs, sheep, cattle
- And the best: most of these items will have a function ingame

27. New Functions for old items
- Tools will give you a short timed bonus on craftsmanship! chaplets will raise your faith! and much more

28. Breakfast/Dinner
- Eating a great breakfast/dinner will give you lots of XP and will keep you healthy. But keep attention to your title: beggars and nobles don't eat the same stuff ...

29. Cheers!
- Drinking Beer/Wine will give you some XP! But beware, if your constitution is low, you might be drunk faster than you like to ...

30. Sleepmod
- The all new and sexy version of my Sweet Dreams Mod wont give you any bonus talents but instead give you some XP. But sometimes you will have nightmares ...

and EVEN MORE to come!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: diablo03 on 28 November 2014, 20:53:16
Hello,
I really would like to play The Guild with your ModPack, but sadly I can't find download for 0.3 version. : ( Can you make it available to download?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 28 November 2014, 22:00:11
0.3 was bugged, im afraid you have to wait for the new version (around new year if 4.2 comes for christmas).

i still have some things to do especially regarding market balance, but it's going well so far :)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: diablo03 on 29 November 2014, 10:48:21
Ok then. This ModPack is worth waiting for. : )
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 29 November 2014, 11:27:37
Ty for your kind words :)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: mlsmith45 on 02 January 2015, 04:16:13
Can't wait for this! How's the progress coming?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 02 January 2015, 13:46:48
Good ;) I still need to do some things but release will definitely come this month, probably in 2 weeks
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: General Chaos on 02 January 2015, 17:41:16
Good ;) I still need to do some things but release will definitely come this month, probably in 2 weeks

Wow.  Sooner than I expected.  Thanks!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Siaftza on 03 January 2015, 15:37:56
how do i download this?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 03 January 2015, 15:47:03
i will post a link when the new version 0.4 is done ;)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Siaftza on 03 January 2015, 15:50:50
oh okay, thank you! really looking forward to this
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: mlsmith45 on 07 January 2015, 01:20:53
Fantastic news!  ;D
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 09 January 2015, 13:04:26
i need some beta tester, who check and test especially the new features :)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Nitrogenic7N on 10 January 2015, 22:00:06
Can not wait, haven't made a game in the hotfix yet cause I am waiting on this diligently.

not sure if this is Christmas late, or Christmas come very early this year. :) haha
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: ZZenon on 11 January 2015, 09:20:32
I want to be a tester...atm im running a clean game...pleanty of time to play
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Siaftza on 11 January 2015, 18:36:49
I can test, only got the renaissance 4.20 steam patch
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 11 January 2015, 20:06:18
hi guys, glad that you want help. I will send u a PM soon ^^
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 14 January 2015, 00:24:26
testing team complete :)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Hotwire on 19 January 2015, 06:15:09
How's the debug feedback going?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 19 January 2015, 13:17:00
the feedback is nice, but i still need to finish a few features ;)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Skau on 19 January 2015, 21:12:41
Any ETA?  ;D
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Nekuratu on 19 January 2015, 21:19:49
Any ETA?  ;D
???
[spoiler](http://i57.tinypic.com/k9xg5v.png)[/spoiler]
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: GromWillmoor on 22 January 2015, 18:48:25
Can't wait to try this mod out, This will sound inpatient, but any eta? Also thank you in advance for putting all your hard work into this!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 29 January 2015, 15:39:52
i did make some nice progress today.

7 Features are still on my list for 0.4

Also: Balance-Adjustments.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Andrzej on 31 January 2015, 16:12:03
Hello I have few questions:

Where I can read whole changelog for this mod? His main features? In the first post of this thread there is only preview for next version.

Legacy mod is unsupported now - have you implemented some features from this mod in your work?

Is stable multiplayer game possible with your mod?

Few suggestions:

I would like to equip for example my rogues and family members with full armor and best swords. But when my employee dies in battle or from old age his equipment i gave to him just vanishes. The same with family members. Is there any possibility that you could mod this so I could take equipment back from dead bodies? Or equipment from dead employees and family members could appear in storage box in my house.

Being declared outlaw as it is now isn't big deal. I just stay in my house or robbers camp and don't go to city. I think that sherrif should have list of outlaws and be able to send city guards or mercenaries to capture them. Non human sherrifs should also use this option. As a outlaw we could resist arrest and just kill guards so sheriff would be risking. Performing that kind of police operation should cost money from city treasury. After lost fight with guards they should bring us in chains before court and we will face trial with additional charges for resisting arrest and murder of law enforcement officers if we killed anyone in fight. Maybe there should be also small chance that guard will finish us off without bringing us to court.

Add some horse transport. Why wealthy citizen is forced to go on foot to distant city? I saw this in some mod before.

In situation where my family controls 3/3 officies in village council AI shouldn't even bother with trying to take office for themselves. They should understand that there is no possibilty that family members won't vote for other family mamber. AI in this scenario should wait until someone from council dies or until village is developed and more officies wil be avaiable. Now each tunr I have to attend council meeting becouse some stupid guys want to take positions in council while every member is from my dynasty. Answering the same every time is really annoying, Im even considering giving up political positions becouse of it.

Could you mod that catholic priests won't be able to marry? And also that female characters can't own churches and be popes and inquitors.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Nitrogenic7N on 17 February 2015, 10:35:20
Is there any news on this mod? I've been waiting since the original date that was set just after new years. I check it every day hoping for news. Haha.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Nekuratu on 17 February 2015, 14:34:15
Is there any news on this mod? I've been waiting since the original date that was set just after new years. I check it every day hoping for news. Haha.

If I understand well, Fajeth, will release it today, tomorrow, in the next few days???

http://forum.runeforge-games.net/index.php/topic,12414.msg23552.html#msg23552
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 17 February 2015, 16:45:27
not today, not tomorrow for sure.

But i hope for this week :) (means: could also be sunday 23:59 :P )

i want to do a whole balance-cycle before (means: testing every profession), because i changed the marked so heavily.

Features are mostly done (2 Features and some missing text-entries left). i will post the final feature list for 0.4 tomorrow (i guess)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: orcam3 on 19 February 2015, 13:16:50
This is going to be awesome
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: realm179 on 20 February 2015, 10:15:12
What happend with the final feature list for 0.4, is it finished? And a release date, still set for the end of this week? Sorry if being impatient. Keep the good work.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 23 February 2015, 16:47:43
Full and final Featurelist for 0.4 (upcoming soon!)

1.   Whole new market [WIP]
   - Complete revised balancing. To much to list it here. Will be similar to the market from the 4.2 version
   - Amongst others there is a shadow market for raw materials (there should be 10-20 units of every raw material per city level)
   - Furthermore the composition for many items has been adapted
   - In every city the market comes with the whole supply of artefacts (the amount of storage depends on the size of the city).
   - There is NO Shadowmarket for artefacts.

2.   New Items
   - Did I already mentioned the new market? Furthermore the following items can now be produced/sold/bought:
     sugar beet, fat, milk, cheese, lettuce, juice, vegetable oil, pearls, a (translated) bible, sanctified candles, woodwork, diamond, ink, recommendatory letter, signet, signet ring, beeswax, debenture, potion of invisibility (can be treachery), gargoyle,  Badeessenz, spirits of wine, pigs, sheep, cows, set of tarot card, cake dough, swamproot, pipewwed, sugar
   - And the best thing of it all: Most of these items will get a function in the game.


3.   New functions/balances for old and new items [WIP]

   - Tools will improve your craftsmanship temporarily!
   - Rosaries (cath.) and bibel (prot.) deepen your faith
   - Sugar rush (increased movespeed) due to sweets, but be aware of caries …
   - Salads can be used for breakfast and supper to get XP
   - The measure „eat and drink“ is no longer available
   - Alcohol can be used to get XP, but don't drink too much of it, if you can't hold you liquor...
   - Soap protects from diseases and can be put into your inventory to neutralise poisened wells
   - To endow a diamond to an office-bearer can be a VERY good idea.
   - walking-sticks and light lubricante will now increase your movespeed by 25% instead of the former 20% (same outcome as sugar rush)
   - Powder of dark decay reduces your life expectancy now by 4 years instead of the former 3 years
   - Sorcerer Robes now increase only 2 talents: empathy and secret knowledge, but these get increased by 3 . There will be no reduction of charisma anymore.
   - Mead will now heal completely and even cure caries (no cooldown)
   - Credentials increase your reputation in the realm and guild
   - Gargoyles prettify your churches which gives you a favor bonus to all visitors of your masses!
   - The Potion of Invisibility can used on your own carts to make them pass robbers unseen for 24h!
   - Evangelic player can use the bible to preach on the streets to gain some favor!
   - With a Drop of Spirit of Wine you can commit suicide. (Original by the Guild 2 - Back To The Roots Team)
   - Various cooldowns, gaining of XP and durations of effect have been changed

4.   Improved AI [WIP]

   - The AI now buys and uses the following items (dependant on level of difficulty):
     Secret mixture, cross of protection, soap, drunkard brew beer, walking stick, staff of aesculap, elixir of Dr. Faustus, sorcerer document I and II
   - Shadow dynasties are allowed to take aggressive actions (dependent of level of difficulty, if required only office-holders, respectively no aggressivity on low adjustment)
   - Shadow dynasties now are looking for a partner and marry (can only have children if they are office-holders or own a house)
   - AI/shadow dynasties will visit taverns more frequently
   - The AI will now employ every available henchmen (dependent on degree of difficulty)
   - The AI will now be using the bill-board less frequently than in 4.2
   - It is more likely that shadow dynasties are now applying to your office, when they don't like you
   - The AI will now bribe other office-bearer more often to keep up their favour, in case they inherit an office themselves
   - Embezzle public money will now only be done by AI's, who have a negative alignment (inspired by McCoy)
   - Items the AI buys are used immediately
   - The AI will use perfume more often, if it is available on the market

5.   Court

   - The fast verdict has been sorted out. You have to face the judge, sorry.
   - The abilities empathy and rhetoric now have an immediate consequence on the verdict (inspired by Kinver)
   - There is an gold-reward for succesful accusations (inspired by Kinver)

6.   Pregnancy [WIP]
   - Pregnant women can now move and act    
   - Therefor the cooldown for „Spend the night together“ has been increased to avoid bugs
   - Should there be problems with other actions, don't hesitate to report them!

7.   Dialoge-Mod a.k.a. Talking to somebody
   (originally from the G2Addypack by Mr.Rogers and TomX, edited by Fajeth)
   - Dependent of title and favor you gain or lose favor by talking to the AI   

8.   Poisened wells
   - Dependent of difficulty-level, poisened wells cause serious diseases if you come near them. On the highest level of difficulty you can get infected with plague (2%).
   - You can protect yourself by putting soap in your and your employees inventory.
   - The use of holy water puts an end to this effect

9.   Changes for healers
   
   - Bored healers will now befriend with each other with the time, if you are on duty yourself your collegues will adore you soon...
   - Healers get a bonus in favor by 5 if treatment has been succesful   
   - Healers can choose their friends for quicker treatment (inspired by Manc)
   - If the healer is on strike or loaded with work, you can purchase medicine on the market an try yourself in self-treatment
     But be careful: If your talent in secret knowledge is too low, the treatment will have no effect (original idea: Manc, advanced by Fajeth)
   - All medicines are available at level 1 of the building, but need to be unlocked. The AI will consider that and come to your hospital more often.
   - The healer can try to sell soap from the sell-storage to the the customer after the treatment, if his ability of rhetoric is high enough
   - Duration and effect of diseases have been slightly modified
   - Treatmant costs have been slightly modified
   - Malingerer have to pay a penalty of 50 gold
   - The cooldown of quacksalvery have been deactivated
   - Patients stay 6 instead of 3 hours in the waiting room   

10.   Guild-delivery crates   
   - This feature has been through a complete make-over and is now available for every player, regardless if he is guild master or not   
   - in addition there is now a cooldown. Masters of the guild can still purchase goods to a lower price
   - The range of raw materials has been extended
   - The new goods will be available in an oncoming version [WIP]

11.   Tavern and smuggling   

   - The tavern now achieves small amounts of tip when she has customers (can be compared to divehouse).
   - Smuggling of grog/rum gains now more profit
   - The idle-behaviour of the Sims had been changed, so that there are more customers now
   - The working hours had been reduced, so that there are more customers

12.   List of unemployed people (Nommy)
   - There are now two lists under the option „important people“ where you can find the unemployed   

13.   Working-hour Rebalance

   - The average time of working is now set to 12 hours, some professions will work longer (healer, tavern, Necro, pub, church)
   - Due to the increased amount of freetime more people should be able to come to the tavern or church
   
14.   Bulidingupgrade Rebalance
   - There are now standardised prices for new staff/upgrades/new products/storage place
   - The techtrees of some businesses have been adapted due to the new products  (4.2 changes will be considered )
   - Numbers of staff and storage places have been standardised for all businesses [WIP]
   - Every business has 2 more storage places for free at the beginning of the game due to the new items
   
15.   Talent-Rebalance
   - The talents of all classes have new primary, secondary and tertiary characteristics (and have slightly different emphasis than the new balance in 4.2)

16.   Sleep Mod [WIP]
   - A good dream increases all your talents for the next 12 hours
   - A nightmare decreases all your talents for the next 12 hours
   - The decrease can be outdone by  a hot bath (not yet)
   - The AI will take this into consideration if it is able to
        - With icons from Nekuratu! Many thanks!


17.    Perfume bath

   - To take a bath alone will improve your healing cure colds and you gain a small perfume bonus
   - As mentioned before it will also cure you from the consequences of nightmares
   - when you take a bath with the bathing salt from the inventory. The effect of the bath will improve massively!


18.   Storage Mod

   - Sims, who want to buy a specific product from you will now also attend alchemists, churches, hospitals and graveyards
   - The demand has been adapted and limited to items of the first level of the building
   - You now also gain favour when the Sim buys an item in this way
   - The bank has been adapted aswell and the new items have been considered
   

19.   Chiseler-Balancing [WIP]
   - Protectionmoney will be calculated by  a new formula. The most important factor is the level of building, but the value of the building and the talent in the art of shadows of the chieftain will be considered aswell
   - Various actions of the chiseler will now give him experience
   -A roll with a wench will gain you now a 100 of experience. But there is a cooldown of 6 hours


20.   Tooltip Update [WIP]
   - Old tooltips will now point to their function more precisely   
   - Sicknesses are showing the talents they reduce   

21.   Church and religion   
   - You get 10 faith if you hold your own Mass    (Idea: LordProtektor)
   - The gain of experience for a Mass as been increased to 100 (before: 90)
   - To attend Mass will get you 25 of extra experience   
   - The alms are calculated in a different way. The attractivity towards the customers has more influence on the price   
   - All believers will attend Mass for exactly 2 hours   
   - The message of an cancelled inquistion will be send to all players
   - The church will now profit better from the asset of the selling of indulgences. Owners of  a church still have to pay the full prize
   - All in all the buying of indulgences has become more expensive


22.   It's good to be bad   

   - Slander is much more interesting as the victim's value of charisma is not longer cared for
   - The measure „to rob someone“ has gaines much more value
   - The gain of experience of all raid-based actions has been highly increased


23.   Measure-Rebalance
   - Gain of experience and Cooldowns of measures have been harmonised   
   - All in all there are lot more measures which cause gain of experience, especially the ones with high cooldowns


Many more ideas are in the process of development!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Nekuratu on 23 February 2015, 17:24:30
Looks great...

3.   New functions/balances for old and new items [WIP]

I already have some items reworked with difficulty levels for FEI 3.2 so if you want them just tell me. You can modify them how do you like after.

Good luck !
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: realm179 on 27 February 2015, 13:08:59
Any news about possible release date? Tnx in advance.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Shinobi144 on 28 February 2015, 07:44:25
Jeah would like to know too. Thought it would come out last Weekend but until now no News about the Status.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Poet on 28 February 2015, 17:32:46
 Fajeth! fajeth! fajeth! the crowd cheers!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: jerivian on 15 March 2015, 20:52:39
If the crowd keeps cheering they will have some very sore muscles about now   :-X
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Poet on 16 March 2015, 07:06:07
 Fajeth! fajeth! fajeth! the crowd chants with pitchforks and torches.  ;)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: realm179 on 16 March 2015, 17:44:12
What happend with Fajeth? Is he still alive? That "tomorow" never came.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Shinobi144 on 20 March 2015, 12:08:06
Jeah. A little more Information would be nice. Its some Weeks now until he said it would be Released on the Weekend. I think 3? But not sure.
Please give us a Update Fajeth whats going on. Thank you. Lg

P.S.: Wouldnt mind if you post your latest Version (dont care if unstable), than i could make some bugreports and tests. Maybe with more People and Input you would get Details and maybe some People have Skills to Solve bugs their selfs and post it here. Sry for my English. Im German ;D
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Andrei_A on 26 March 2015, 13:43:03
I hope Fajeth is alright, we havent heard anything for a while.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Napi96 on 26 March 2015, 15:45:30
I talked to him yesterday and he said he's busy with university at the moment, so please be patient. :) He will definitely come back and release the Modpack. :D
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Grogfeld on 26 March 2015, 19:52:08
But then is there anyone with the pre-release  mod? There was beta testers. He said earlier that its almost completed so if we could have just a taste of his brilliant work we would be so happy. I don't mind to wait but I like to know how long I should, and from your post Napi96, we can only guess. Anyway cheers.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 29 March 2015, 04:37:55
So i wanna give you guys a life sign ... No, i'm not dead, yes i'm fine :)

I'm very sorry, that i couldn't reach that "tomorrow" ... I wanna share some things with you and give you some insight.
First things first: The project is NOT cancelled and it IS ALIVE. But its not done. The last tests and features (damn that bible, lol) took and take more time than i thought they would. Time which i don't have at all unfortunatly.
As Napi stated: I have lot's of things to do currently. This includes university. This includes 2 new jobs. This includes that I want to help one of my dearest friends when she has a really rough time to handle.

And ofc. sometimes i want to spend the little free time I have with other things than The Guild.
In addition to that in the last few weeks some changes for my life came up. A new flat for me and my girlfriend, which we can not move to, because of ongoing renovation works ... and some news, which I still can't quite believe ... because they would mean that I will have some VERY DIFFERENT responsibilites in about 7 months ... :)

I purposely did not visit the forums in the last weeks. Thats kinda a childish and bad move from myself, but i simply couldn't take the questions about the mod pack. Because they show me everytime, that I failed in bringing you what i wanted to bring you on a date i wanted to bring you (does that make any sense? My grammar is probably aweful, lol)
But you guys did not deserve a treatment like that and i'm very sorry to disappoint you. You all want to see the release and you gave me some really positive feedback which i really appreciate.

This is why i finally decided to speak to you and to show you guys my problems and feelings and whats going on in my life, even when i don't have to be that specific about it.

For sure, i could release the current state of the mod. It runs stable afaik. But I could not offer any kind of support currently, no follow up patch. And I still haven't made these in depth play tests i want. These are very important to me. They give me a feeling for the current Mod as a whole and a judgement for the features. Are they balanced? Do they work well together? Does a class or profession need still some love to be on par with the other? etc. Also I may need to add further text lines to explain the new features or to add some atmosphere (if i can do that as a non native speaker).

Hopefully this isn't a lot of work. Currently though it's more than i can handle.
In addition to all the things above, the next weeks will also go on Patch 4.21. The reason the current changelist is kinda short is also that i was missing. I'd like to finish both projects as fast as possible, but the patch will have the priority ... Ofc I dont get paid for either the mod nor the patch, but with the patch-project i got some nice teammembers which count on me ;)

Maybe i can put some mod-work in between, maybe not ...

I promise i will put any work i can into the mod in the next month.

Cheers :)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: realm179 on 29 March 2015, 12:17:35
Thanks for the informations Fajeth. It's good to know, at least now i don't have to come and check your post every day to see if there are any news. I'am glad for you and your new flat, and all those positive changes in your life. Hope the mod will see the sight of the day in some near future, because the game sucks quite a bit without your mod. Cheers!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 31 March 2015, 21:24:00
Good news for today is i actually did something for the modpack and fixed some things for the bible-mod (mostly textproblems, also some balance-changes).
Bad news is, i didn't test this for the english-version (only german), so you guys will probably have some dialoges with cut off-texts (because they are too long), but maybe i am lucky and they are short enough. looking forward for your feedback on that anyway, because i think this feature is quite cool :)
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: jerivian on 31 March 2015, 23:39:08
Really looking forward to it Fajeth! I don't know how all of you modders are doing things its all Chinese for me but well thanks for the efforts!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 01 April 2015, 00:18:56
i probably found an annoying bug with the modlauncher ... can someone upload a fresh 4.2b text.dbt, ENGLISH version for me?
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 01 April 2015, 23:00:17
Today's Work:

- Various item balance changes (still ongoing)
- The alchemist now has two free slots for workers right from the beginning (only 1 worker)
- fixed some missing tooltips/ tags
- the AI now also buys and eats Cookies for that sweet sugar rush.
- Tweaked various measures so that you will hear no effect sound on AIs using items (very annoying). You will still hear the sounds for player's items.
- The AI now gets some free gold if they are near to bankrupt. Bricklebrit!
- The AI now adopts Orphans more often if they are married. Every couple will have at least 1 child.
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Wiegraf on 02 April 2015, 19:54:17
I'm not sure if it just went right over people's heads, or if they just didn't quite get it.  Or maybe I'm completely overthinking it.
However, if not then I have to say.  CONGRATULATIONS ON THE BABY!!!!!

Good Luck, and while I look forward to seeing a release on this project.  I makes perfect sense on why it may take the backseat to real life.

Regardless we look forward to your results!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: realm179 on 02 April 2015, 20:55:18
Thank you for the update... I'am very pleased that you actually could find some time and do some work on the mod. I think there are many people waiting for the release. Continue good work, i wish you luck. Cheers!
Title: Re: [WIP] Fajeth's MegaModPack for Renaissance: 0.3
Post by: Fajeth on 03 April 2015, 02:27:54
Thank you Wiegraf ^^ Hope all goes well ...

Today's progress:

- i finally got rid of most of the annoying sounds from AIs buying and using items, lol ...
- i added a new item, named "Tar". The woodcutter does make it out of pine wood and charcoal. I hope "Tar" is the right word for it in English haha.
- some recipes were changed due to the new item. Example: the torch, the cart booster, bandages and salves ...
- further market balance (still ongoing)
- The AI now decides between buying cookies or cream pie, depending on their wealth rank.
- Added more starting weapons and armors to the market stock, especially for the AI so that they can buy some stuff for themselfs in the early game. You can do that too ofc, if you are quick and have the money ...
- The AI now will only buy a cookie/cream pie if they don't have already a sugar rush and if they don't have the walkingstick bonus (and vice versa).
- i also found a random bug which will be fixed in the next official patch :)

tomorrow i'm planning on more AI additions/improvements and more market balancing. Maybe i get far enough to start some new in depth balance-test rounds, we will see.

Fun Facts for the current version:
- Its fukking dangerous to stay out at night. I got attacked and hijacked by the shadow AIs every few hours.
- One of my balance tests got interrupted by the AI which disappropriated my church. Annoying but hilarious!
- Because of the new taste for sweets the AI now gets caries frequently.
- The streets and especially big cities look far more crowded and realistic because of all the little children running around
- The market has 35 slots for each good-type. Currently you find 35 Raw materials, 31 meals/drinks, 34 handcraft, 25 books/scrolls, 28 fragrances and herb and 21 ironmongery in the ModPack. All special goods (like silk and epic weapons) are currently excluded. this makes a lot of stuff to buy ... I like it pretty much.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 04 April 2015, 01:17:32
SURPRISE!

0.4 is online :)

All of the sudden i found the Mod is ready to go!
No, it's not done.
Yes, it's still beta.
Yes it's probably still full of bugs (though i don't think so)

No I didn't test all professions yet ...

But i have a really good feeling about the current market and latest AI changes. Probably the market is far to easy, but you guys have to see it for yourself.
I haven't the time to test everything balance-wise alone ... So you can be my "beta-testers" and enjoy the things that already work properly ...

Also I owe you guys something ... You waited to long and still supported the project. That is just great! I want to give you something of the support back. So I worked the last days hour for hour to make this happen ...

There is still a lot to do and i plan to make a conversion to the next patch version after it's release. In the meantime you can test all the cool new features of the pack, i will support the version as well as i can. Hopefully there aren't any critical bugs. I'd prefer to make the next version a "big" update (0.5) and not a hotfix ... but we will see.

I'm looking forward to your feedback :)

Changelog on the first page, DL Link here: http://www.theguild3.info/showthread.php/6359-Fajeth-s-MegaModPack-0-4 (http://www.theguild3.info/showthread.php/6359-Fajeth-s-MegaModPack-0-4)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Leondark on 04 April 2015, 04:37:09
Great job Fajeth!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 04 April 2015, 09:49:14
The last version had a bug with the production of sheep/cattle/pigs and stuff ... Sorry about that.

Redownload the Mod. Either uninstall and re-install or copy the file BuildingUpgrades.dbt from the DB folder to your game

You need to start a new game ...
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: realm179 on 04 April 2015, 15:52:04
Thank you very much Fajeth for your efforts. Hope you'll continue the good work and keep improving this game. Cheers!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: slojo on 05 April 2015, 06:50:57
Quote
15. Talent-Rebalance
- The talents of all classes have new primary, secondary and tertiary characteristics (and have slightly different emphasis than the new balance in 4.2)
Could you give us, or point us to where we can find, anymore info on this set of features? Sounds very positive and interesting.

Also could you clarify... will the conversion to patch-4.21 be labeled as v0.4b or are you trying for v0.5 (the 'big' one) at that time?

One more question... do you have a list (or will the community members here donate a list) of all the mods which are compatible with your MegaModPack. I'm sure you don't know all of them, but I mean, could you share a list of any mods that you know ARE compatible with your pack? 

Thanks for all that you've given/returned to the community! Hope we can give too!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 05 April 2015, 11:26:41
Quote
15. Talent-Rebalance
- The talents of all classes have new primary, secondary and tertiary characteristics (and have slightly different emphasis than the new balance in 4.2)
Could you give us, or point us to where we can find, anymore info on this set of features? Sounds very positive and interesting.

You can change this in the classes.dbt

For example:
Code: [Select]
1            "patron"                        (3       2       4       2       7       3       5       2       6       3       10      3       2       2       9       1       1       1       8       1) 1                    |

The first number is the ability

1 - Constitution
2 - Dexterity
3 - Charisma
4 - Fighting
5 - Crafting
6 - Shadow Arts
7 - Rhetorics
8 - Empathy
9 - Bargaining
10 - Secret Knowledge

the second number is the level.
1 = good
2 = middle
3 = bad


Quote
Also could you clarify... will the conversion to patch-4.21 be labeled as v0.4b or are you trying for v0.5 (the 'big' one) at that time?

0.5 will be the conversion and also bug fixes and some new features :)
Unless i need to hotfix the current version there will be no 0.4b

Quote
One more question... do you have a list (or will the community members here donate a list) of all the mods which are compatible with your MegaModPack. I'm sure you don't know all of them, but I mean, could you share a list of any mods that you know ARE compatible with your pack? 

Thanks for all that you've given/returned to the community! Hope we can give too!

I cant give you such a list ... As a rule of thumb: If you have a mod which is made with files you already find in the MegaMod, the mod will NOT be compatible.
BUT: You can make quite every mod compatible, if you merge them by hand. If you have any questions about how to do that/ specific questions, just ask.
If you want to make anything compatible for other users you should take the MegaMod as a foundation and change your own/other's mods accordingly.

I hope you test it out and give some feedback :)

Cheers!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: jerivian on 05 April 2015, 13:43:12
First of all great job with this. so many thanks for that!

But Ive encountered a problem with the pesthouse/hospital when someone can not afford the medicine it will be removed from the inventory and they keep coming back dozens of times so you will lose all items needed. So that makes the hospital branch a bit unplayable.

Greets Jeri
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 05 April 2015, 15:13:48
I will look into that, thx for the report :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Shidan on 06 April 2015, 02:55:30
Doesn't seem to work in multiplayer. Just got three out of synchs in less than 2 in game hours. Worked fine before the mod so I can only assume it is the cause.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 06 April 2015, 09:30:15
Sounds to me like you had different game versions
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Wiegraf on 06 April 2015, 22:56:32
Fajeth,

Thank you so much I now have something huge to look forward to during my nightly free time... after my 8 month old goes to sleep of course...

Doesn't seem to work in multiplayer. Just got three out of synchs in less than 2 in game hours. Worked fine before the mod so I can only assume it is the cause.

Fajeth has mentioned that a new version was released because of a glitch, it's possible one of you has the old version and another has the new version.  Try that first.

Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Shidan on 06 April 2015, 23:29:40
Not likely the case as we simply copied the file over to the other computer instead of downloading again.

Also just tried a fresh re-install of everything, on both computers and still getting the OoS.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Grogfeld on 07 April 2015, 13:46:55
Hi Fajeth.
This ModPack is great. I remember the old one for versions before 4.2 and it was fantastic, immersive and just WOW. Your newer is even greater. Gameplay has change so much with new items and new possibilities that i must say that you are Genius :)

I found the same bug that jerivian found and I didn't notice anything unusual in measures of medical treatment and attend doctor so I'm wonder if its not a vanilla bug(?) I've compared originals and modded versions and there are no changes except addons from favor mod. I didn't play much  of the vanilla 4.2 (I've waited for your modpack;)) so I have no knowledge about this.  Does anyone noticed in vanilla that items are removed from stock after doctor find out that patient has no money? 

Anyway, thanks for your great job and sharing with us this modpack even if its in beta state. I'm enjoying every minute of play.

Good luck with new "addon" in your personal life ;)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 07 April 2015, 18:10:05
Hi!

Anyone else tried Multiplayer and had these issues? i might test it myself in the next days ...

@Grogfeld:

Thx for the kind words :)

I also think this could be a vanilla problem. If so, and if i can find it, it will be part of the offical patch 4.21

If you find any additional bugs, let me know. It would be especially great, if you try out the new items and measures.
Already known bugs: 1. a bug with producing Sugar in the Mill. 2. Stock Purchase Warrant (Silver) uses Barleyflour instead of notarial paper (lol)

Also tell me how you like the item balance/ market behavior.
Is every profession profitable (no AI control)?

Ty for playing :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 07 April 2015, 23:00:07
The hospital bug (not the loop unfortunatly, but the bug with the vanishing medicine) is fixed in the next patch :) (= also in the next MegaMod-Version)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Haldragon on 08 April 2015, 07:04:37
This is the first time i have posted on anything in my life so i not sure how it works but just wanted to say great mod its fantastic just wanted to point out that in the markets the item for tar is named  _ITEM_Pech_NAME and not tar.

also after a few years had past i went to the market to find that all the items under the first tab maybe  resources i think had all vanished and the whole page replaced with one type of item at max 9999 and i could not sell any more goods as the market was full. i think the item was made from brick or something similar sorry i cant be more precise.

not sure if someone else has pointed this out or had the problem maybe its just me 
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 08 April 2015, 07:42:38
Hi!

You have to replace the text.dbt I attached in the zip file with the one in your DB folder after mod launcher installation!

The market bug is a bug with the game itself. I work on a workaround. What you CAN do is loading an older savegame, that will work fine for a couple of rounds.

You probably have to do that again every few rounds ...
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Haldragon on 08 April 2015, 08:12:15
That was a fast reply thanks and yeah i replaced the text file after i used the mod installer when i first installed this great mod but the name never changed. And thank you very much for using your free time to reply you do great work and i am privileged that i get to enjoy your mod. Hope life treats you well and gives back as much as you give out   
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 08 April 2015, 09:04:22
Ty!

This is strange ... Anyone else having this problem using the english version?

Also I might have a solution for your market problem.

Try to unzip this attachment to your main folder and load the game with the bugged market. Does it help?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Haldragon on 09 April 2015, 06:41:39
I put the file in and loaded my save but and let it run for awhile but the resources tab is still packed full with clay and gindstone or what ever its called with all being at 9999 and i am unable so sell anything as the markets inventory is full. 11 game years have past at 1 year per round if that helps   
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 09 April 2015, 09:07:52
Can you upload that savegame for me?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Shidan on 09 April 2015, 16:20:00
BTW I too have seen that _ITEM_Pech_NAME. And I did replace the text.dbt.

Haven't seen it with any other items yet, just that one.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 09 April 2015, 18:01:19
so, both of your text.dbt files look like this on the bottom?

Code: [Select]
18283   "_ITEM_Pech_NAME_+0"   "Tar"   |
18284   "_ITEM_Pech_TOOLTIP_+0"   "Tar is gained from pine trees or birches and is actually a waste-product from the charcoal production. It's black resin from the bark which liquifies under great heat. It's used as sealant or glue. It also burns for a extraordinary long time. Because of it's antiseptic effect, tar is also used in salves and bandages."   |
18285   "_UPGRADE_Pech_NAME_+0"   "Tar"   |
18286   "_UPGRADE_Pech_TOOLTIP_+0"   "Tar is gained from pine trees or birches and is actually a waste-product from the charcoal production. It's black resin from the bark which liquifies under great heat. It's used as sealant or glue. It also burns for a extraordinary long time. Because of it's antiseptic effect, tar is also used in salves and bandages."   |

(You see, the tooltips are there)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Grogfeld on 09 April 2015, 22:07:42
I can confirm that tooltips are shown as _ITEM_Pech_NAME even with  text.dbt  replaced but maybe I've missed something.

Also was it your change with workers skill levels or I've miss something? They have 10 lvl on most skills. I've noticed that in original professions.dbt file there was -100 on those skills and yours lack of minus. It somehow hurts those players who choose perk that grants additional exp for workers ... or not( :D ) if workers distributes exp on those skills with less lvl, then its somehow OP. Either way it leads to unbalanced gameplay and looks kind of weird with a worker on 1 lvl but with skills like a boss :D It hurts my ego. I want to be a BOSS ;P

I don't know its a bug but I didn't get alert to go to court so I've get 200 fine to pay. Maybe I've missed it because there was to many notifications on screen.

Anyway I've started new game as a moneylender (changed Stock Purchase Warrant (Silver) recipe in items.dbt ;) ) and must say that it really looks good. On start it was hard because city was small and there was a dynasty (or two) with billions (exaggeration ;) ) of money, and a money lender business too, but after city level went up I've noticed more people came to me for loans and the market stabilized so everything was fine. I must say that cities are more alive and AI is more aggressive.  It upgrade more frequently workshops and houses, attack even more in the night, makes more diplomacy actions with me.
Map is Hansa with 3 cities and 8 dynasties on it. I like to start in Danzig because its smaller and needs to develop. I don't have to much time for playing so probably problems will be at the end of the game. That is why I will try to gain control over my city and play for couple decades to see how things will change. It's too early to see if your hotfix for market will balance the game or normalize it because items are constantly consumed, with small exceptions (still item count is less then 200 so much much less then 5000) but I'm not playing aggressive as I always do because I want to look at how AI is managing its assets.

Summing up. Without those bugs you're aware of everything looks promising :)

Cheers :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 09 April 2015, 23:06:20
I experimented with the skills very early in the Pack, I actually don't remember why i changed it from -100 to +100. I don't know if that even changed anything.

However I might take a look on this but normally the most skills doesn't do anything for your workers unless you use your workers to fight.
Then constitution, dexterity and fighting are useful.
dexterity also for professions who gather items (because of Speed bonus)
empathy & shadow arts is rarely useful at all
charisma/rhetoric only for some measures like begging or quacksalver

craftsmanship, bargaining, secret knowledge don't do anything

The main bonus to production speed is based on the overall level and (after patch 4.2) the owner's craftsmanship (or secret knowledge in case of scholar)

The Tooltip error is really strange for me still. I might install an english version to test this for myself.


Your game description sounds great! I really like to read something like this :) I'm also glad you liked it thus far.

One thing, besides the market, you should also have an eye on is if your savegame gets corrupt on longer games. There is a critical bug in the source code, regarding memory leak and savegame errors. An error we probably can't fix at all without re-writing the whole damn thing (which we obviously can't do). I'd like to know, if my ModPack speeds that thing up( = occurs earlier) or if this is still a random thing (= more content has no impact at all on the save-bug).

btw: the market-file i gave you has only one purpose: Fixing the market stock if the 9999+ bug accurs. Well, i also changed around some numbers for generating starting items, but whatever. The cool thing is, apparently the market-script is reloaded everytime you load a game. This means, you can apply this fix even to older savegames. You could also cheat around, abusing the spawn-function, but that certainly doesn't really pay off :P
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Shidan on 10 April 2015, 04:38:32
I can confirm that my text.dbt looks exactly like that at the end.

Code: [Select]
18283   "_ITEM_Pech_NAME_+0"   "Tar"   |
18284   "_ITEM_Pech_TOOLTIP_+0"   "Tar is gained from pine trees or birches and is actually a waste-product from the charcoal production. It's black resin from the bark which liquifies under great heat. It's used as sealant or glue. It also burns for a extraordinary long time. Because of it's antiseptic effect, tar is also used in salves and bandages."   |
18285   "_UPGRADE_Pech_NAME_+0"   "Tar"   |
18286   "_UPGRADE_Pech_TOOLTIP_+0"   "Tar is gained from pine trees or birches and is actually a waste-product from the charcoal production. It's black resin from the bark which liquifies under great heat. It's used as sealant or glue. It also burns for a extraordinary long time. Because of it's antiseptic effect, tar is also used in salves and bandages."   |
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: slojo on 10 April 2015, 06:44:57
Hey Fajeth, I was surprised out how much difference the extra market-items made (with their functions). Thanks for contributing to the market.

1) I'm not getting a market error yet (ie, 9999 items).
2) I get the tar/pech problem (the item is listed at the market as item_pech_name and the popup window as item_pech_tooltip)
    Text.dbt shows like it's supposed to.
3) an feedback_MessageCharacter button alert about new guild-masters shows up as "The Guild Master of %1NAME" -- no city.
4) a vanilla bug... I always get excess button-alerts about "you are eligible to vote for office"... one per each of my characters in-office is enough.
5) I'm not sure if this is vanilla or MegaMod... (and i'm not sure on the exact context, but this is my best guess)... If you are giving a sermon with your scholar, and near the end of the sermon you try the measure to praise somebody (whether you actually succeed or not) this causes your preaching character to immediately start another sermon. You can of course cancel that, but you suffer an extra 4-hour-duration of cool-down because of same... making it hard to give 2 sermons at normal times per day.
6) As far as Item Balance goes... this is a vanilla problem, but I always noticed that Hosts wafers (for church) costs way more to produce than you can sell them for (99% of the time)... is there any function to them (eg., increases church attractiveness) that justifies making/selling this debt-causing item? If not, I encourage you to address that too in your item-balancing when you get a chance.

7) I agree that at first sight the workers XP does seem high... I am tempted to hire someone as my employee, then fire them, then force-marriage them! Now I have a super-powered spouse! (speaking of which... what if they quit, and then the AI marries them?) - Another point here is that an enemy's rogues or thugs can now easily man-handle me right from the beginning of the game... I'm forced to hire a thug-escort or else sweet-talk (ie, bribe) my enemies.

As to character skills:
Rhetoric is very useful for preacher-sermons of employees as well (i think).
Bargaining - this doesn't affect the free-trade bonus of quacksalvers?
Secret-Knowledge... when you give employees tools (via your mod)... doesn't secret-knowledge improve the effect/duration of such?
I'm surprised to learn that craftsmanship of employees doesn't affect their production rate. wow. really surprising :(

On the bright side, via your XP-increase mod... employees are restricted to growing to level-5 (half the business owners level)... so they were never getting maxed-out (across the board) skill-levels... now they might indeed max out (even though they still can't get higher than level-5).   

Summary: Thanks for the enjoyable mod, and all the work you've put into it. A few bugs doesn't deter me much, especially compared to the gains I enjoy from this mod, and this game. See ya :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Haldragon on 10 April 2015, 07:34:08
Yeah my text file looks like that at the end also my save file is  to large to post on the forum even when compressed sorry   
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 10 April 2015, 09:47:48
Hey Fajeth, I was surprised out how much difference the extra market-items made (with their functions). Thanks for contributing to the market.


Hi! Glad you checked out the mod :) Currently i have no real time to answer to you in the other discussions, but i will eventually

Quote
1) I'm not getting a market error yet (ie, 9999 items).
Are you using the default mod's files or the extra marketpinghour i attached earlier?

Quote

2) I get the tar/pech problem (the item is listed at the market as item_pech_name and the popup window as item_pech_tooltip)
    Text.dbt shows like it's supposed to.
I have an idea for this. I will check that out later in the day

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3) an feedback_MessageCharacter button alert about new guild-masters shows up as "The Guild Master of %1NAME" -- no city.
This is a vanilla bug. But, if we've done everything right, it is fixed in the upcoming patch 4.21

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4) a vanilla bug... I always get excess button-alerts about "you are eligible to vote for office"... one per each of my characters in-office is enough.
At this point I have no solution for this ... but if you can contribute a fix, i will check it out and can even add it to the official patch, if it does work properly (e.g: causes no bugs for the AI)

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5) I'm not sure if this is vanilla or MegaMod... (and i'm not sure on the exact context, but this is my best guess)... If you are giving a sermon with your scholar, and near the end of the sermon you try the measure to praise somebody (whether you actually succeed or not) this causes your preaching character to immediately start another sermon. You can of course cancel that, but you suffer an extra 4-hour-duration of cool-down because of same... making it hard to give 2 sermons at normal times per day.
This a very old "bug". We discussed this for 4.2 and decided that it's a fine mini-glitch-feature which rewards the active players who manage their church by hand.
You don't acutally HAVE to use this glitch to get enough money, it's just a few hours more actually, which is nice.

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6) As far as Item Balance goes... this is a vanilla problem, but I always noticed that Hosts wafers (for church) costs way more to produce than you can sell them for (99% of the time)... is there any function to them (eg., increases church attractiveness) that justifies making/selling this debt-causing item? If not, I encourage you to address that too in your item-balancing when you get a chance.

Do they? Remember, you can produce 10 of them for the price of only 1 Wheat flour (and some water = gathering time). The thing about the housels is that you can first spam the market with it. after that you keep a high stock in your church. During your masses they will get bought for 75% of the base value iirc. Which might not seem that much but it actually is, because you will get this no matter what. Unless it is bugged for some reason and the visitors do not buy them. Then i will have a look into this.

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7) I agree that at first sight the workers XP does seem high... I am tempted to hire someone as my employee, then fire them, then force-marriage them! Now I have a super-powered spouse! (speaking of which... what if they quit, and then the AI marries them?) -
Does that actually work? If yes I do have to change something. Though worker-attributes isn't something new in the mod. You could always do that.

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Another point here is that an enemy's rogues or thugs can now easily man-handle me right from the beginning of the game... I'm forced to hire a thug-escort or else sweet-talk (ie, bribe) my enemies.

Sounds good to me! I want the streets to be dangerous (as this game is far too easy vs AI)

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As to character skills:
Rhetoric is very useful for preacher-sermons of employees as well (i think).

Nope.
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Bargaining - this doesn't affect the free-trade bonus of quacksalvers?
Nope. Rhetoric only.

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Secret-Knowledge... when you give employees tools (via your mod)... doesn't secret-knowledge improve the effect/duration of such?
You cant use items with your employees afaik.

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I'm surprised to learn that craftsmanship of employees doesn't affect their production rate. wow. really surprising :(
Yep. It's a boss' only ability. I tried to increase the production rate of workers by setting their craftsmanship high, which had no effect at all.
But as i said, craftsmanship DOES increase also the productivity of your workers since 4.2 :)

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On the bright side, via your XP-increase mod... employees are restricted to growing to level-5 (half the business owners level)... so they were never getting maxed-out (across the board) skill-levels... now they might indeed max out (even though they still can't get higher than level-5).   
Erm. Did i really change something there? Can't remember xD

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Summary: Thanks for the enjoyable mod, and all the work you've put into it. A few bugs doesn't deter me much, especially compared to the gains I enjoy from this mod, and this game. See ya :)

Ty :) I'm really glad you like it so much. The bugs will be fixed. The only thing i currently can't test is the multiplayer. Someone stated it's highly unstable but i need to make sure this is indeed the case and not caused by different game versions ...
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: slojo on 11 April 2015, 02:09:27
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Are you using the default mod's files or the extra marketpinghour i attached earlier?
I was using default-mod... but never-mind, the bug hit. Hope you're making progress on this one. Going to try and use the marketpinghour attachment... will it correct a currently bugged save-game, or will I have to load a game before the bug hit?
Anyway, I've never experienced that bug before in vanilla play. Now I'm getting it fairly often.

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At this point I have no solution for this ... but if you can contribute a fix, i will check it out and can even add it to the official patch, if it does work properly (e.g: causes no bugs for the AI)
I'll try and take a look around, but not sure what I can come up with.

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Do they? Remember, you can produce 10 of them for the price of only 1 Wheat flour (and some water = gathering time).
Doh! I mis-read that for years now (I ALWAYS thought it produced just 1 host)   :P
Oh, they sell like hot-cakes, so no bug there.

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Does that actually work? If yes I do have to change something. Though worker-attributes isn't something new in the mod. You could always do that.
In response to #7... it does work. But you don't HAVE to do anything to fix it... maybe this could just be 'our little secret'?!   ;)

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Rhetoric is very useful for preacher-sermons of employees as well (i think).
Wait, I mean for "gain believers"... is rhetoric of employees not useful in that function?

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You cant use items with your employees afaik.
I'm hoping to get the "Command Me" mod working with the MegaModPack AND tweaked to allow workers to do just that... but that's only theoretical. Still, it would be nice. Have you considered adding that mod to your MegaMod Pack?  http://forum.runeforge-games.net/index.php?topic=671.0 (http://forum.runeforge-games.net/index.php?topic=671.0)

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Erm. Did i really change something there? Can't remember xD
Vanilla always kept employees limited to level-5... yours does too, so no change in that regards. BUT your mod increases their skill-levels to such a height that in effect that ARE level-10 -- this can be seen when you fire an employee, they instantly become level-10. I just meant that now I can get my employees with all their skill-levels at near 10.

I apologize for submitting mostly vanilla-bugs (and already known ones). Here's some more:

Vanilla: 'Ask Around' makes the thugs sometimes run back to residence and jog in circles in my house. Not sure if they still retrieve evidence, just know that now they clutter my home.

Vanilla?: Catching Leprosy didn't detract from my dexterity. (It's supposed to decrement Constitution/Dexterity/Charisma all by -6)
This is a very minor bug.

Suggestion: The carts don't show their 'building-name' in the upper-left HUD box... they only say 'horse-cart', or 'handcart'... I suggest the building name be added. I'd work on it if the Patch team would implement it :)
I think it would be very helpful.

It's gonna take me a while to try out all the new products and measures... but so far I've found nothing to complain about and much to like!  :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 11 April 2015, 11:42:17
Quote
Are you using the default mod's files or the extra marketpinghour i attached earlier?
I was using default-mod... but never-mind, the bug hit. Hope you're making progress on this one. Going to try and use the marketpinghour attachment... will it correct a currently bugged save-game, or will I have to load a game before the bug hit?
Anyway, I've never experienced that bug before in vanilla play. Now I'm getting it fairly often.

Yes it should work with savegames :)
It's not a vanilla bug anymore, because vanilla doesn't use the shadowmarket anymore.

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At this point I have no solution for this ... but if you can contribute a fix, i will check it out and can even add it to the official patch, if it does work properly (e.g: causes no bugs for the AI)
I'll try and take a look around, but not sure what I can come up with.
No problem :)

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Does that actually work? If yes I do have to change something. Though worker-attributes isn't something new in the mod. You could always do that.
In response to #7... it does work. But you don't HAVE to do anything to fix it... maybe this could just be 'our little secret'?!   ;)
It's unlikely we do anything in the Patch for this. I might look into it for the ModPack ;)

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Rhetoric is very useful for preacher-sermons of employees as well (i think).
Wait, I mean for "gain believers"... is rhetoric of employees not useful in that function?
Yes, you are right. I did not think of that (though it's use is very minor)

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You cant use items with your employees afaik.
I'm hoping to get the "Command Me" mod working with the MegaModPack AND tweaked to allow workers to do just that... but that's only theoretical. Still, it would be nice. Have you considered adding that mod to your MegaMod Pack?  http://forum.runeforge-games.net/index.php?topic=671.0 (http://forum.runeforge-games.net/index.php?topic=671.0)
The CommandMe-Mod highly bugged in the last version. Currently I have no plans of re-adding it, though I might consider some new measures to send your off-group characters into politics. Items for workers was considered but isn't anymore.

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Erm. Did i really change something there? Can't remember xD
Vanilla always kept employees limited to level-5... yours does too, so no change in that regards. BUT your mod increases their skill-levels to such a height that in effect that ARE level-10 -- this can be seen when you fire an employee, they instantly become level-10. I just meant that now I can get my employees with all their skill-levels at near 10.
Well, this could change again when I re-adjust skills.

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I apologize for submitting mostly vanilla-bugs (and already known ones). Here's some more:
No apology needed, I'm also in Runeforge's Patch Team so any reports are welcome ;)

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Vanilla: 'Ask Around' makes the thugs sometimes run back to residence and jog in circles in my house. Not sure if they still retrieve evidence, just know that now they clutter my home.
Yes I know. This is a bug caused by my attempt to not end the measure (because i hated to keep re-assign them). I didn't forsaw that side effects ;) I am currently working on this/ we changed some things already.

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Vanilla?: Catching Leprosy didn't detract from my dexterity. (It's supposed to decrement Constitution/Dexterity/Charisma all by -6)
This is a very minor bug.
I will test this because the script says something different

Code: [Select]
-- -----------------------
-- Lepra (intern pocken)
-- -----------------------
function Pox(ObjectAlias, State, Force)
-- State: true = character should get a fracture, false = the fracture should heal

local duration = -1
local modifier = -6

if State == true then
if not diseases_CheckDisease(ObjectAlias,Force) then
return
end
if not (GetImpactValue(ObjectAlias,"Pox")==1) then
AddImpact(ObjectAlias,"Pox",1,duration)
AddImpact(ObjectAlias,"Sickness",1,duration)
SetState(ObjectAlias,STATE_SICK,true)

AddImpact(ObjectAlias,"constitution",modifier,duration)
AddImpact(ObjectAlias,"charisma",modifier,duration)
AddImpact(ObjextAlias,"dexterity",modifier,duration) -- Fajeth
end
else
if GetImpactValue(ObjectAlias,"Pox")==1 then
RemoveImpact(ObjectAlias,"Pox")
RemoveImpact(ObjectAlias,"Sickness")
SetState(ObjectAlias,STATE_SICK,false)

RemoveImpact(ObjectAlias,"constitution")
RemoveImpact(ObjectAlias,"charisma")
RemoveImpact(ObjectAlias,"dexterity") -- Fajeth

if GetSettlement(ObjectAlias,"City") then
chr_decrementInfectionCount("PoxInfected", "City")
end
end
end
end

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Suggestion: The carts don't show their 'building-name' in the upper-left HUD box... they only say 'horse-cart', or 'handcart'... I suggest the building name be added. I'd work on it if the Patch team would implement it :)
I think it would be very helpful.
This sounds interesting. Send me your files if you got anything and if this looks promising, we will consider this :)

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It's gonna take me a while to try out all the new products and measures... but so far I've found nothing to complain about and much to like!  :)

Things i'm not sure about if they actually work:
- Potion of Invisibility
- Bathing salt

In my fix-list i have already 5 or 6 minor bugs, mostly building-upgrades, you will probably encounter them too

TY very much for your feedback!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 11 April 2015, 12:22:02
fuuuuuuuuuuuu ....

I found the text-Bug. Shame on me. Missing a " ...

I dont know if this works with savegames, probably yes

Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: slojo on 12 April 2015, 19:09:02
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It's not a vanilla bug anymore, because vanilla doesn't use the shadowmarket anymore.
Oh, that explains that :)  Yeah, the new  marketpinghour.lua  file seems to be working.. haven't had the 9999 appear since replacing that file.

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It's unlikely we do anything in the Patch for this. I might look into it for the ModPack
In regards to Hiring, then Firing, then Marrying (for increased skill-levels)... maybe this could be a composite approach.

If you're re-adjusting the skill-levels of employees (I'm assuming to lower them so as not to be so high)... that's a partial fix.
IF a courtship/marriage-mod can be finished that allows for the marrying of higher-level people anyway... then there's less need to resort to this 'firing employee cheat'.    Etc...

I mean, I think employees Should keep their skills & level after they are fired... but I think the main problem is that the MegaMod just increased their level so quickly that it was an easy 'turn-around' cheat. Perhaps by modifying the 'Mentor Ability" you could make the employees grow (in the desired areas) at a faster (and more directed) pace. [without such an immediate and dramatic boost to their levels] This would still allow someone to choose to raise the "Mentor Ability" through the level-up option as well for an increased gain.


>>>> Suggestion: The carts don't show their 'building-name' in the upper-left HUD box... they only say 'horse-cart', or 'handcart'... I
           suggest the building name be added. I'd work on it if the Patch team would implement it :)
>> This sounds interesting. Send me your files if you got anything and if this looks promising, we will consider this.
 
See http://forum.runeforge-games.net/index.php/topic,12488.msg23831.html#msg23831 (http://forum.runeforge-games.net/index.php/topic,12488.msg23831.html#msg23831) for current status & questions about this.


Bug:   text.dbt   again.  In the upper-left Hud, those little 'privelege' or 'sickness' icons that float out to the right... hovering over a new item-function (not sure which one) gave  _ONSCREENHELP_9_ACTION_IMPACT_GoodDream_TOOLTIP  ... maybe you're missing a (") again  :P

I'll give a more thorough look at scrambled TOOLTIPS (Item-Names, etc)... so you might want to hold off an posting another text file fix for a few days (as this one is not so glaring of a problem anyway). 
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 12 April 2015, 19:21:20
The GoodDream etc. bug is the same as the Pech.

Because of the missing " in one line, all lines below got bugged (including GooDream etc) ;) I think you may need to start a new game to see the changes (maybe not though)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: mlsmith45 on 13 April 2015, 05:13:52
I've never used the modlauncher before. It doesn't start up for me. I see it in the processes tab of the task manager, but it shuts down after a few seconds.

I've just tried reinstalling. I'm hoping that works, but I thought I'd ask, just in case I'm missing something.

And I'll just say thanks for the mod. It sounds amazing!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 13 April 2015, 08:31:46
Tell me how it goes. If that doesnt work you can copy the
files manually
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: mlsmith45 on 13 April 2015, 22:04:07
It works now. Who knows why.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Shinobi144 on 15 April 2015, 14:43:42
Hi Fajeth. Thanks for this great Mod. Just figured out that it wont work with my Lan Play. It OoS in nearly 5 Minutes. Did everything like you said with the ModLoader and the other File. Same Version on Steam. Connected with Lan-Cable and Firewall is out. Some Suggestions?
Greets Mario
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Shidan on 16 April 2015, 16:10:35
Hi Fajeth. Thanks for this great Mod. Just figured out that it wont work with my Lan Play. It OoS in nearly 5 Minutes. Did everything like you said with the ModLoader and the other File. Same Version on Steam. Connected with Lan-Cable and Firewall is out. Some Suggestions?
Greets Mario
So at least it's not just me.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 16 April 2015, 19:15:00
i will look into Multiplayer as soon as i can
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 16 April 2015, 19:21:33
you might contribute to this if you upload your asynch logs :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: TimmyT603 on 17 April 2015, 08:44:06
Hey this is my first post here....I registered just because I have a question.

I started using this mod last night and I usually start as a craftsman.  I can't seem to make steel.  I've done a complete reinstall of everything including the base game and don't know if I'm missing something.  In the item description (in game when right-clicking) it doesn't have a list of places that manufacture it, nor do any of my buildings have it as an option.  I've cheated to give myself the funds to build pretty much every building just so I could hopefully find which building produced it but to no avail.

Any help would be appreciated.

BTW - Great mod, and I mean that too!  It's totally enhanced my experience with this game.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 17 April 2015, 14:09:54
I will take a look, maybe this is a bug
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 17 April 2015, 17:43:06
you are right, i missed the buildingupgrade. This is fixed in the next version, ty for your help :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Knight07 on 17 April 2015, 18:42:19
  Hello everyone!

 First of all GREAT mod Fajeth once again! I am a big fan and i've been playing Guild 2 since 2012 !


 I agree with TimmyT603 about the inability to produce steel in the game.  Also, I would like to point some other bugs /errors that I encountered - the inability to produce sugar and _ITEM_Kraut_NAME . Without sugar i am not able to manufacture cakes, sweets etc. Every time i put my workers to produce sugar nothing seems to happen - they vanish into thin air and no product is manufactured whatsoever. It's quite annoying, because i like to play as Patron at the beginnings of the game.
Thank you in advance Fajeth! GREAT WORK!

Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Shidan on 17 April 2015, 21:46:22
Here's my asynch log. Let me know if you need the other player's too.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 17 April 2015, 23:46:41
i need also the other's players logs :)

The bugs regarding Sugar and the Tooltips/Text-Bugs are already fixed for the next version
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Shidan on 18 April 2015, 04:44:03
Here you go.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: doodeeda on 18 April 2015, 06:31:18
I've tried trials, but each time nobody shows up except me. This leads to AI calling trials on each other year after year and don't even bother to show up. Any fix?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: TimmyT603 on 18 April 2015, 07:22:40
I've tried trials, but each time nobody shows up except me. This leads to AI calling trials on each other year after year and don't even bother to show up. Any fix?

I've noticed that too.  The one thing I'll say though, in my game at least, is the trial participants always appear to be en route to the town hall.  They tend to live or work in another town and are always walking to my town when the trial begins.  It's almost as if the trigger goes off but they're just too far away to make it on time.  Every trial is either cancelled because of a no-show or an outlaw is created.  I just assumed it was the newer maps but I could definitely be wrong.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 18 April 2015, 10:03:47
This is most likely a bug. I will fix it asap for the next version!

Thx for your help :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: doodeeda on 18 April 2015, 20:31:54
Have an ETA for the next version?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 19 April 2015, 21:26:33
Shortly after the final patch
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 21 April 2015, 21:10:00
I changed my mind ^^

Could you guys do me a favor and test this pre-0.5 Testversion in multiplayer? if it still goes OOS soon, please give me the logs again :) I have very little time until the end of the month ...

For install:
unpack the .zip to your main folder, no installation via ModLauncher for this one ... because of this you might need a backup of your DB/Scripts-folders to un-install

Fajeths_MegaModPack_045_E.zip (http://www.file-upload.net/download-10557398/Fajeths_MegaModPack_045_E.zip.html)

No official changelog for this one though all bugs you guys mentioned got fixed. You will get the full changelog with 0.5

Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Shidan on 22 April 2015, 06:33:49
Got a near instant OoS.

Here are the logs, hope they help.  :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 22 April 2015, 08:35:17
So strange ...

Well could you do another 2 quick tests?

Extract the Test1-File and test a multiplayer game. This will (should) destroy the shadow market completly. But hopefully you won't get an OOS (only for testing purpose)

Extract the Test2-File and test a multiplayer game. This will still allow the shadow market but make it less random (only for testing purpose).

You guys are really helpfull, ty!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Shidan on 22 April 2015, 20:14:23
Still got an OoS on both. However, neither one was instant this time. They both happened at exactly 10:00, 2 in-game hours after the match began.

Here are the logs.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: doodeeda on 23 April 2015, 07:05:33
I've noticed hospitals never have any bandages or other medical supplies on hand to treat patients over multiple games. Is this a bug?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Knight07 on 23 April 2015, 18:26:18
  The trials are still buggy. People don't show up.  :-\ There's only fine at the end for the accuser i think.

  Also this comes out every year - "The Guild Master of %1NAME" and steel still can not be produced - "no source of raw material can not be found" when i try to produce it.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: TimmyT603 on 26 April 2015, 10:54:17
The trial thing is annoying.

I'm also having a problem with assigning residence.  It says I can't because a feast is going on.  This is several years into a game.  I'm pretty sure I assigned a residence to a new house once but now it keeps saying there's a feast.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Razul Antiwield on 08 May 2015, 12:26:45
Is this compatible with the Legacy modpack found here? http://forum.runeforge-games.net/index.php/topic,1438.0.html
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 12 May 2015, 09:04:55
No. And for the trial: i forgot that. You could change the Scripts/cutscenes/trial.lua with the original file though until the next fix. :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Dampfnudel on 12 May 2015, 15:44:23
Compatible with 4.2?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 16 May 2015, 10:02:44
4.2 + hot fix
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Knight07 on 23 May 2015, 09:40:20
Some ETA regarding 0.5 modpack?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 23 May 2015, 23:17:07
not before official patch 4.21 (because 0.5 will update the mod to make that compatible)

Also my PC is broken, hopefully i can buy a new one soon
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: jojobe on 28 May 2015, 21:27:38
I Think this is a very awesome MOD. I did notice some things that were problematic:

1.The items like milk and cheese etc... add to the game the problem is there too many items for the allotted  inventory space especially for Doctor profession and AI does not handle the space well.
2. It takes too long for the AI to make the new items  and when they do make the items it's a small amount. While they are making this small amount it causes shortages in other area. In my game they had to keep making pork the entire time, its never made wool or any of the other items. Im sure they work it just I never made them because of a shortage of pork. the same with the orchard. the workers would make salad out of the turnips and their would always be a turnip shortage because the amount of salad made was not enough to satisfy the demand.
3. Not enough farmers to meet the demand for fruit.
4. I never needed any guards to follow me down the road for the bandit never took over the camps, nor did i have to pay any tolls.

These were the only things that i noticed. Played map vienna this was the only mod added.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 29 May 2015, 08:44:55
Hi, ty for your nice feedback :) about shortage of ressources: there should always be a very small amount on the market, it restocks automaticly. Also i recommand using guild crates, though not all ressources are added yet.

Storage could indeed be a problem, currently i consider to raise the storage capacity of every slot to 40 right from the start. Would that help in your opinion?

Missing robbers is a map problem and not related to the mod. Also adding more AI could help with that.

Cheers :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Modder223 on 21 July 2015, 22:52:51
Will you update this mod to 4.21?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 22 July 2015, 13:48:07
Yes, 0.5 will be released within the next days
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: GinoCz on 24 July 2015, 15:12:52
looking forward to the update. Nice work, Fajeth!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 25 July 2015, 12:28:15
anyone interested in "beta-testing" the latest build of ModPack 0.5?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Diztro on 29 July 2015, 13:39:10
I'll beta test it multi-player with a friend if you still need someone.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 29 July 2015, 18:55:03
Sure that would be great :)

http://www.theguild3.info/showthread.php/6208-Fajeth-s-MegaModPack-Beta-Thread?p=89702#post89702 (http://www.theguild3.info/showthread.php/6208-Fajeth-s-MegaModPack-Beta-Thread?p=89702#post89702)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.4
Post by: Fajeth on 31 July 2015, 12:33:02
0.5 is out now :)

http://www.theguild3.info/showthread.php/6359-Fajeth-s-MegaModPack-0-5 (http://www.theguild3.info/showthread.php/6359-Fajeth-s-MegaModPack-0-5)

DL-Link in first post updated, but had no time for the changelog yet (you will find it in the link though)

have fun and happy bug finding!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Serpens66 on 31 July 2015, 13:15:39
Hey Fajeth :)

I have some improvements for your mod.

1) An individual important Person search (you can search for name and other things).  -> I need your help here: http://forum.runeforge-games.net/index.php/topic,840.msg24427.html#msg24427     OR    here: http://www.theguild3.info/forumdisplay.php/647-Modding-Diskussion-%28german%29

2) Small improvement for mercenary, Maybe you like it:
I often play as mercenary. I can offer building protection to everyone, except my own buildings, foes and allies. So mostly I end up protecting nearly every house of the town, except some and my own buildings. -> My buildings are plundered "every minute". 
So I changed the script that way, that you can also protect your own buildings for a price of 0.  And because the protection really helps and it makes no sense, that you can't offer it to your allies, I made it cheaper for allies.  So with NAP the owner only pays 400*w and with Alliance the owner only pays 300*w .
I think this way it is more fair.  The only thing I need help with here is a message after the protection ended, like the one if you pressmoney with robber (the thread can also be found in the linked guild3 forum).
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Fajeth on 31 July 2015, 15:11:46
Hi, I saw your project and I like it. Maybe I can find the time to look into it later in the day, but tomorrow i'm on vacation for a week, so I can only help you later!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Serpens66 on 31 July 2015, 15:42:29
Hi, I saw your project and I like it. Maybe I can find the time to look into it later in the day, but tomorrow i'm on vacation for a week, so I can only help you later!
okay, if you don't have much time, I think it would also help, if you can link an explanation of these @N , @P and simular.
(I need to know if there is something to get the entered string).

Anyway, if you don't have time to do, I will programm it with a workaround first (save name from charakter, rename the charakter, save the new name in a specific variable, rename him back to the old name -> we have the entered string in a variable)

edit:
and I need to know, how to save a variable in one lua script, and access it in another one.  I could do it with saving a property for any ingame object, but I need to save an array (property is string or number only)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Eciek on 02 August 2015, 09:22:22
How about you add the ability for people to send money to each other through the banks like in mc its legacy mod? I'm sorry if it's their already just I was looking at the mods complete features and I did not see it I look forward to playing your mod with my friends
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Serpens66 on 02 August 2015, 13:24:48
How about you add the ability for people to send money to each other through the banks like in mc its legacy mod? I'm sorry if it's their already just I was looking at the mods complete features and I did not see it I look forward to playing your mod with my friends
I also wanted to suggest this :D I will post some suggestions in the next 2 weeks and will finish a custom important search (you can serach for name, class, profession, town, age, wealth, level ...).
We will see, if Fajeth will implement those suggestions.

In the meantime you can just use the files from legacy mod. Here is the post from McCoy:
http://forum.nordicgames.at/threads/164880-REL-Transfer-Money
Just download the GiveMoney.lua and follow the instructions in his post.
After you did so, you can send money in the Guildhouse (not bank!). (because McCoy changed also the filter in his legacy mod)

Edit:
@Fajeth:
Do you know were the charakter view is done? (I mean the view if you right click on a charakter portrait). I want to find out how the wealth shown there is calculated, because it differs from the SimGetWealth amount. (the main difference is the price of your buildings, but I want to know why "-" is shown there, while SimGetWealth says they have over 1000 wealth)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: riqih119 on 06 August 2015, 19:27:59
great mod i really like it this mod  add more stuff to make us more busy :V,  but in the game how i make steel ?  i dont  find building to make it ( im testing in scholar and craftman ) and some action sometime bug out like im  try to sabotage  building but the option gray and i  cant launch sabotage  the operation ;/  oww and the new stuff u add in the game the name l is little weird like Item_steel or something like that

SN : sorry with my english
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Fajeth on 07 August 2015, 08:27:12
Hi, did you install 0.5 or 0.4?

Did you follow the instructions (copy the english or german text.dbt into the db folder)?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Knight07 on 07 August 2015, 18:58:07
 Hello Fajeth.
 Everything so far seems fine except the steel item which still can not be crafted (as craftsman) and some characters can't be killed - it says that they are "wrong class". Waiting for your soonest response.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Fajeth on 08 August 2015, 06:18:16
Hey, killed or attacked?

I will check out the steel problem, ty for your report
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Knight07 on 08 August 2015, 09:01:32
Can not be attacked, because they are said to be "wrong class". Yes. Hope you fix it.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Barndun on 08 August 2015, 11:59:34
Hey Fajeth.
First of all amazing modpack you created!

Now I'm trying to play the 0.5 version with a friend in Multiplayer and we always get an Out of Sync error right after start, using tunngle and vanilla game works fine with that. Error logs are referring to something with the market so I don't know if there's an issue with the shadow market causing this.

Anyway I will attach the logs below.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Fajeth on 08 August 2015, 14:08:17
i will check it and fix it asap for a V. 0.55 :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Fajeth on 08 August 2015, 14:59:36
pfff, seems like i jinxed it myself. I did not use the right files for the Release. Here you go, could someone test this little Hotfix in multiplayer?

Changes:

- Steel-Upgrade added (now really)
- OOS-Problem solved (i hope)
- A new check in the market-script, which hopefully eliminates the 9999-item-stacks
- (Attack)-Filter Problems solved (Hotfix-Changes implemented)

Install: Just extract into your mainfolder and overwrite existing files
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Knight07 on 08 August 2015, 15:58:50
Hello i have tested it right away. Characters can be attacked now, however when i try to craft steel it says - "steel not found". :-\
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Fajeth on 08 August 2015, 16:41:55
thank you, fixed that also now. only OOS still occurs. But i'm working on it right now :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Knight07 on 08 August 2015, 22:03:18
That's good news, waiting for your quick and bug-free upload Fajeth, because i really like playing as a craftsman in Guild 2 !
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: 1anrs on 09 August 2015, 07:42:05
Hi, first time poster and just started playing the mod. Looks like quite a big learning curve at the beginning but manageable I guess. I like the extra challenge of the extra resources needed for goods, although I'm not sure I like the barley buns disappearing from the bake shop.

One thing I noticed was that when you build a windmill, you start with barley in the inventory but can't work it because barley doesn't exist in the game, I think it is supposed to be wheat?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Fajeth on 09 August 2015, 09:09:01
Ty i will fix that :)

I liked barley bread and stuff, too, but the farm has too many productions this way (i added lots of things to the farm ...) and needed to delete something barely (haha) useful
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: nuker22110 on 09 August 2015, 14:31:18
any chance you will be adding your own version of command me into your modpack?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Fajeth on 09 August 2015, 20:59:27
nope. Because it caused so much trouble in the past and was quite "dirty" scripted. Although i might add someday a new measure which allows to order certain actions from your inactive family members (or make them more active somehow)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: LOST on 15 August 2015, 18:35:52
Here is the new download link if someone needs it - the one posted in the OP currently doesn't work.

http://www.theguild3.info/social/thread/6359-fajeth-s-megamodpack-0-5/?pageNo=1 (http://www.theguild3.info/social/thread/6359-fajeth-s-megamodpack-0-5/?pageNo=1)



And btw @Fajeth why won't you just upload your mod here (on this forum) too?

I personally think that the theguild3.info forum has a horrible user experience - its just loaded with distracting InYourFace fluffy stuff that while searching (20 minutes!!!) for your mod I had a single tear flowing down my cheek and now I'm too depressed to start playing....

It's just sad why you just won't use this forum (forum.runeforge-games.net) that is multiple times more easier / cleaner / accessible to use than theguild3.info.


Anyway thanks for you work.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Fajeth on 15 August 2015, 18:44:50
the new forum design has been updated and will have a Filebase which is much more easier to use and find

Edit:

also me and the whole team would like to merge the community and bring all users to one big place, because supporting multiple forums is a bit exhausting and much more distracting than any fluffy stuff ;)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Fajeth on 24 August 2015, 12:51:40
new version on fluffy page:

http://www.theguild3.info/filebase/file/32-fajeth-s-megamodpack/#overview (http://www.theguild3.info/filebase/file/32-fajeth-s-megamodpack/#overview)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.5
Post by: Serpens66 on 24 August 2015, 21:13:53
How about you add the ability for people to send money to each other through the banks like in mc its legacy mod? I'm sorry if it's their already just I was looking at the mods complete features and I did not see it I look forward to playing your mod with my friends

Fajeth won't implement this feature. 
So just download the lua here http://forum.nordicgames.at/threads/164880-REL-Transfer-Money

The changes to the .dbt files should be like this, to be compatible to Fajeths modpack 0.6:
Code: ('Text.dbt') [Select]
18517   "_GiveMoney_BUTTONS_+1"   "Transfer %2t"   |
18518   "_GiveMoney_BUTTONS_+2"   "Transfer %3t"   |
18519   "_GiveMoney_BUTTONS_+3"   "Transfer %4t"   |
18520   "_GiveMoney_BUTTONS_+4"   "Transfer %5t"   |
18521   "_GiveMoney_BUTTONS_+5"   "Transfer %6t"   |
18522   "_GiveMoney_BUTTONS_+6"   "DO NOT DELETE...this line is NOT a mistake...if this line is not present the values for button 5 gets screwed up ingame"   |
18523   "_INTRIGUE_GIVEMONEY_SCREENPLAY_ACTOR_HEAD_+0"   "Money Transfer"   |
18524   "_INTRIGUE_GIVEMONEY_SCREENPLAY_ACTOR_BODY_+0"   "How Much Do You Wish To Transfer?"   |
18525   "_GIVEMONEY_ACTOR_SUCCESS_HEAD_+0"   "You Have Transfered Money"   |
18526   "_GIVEMONEY_ACTOR_SUCCESS_BODY_+0"   "%1SN received %2t"   |   
18527   "_RECEIVEMONEY_ACTOR_SUCCESS_HEAD_+0"   "Received Money Transfer"   | 
18528   "_RECEIVEMONEY_ACTOR_SUCCESS_BODY_+0"   "%1SN has transfered %2t to you"   |
18529   "_MEASURE_GiveMoney_NAME_+0"   "Transfer Money"   |
18530   "_MEASURE_GiveMoney_TOOLTIP_+0"   "Allows you to transfer money to other dynaties"   |
18531   "_MEASURE_GiveMoney_TARGET_+0"   "Transfer Money To This Person"   |
18532   "_INTRIGUE_GIVEMONEY_FAILURES_+0"   "Unfortunately you have no money to give"   |
(for german text see here: http://www.theguild3.info/social/thread/6638-fajeth-s-megamodpack/?postID=90578#post90578 )

Code: ('MeasureToObjects.dbt') [Select]
3058   13058   0   365 119  6   "hud/cursors/Cursor_Attack.tga"   (6)   "MEASUREINIT_SELECTION"   0   0   |
Code: ('Measures.dbt') [Select]
13058   "ms_GiveMoney.lua"   "-"   "GiveMoney"   42   "hud/buttons/btn_Pay_Bonus.tga"   0   5   0   ""   ""   7   0   0   "none"   0   0   |
Then you will be able to send money while you are at home.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Fajeth on 26 August 2015, 15:00:16
Hotfix is out now.

Link (http://www.theguild3.info/filebase/file/32-fajeth-s-megamodpack/#versions)

You need to install 0.6 because 0.65 is only a hotfix

Changelog:

Code: [Select]
**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).
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: generalbaku on 28 August 2015, 13:18:40
Fajeth, can you help? When i playing with my friend we got OoS...
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Knight07 on 28 August 2015, 13:58:33
Hello Fajeth! I've noticed that the other dynasties don't buy titles (always says they are commoners) and their houses remain huts, even with 0.65 fix.
Could you please look into it?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Fajeth on 28 August 2015, 21:40:38
Fajeth, can you help? When i playing with my friend we got OoS...

Which version are you playing?

When do you get OOS (how much rounds?)

Did you play with the setting "Office meetings per round" other than 1 session each round? (this option currently causes OOS unfortunatly, if you change it to anything but "every round")
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Fajeth on 28 August 2015, 21:41:31
Hello Fajeth! I've noticed that the other dynasties don't buy titles (always says they are commoners) and their houses remain huts, even with 0.65 fix.
Could you please look into it?

And you can buy titles? Do you play on easy settings?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: generalbaku on 28 August 2015, 22:42:41
Fajeth, can you help? When i playing with my friend we got OoS...

Which version are you playing?

When do you get OOS (how much rounds?)

Did you play with the setting "Office meetings per round" other than 1 session each round? (this option currently causes OOS unfortunatly, if you change it to anything but "every round")

4.211
-2 rounds always
Yea we played with 4 years - tommorow we try with 1 session
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Knight07 on 29 August 2015, 09:20:55
Hello Fajeth! I've noticed that the other dynasties don't buy titles (always says they are commoners) and their houses remain huts, even with 0.65 fix.
Could you please look into it?

And you can buy titles? Do you play on easy settings?

I play always on hard settings, i can buy titles, they can't regrettably . Also the dynasties do not apply for offices at all and their houses remain huts.
Hope you solve this.Thanks.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: haxe on 29 August 2015, 11:15:28
Hello there. The news about the guild 3 made me reinstall the Renaissance again after a very long break. I got the latest patch and the newest version of the megamodpack (thanks for making it :) ).
I started a fresh game on hard with max dynasties in cologne and have the following problems:
1. I have no special interactions in the healerhouse and the pub.
2. I cant use all the food i should, bread for breakfast works, juice doesnt.
3. A bitch from another dynastie enters my own home to give me a vodoo doll and i cant do nothing against her, neither can my bodyguard.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Fajeth on 29 August 2015, 11:49:28
What do you mean by special interactions?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Serpens66 on 29 August 2015, 14:44:14
4.211
-2 rounds always
Yea we played with 4 years - tommorow we try with 1 session
I recently found a solution for this OoS bug (can be found in my bugfix mod) ;) Unfortunately only a workaround and no real bugfix.
That's why Fajeth will try to find a real bugfix (I don't think there is one). I'm sure if he does not find a bugfix, he will implement my workaround.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: haxe on 29 August 2015, 16:57:56
What do you mean by special interactions?
Healing, eating, tarot etc.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: haxe on 29 August 2015, 20:09:30
Oh well, that was a short game. Accused in the 4. turn, sentenced to death and executed in the 5. All for crimes i didnt commit, rethoric and charisma at 4 didnt help. Having 4 pamphlets gainst you per turn wasnt a big plus either. Btw, the girl i was engaged with became fishfodder (literally), because the healers never had meds for her. I understand "hard", but that was ridiculous.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Fajeth on 30 August 2015, 12:05:55
the accusations are because the AI can use the sorcerer documents. I already added a msg. for the victim for the next version so you at least know, what's coming.

For medic: There are several ways of get rid of a disease now, with enough secret knowledge you should be able to cure yourself with medicine from the market. The newest version also will allow to get healed by sleeping at home with the following diseases: cold, influenza, pneumonia but only if you have some herbtea and blankets at home. otherwise you can visit the tavern and sleep a night there (it will always heal cold and influenza).

which sickness your wife had?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Fajeth on 30 August 2015, 12:07:29
Hello Fajeth! I've noticed that the other dynasties don't buy titles (always says they are commoners) and their houses remain huts, even with 0.65 fix.
Could you please look into it?

And you can buy titles? Do you play on easy settings?

I play always on hard settings, i can buy titles, they can't regrettably . Also the dynasties do not apply for offices at all and their houses remain huts.
Hope you solve this.Thanks.

Hi, i probably found the problem and will now test if the fix works :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Serpens66 on 30 August 2015, 15:02:14
The newest version also will allow to get healed by sleeping at home with the following diseases: cold, influenza, pneumonia but only if you have some herbtea and blankets at home. otherwise you can visit the tavern and sleep a night there (it will always heal cold and influenza).
don't forget to include both in the tooltips ;)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: haxe on 30 August 2015, 15:35:08
the accusations are because the AI can use the sorcerer documents. I already added a msg. for the victim for the next version so you at least know, what's coming.

For medic: There are several ways of get rid of a disease now, with enough secret knowledge you should be able to cure yourself with medicine from the market. The newest version also will allow to get healed by sleeping at home with the following diseases: cold, influenza, pneumonia but only if you have some herbtea and blankets at home. otherwise you can visit the tavern and sleep a night there (it will always heal cold and influenza).

which sickness your wife had?
She wasnt yet my wife, but i couldnt marry her. She was always busy, either sleeping or at the healer. She went from influenza to pneumonia to the ground of the lake.
How can  i defend against sorcerer documents? How can i defend against a enemy dynastie member entering my house and giving me vodoo?
What settings do you recommend, so i have it hard, but not impossible? I can weather all intrigues, but there must be a way to properly defend against getting punished for nothing!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Fajeth on 30 August 2015, 18:25:16
the only way to deal with sorcerer documents currently is winning the trial (or make the accuser miss it)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Fajeth on 30 August 2015, 18:25:59
The newest version also will allow to get healed by sleeping at home with the following diseases: cold, influenza, pneumonia but only if you have some herbtea and blankets at home. otherwise you can visit the tavern and sleep a night there (it will always heal cold and influenza).
don't forget to include both in the tooltips ;)

i don't :P
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: GameBoy on 30 August 2015, 19:38:59
hello..
Loving the mod, it's great and i have some problems i wold like some help with

the ai keeps hiting me with stuff like poisons, etc. i keep being trown into the dungeon, tortured, called to trial, insulted, banished, etc, if it was just one family, well maybe 2 or 3, but nooooo, i have the whole town after my neck, but not only the whole town, the other towns too, i've seen people from other towns coming to poison me, the panflet board or whatever is called is just one big vendeta against me, and this happens every game, im i doing something wrong here? i dont commit crimes or anything and as soon as the game start i hotkey the panflet board to get rid of that problem, but i keep geting attacked all the time, i cant even play becouse im always posoned or knocked out or in prision.....

anyway another thing is the pub, i had a pub in one of my games and with the vanilla game once you assagned some of the girls to do salacious services they came back every day to the same spot, after some time i had to re-send them, but thats ok, with the mod i have to manualy assaign them every day.

one of the families that is at war with me in my current game keeps using dols and poisons on me, i wanted to atack them but i can, it says "wrong class", any idea? it is a bug or a game mechanic?

anyway thanks you for the mod, it great.
cya~
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: haxe on 30 August 2015, 20:13:28
the only way to deal with sorcerer documents currently is winning the trial (or make the accuser miss it)
Unless you can tell me that it happens because of the difficulty and not of your mod, i have to put your mod aside for now. Wich really is a pity, since your mod contains so many gameplay enhancing components. I really hope you can put something in your mod wich gives the player a fair chance to work his way up in the game withouth having to suffer endless frustrations.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Fajeth on 31 August 2015, 08:53:49
Hi!

Actually i'm glad to hear that the AI is aggressive. If it is unreasonable i will tweak that a little bit more, but if very hard is too hard for you, you should check out the easier settings
 For example, sorcerer documents are not used on easy and very easy.

I'm planning a bigger change in the system so that alliances are more important than just the favor they have to you. But that will propably not come until 0.8
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Fajeth on 31 August 2015, 08:57:12
Game boy: the problem with the attacks was fixed in the last versions (actually with 0.6 i think) , but you need to start a new game. Also AI aggresiveness got tweaks in the last versions and i will further tweak that and give more options to protect yourself
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: haxe on 31 August 2015, 10:51:50
Hi!

Actually i'm glad to hear that the AI is aggressive. If it is unreasonable i will tweak that a little bit more, but if very hard is too hard for you, you should check out the easier settings
 For example, sorcerer documents are not used on easy and very easy.

I'm planning a bigger change in the system so that alliances are more important than just the favor they have to you. But that will propably not come until 0.8

I like to have problems with other dynasties, and passive ai´s are boring. On attempt at me, my family or my property per day would suit me just fine. If countermeasures are avaible and affordable at every level, i could live with more ttempts too. I also do not want to economically steamroll thru the game. Do you recommend to wait for 0.8 and if so, do you have an ETA yet? Generally, what difficulty do you recommend and how many other dynasties? Is there a list, wich explains what the ai does and does not at every level? And how do you defend against the ai entering your home?
And btw., thanks for taking the time and responding.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Fajeth on 31 August 2015, 14:05:57
No, 0.7 comes first and also has no ETA ;)

well the countermeasures of the trial is to win the trial (or make the accuser miss it). About AI entering your home, i think you can forbid this if you make them officialy your enemies via diplomatic status. But i will try to forbid certain measures inside of residences ...
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Serpens66 on 31 August 2015, 15:36:49
anyway another thing is the pub, i had a pub in one of my games and with the vanilla game once you assagned some of the girls to do salacious services they came back every day to the same spot, after some time i had to re-send them, but thats ok, with the mod i have to manualy assaign them every day.
@ Fajeth:
In the ms_AssignToLaborOfLove.lua script you have to comment out the "StopMeasure()" at the end of the Run() script. Because this also stops the automatic back to work progress ;) (it is a "bug" introduced by one of the patches)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: haxe on 31 August 2015, 17:24:17
No, 0.7 comes first and also has no ETA ;)
You mean it will come out this week? :D
And could yo respond to this as well?
Generally, what difficulty do you recommend and how many other dynasties? Is there a list, wich explains what the ai does and does not at every level?
Thank you.  :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Fajeth on 03 September 2015, 21:31:25
No, 0.7 comes first and also has no ETA ;)
You mean it will come out this week? :D
And could yo respond to this as well?
Generally, what difficulty do you recommend and how many other dynasties? Is there a list, wich explains what the ai does and does not at every level?
Thank you.  :)

More like 0.7 will come out at the end of the month, maybe later - not before ;) i have to work a lot this month and probably will not have much time for modding.

I like the aggressiveness of the AI and always play on very hard, dynasties depending on the map but i like around 8. But because of the nature of modding my games don't last very long so I can't tell you anything about handling AI aggressiveness.

The best you can do is NOT only focus on your workshops but constantly keep your relationships with the important persons (= politics and maybe AI-Dynasties) up if you can, meaning constant flirting/complimenting, use of acceccoires and perfume or use the new feature of donating to the church. If you fear attacks, you can use Cross of protection (?) or drunkard brew bear (works against insults and letters of rome!). If you have money it could also be wise to clear the market of aggressive items like poisons/ voodo dolls ... The AI can't use that, if the market is empty and they don't produce these items themself mostly.

However: I will promise that i look further into AI aggressiveness for 0.7 and give more counterplay if i can. (that is not my fault though, the core game lacks a lot of counterplay and player feedback)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: haxe on 05 September 2015, 19:19:38
I started a new game on hard with 6 dynasties on the 4 city map and havent been attacked once in 10 years. This might have something to do with the fact that i cheated at the beginning and pushed charisma, empathy and rethoric up to 5 thou. Unf. i have to throw this game in the corner again, as i fell victim to the savegame corruption/ctd bug, again. Lets hope the guild 3 comes really fast, and works.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Barndun on 09 September 2015, 15:51:36
Here's a bunch of problems I encountered with v0.65:

-The guards should not be allowed to carry pistols. My character got killed by them multiple times because I was on low health and tried to escape a fight via the "drop smoke" measure for example, but they kept shooting and brought my character down to 0 HP, leading to insta death.

-Buildings sometimes seem to spawn carts on their own, no matter what settings they are on. This does not only cost extra money, but also lead to one of the most epic bugs I have ever seen in Guild 2 (screenshot attached!). I started off as Rogue with a Pub first and a Pirate Haven second, sold the cart of my Pub since it wouldn't need it, and then my Pub just spawned a ship from the Pirate Haven instead of a cart. There was no option to remove or sell that ship in any way, so it was stuck there throughout the whole game. xD

-My whores from the Pub won't stay where I put them when I use "Assign to salacious services", instead they walk around by their own will. I also find that they should be available 24h again instead of going to sleep, same like any other Rogue class servs.

-The Vagabond Camp could use a little boost as well. No matter what I did, when starting with that one as first building I made almost no money at all, falling far behind everyone else.

-Thugs can't be fired anymore. When I click on "fire employee" nothing will happen.

-When hiring new Thugs they sometimes seem to be stuck in former occupations. I had it more than once that a Thug of mine was still assigned as mine worker, so he kept digging gold until I interrupted him, non-stop filling my building's inventory if I just let them continue, which is a good exploit for extra money.

-The dome (prot.) currently has no option to make Inkwell, even though it needs that for certain recipes, at the same time the Bank seems to have Inkwell listed twice.

-Sometimes guards arrested my character even though there was no one holding the relevant council office. I even had it happening that my own guards arrested me. Somehow they seem to be remotely controlled.

-When I kidnap someone and my serv walks past a building that catched fire he drops down the bodybag to watch the building burn, triggering the cooldown for kidnapping, which is really annoying. Maybe the priority for that should be higher than watching those fires, I hate it in general when characters get stuck infront of bruning buildings. Or the cooldown should be lowered if the kidnapping did not went successfull.

-Sometimes kids act like grown up characters. In one session I had a 14 year old brat with his thugs beating up and kidnapping the Emperor. Another time a 14 year old gaining believers on the streets, or holding a mass in church.

-The AI keeps using Powder of Decay on me all the time, even when there is no cemetary on the map to produce it, so I'm wondering where they got it from if the shadow market does not spawn artefacts anymore.

-Buildings are selling their raw materials, making it a pain in the ass crafting advanced stuff.

-Applying for council offices is a bit bugged out and inbalanced currently. The AI just keeps spawning money from the depths of hell. During one session I could get like 200.000 Gold or more as bribe. Those bribe rates should definitely be lowered, giving the player who holds an office a giantic advantage over the others.
In addition the voting system is a mess, when I'm watching the council voting they sometimes vote for someone else than what it shows they would actually vote for. also when I'm asked to vote it sometimes skips really quickly or my guy instantly abstains without any chance for me to react.


That should be all I think. Generally I like what you made out of it so far, had some really long and funny sessions with your modpack. :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Serpens66 on 09 September 2015, 23:31:32
about the ladys from the pub:
I think it is intended, that they search automatically for places with more people. This is a good thing and was not changed by Fajeht. But as mentioned above, they stop working after sleeping, which is not intended and may be fixed in next version... ?

vagabond camp:
I agree, they are pretty useless :D

about firing thugs:
Fajeth deleted the special fire functions for mercenary and thugs. I sent him an improvement of the fire script, maybe he thought it was the complete script.

about thugs that will work in mine:
In script is nothing that would me thing that this can only happen to thugs...if it happens it should happen to everyone.
@ Fajeth, maybe a check, if the character does a propduction measure (SimGetProduceItemID) and ScriptOnly_StopProduction would help?

about "Buildings are selling their raw materials, making it a pain in the ass crafting advanced stuff."
I think you mean that sims can buy items from your building from the normal inventory?
Fajeth improved this alot. Sims will come to you and ask for a specific item. I you don't have it in your sell inventory, they don't like you. Fajeth tried to address this issue, with let them checking your normal inventory instead, so the chances are higher that you have this specific item.
But I also don't like this and maybe I will change this (to only use items from sell inventory and to not buy specific items, but the items you actually have in your sell inventory). Maybe Fajeth will use my script then ;)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Barndun on 10 September 2015, 12:40:28
about the ladys from the pub:
I think it is intended, that they search automatically for places with more people. This is a good thing and was not changed by Fajeht.

I don't know how the mechanics work, but do NPCs not have some sort of cooldown after interacting with a lady? I always liked to spread them around the whole city instead of having all of them standing at the same spot if that makes any sense.

about firing thugs:
Fajeth deleted the special fire functions for mercenary and thugs. I sent him an improvement of the fire script, maybe he thought it was the complete script.

That makes it problematic though, when thugs get stuck in buildings for example and you can't get rid of them.


about "Buildings are selling their raw materials, making it a pain in the ass crafting advanced stuff."
I think you mean that sims can buy items from your building from the normal inventory?

Pardon, what I meant exactly was that many recipes now use ressources produced by buildings from other classes, and the price for ressoruces on the market doesn't seem to depend on numbers in stock anymore, but on the rate they're sold. So if one building buys a ressource from the market the price goes up and all other buildings will automatically stop anything else and start making that one ressource again.


Also another thing I noticed was when I tried to resist arresting, the guard wouldn't let me go, he had no cooldown for it and instantly recaptured me, often it only works after resisting for like 20 times until he finally goes into a fight instead of insta recapture. Would be really great to change that so that you get a fair chance, keeping in mind that the guards without any office holder or even my own guards sometimes arrest me randomly without me doing anything.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Fajeth on 10 September 2015, 18:55:00
Hi :) Glad you like the Mod. Now to your reports.

--> Fire-Bug fixed.

Quote
-The guards should not be allowed to carry pistols. My character got killed by them multiple times because I was on low health and tried to escape a fight via the "drop smoke" measure for example, but they kept shooting and brought my character down to 0 HP, leading to insta death.

they shoot more than once? Also did you use the smoke-measure or the "hide in a barrel"-trick?

However, I changed something so that might not be a problem anymore in the next version.

Quote
-Buildings sometimes seem to spawn carts on their own, no matter what settings they are on. This does not only cost extra money, but also lead to one of the most epic bugs I have ever seen in Guild 2 (screenshot attached!). I started off as Rogue with a Pub first and a Pirate Haven second, sold the cart of my Pub since it wouldn't need it, and then my Pub just spawned a ship from the Pirate Haven instead of a cart. There was no option to remove or sell that ship in any way, so it was stuck there throughout the whole game. xD

Well, i guess this has something to do with the fact, that the pub and the pirate haven were the same thing in Pirates of the Eastern Sea. Question is: can you reproduce this and tell me every step?

Quote

-My whores from the Pub won't stay where I put them when I use "Assign to salacious services", instead they walk around by their own will. I also find that they should be available 24h again instead of going to sleep, same like any other Rogue class servs.

This is intended behavior to reduce micromanagement. This is done because they do not work 24 hours (which is also intended). Trust me, they make a lot of money this way :)

Quote
-The Vagabond Camp could use a little boost as well. No matter what I did, when starting with that one as first building I made almost no money at all, falling far behind everyone else.

I will buff it a little bit :)

Quote
-When hiring new Thugs they sometimes seem to be stuck in former occupations. I had it more than once that a Thug of mine was still assigned as mine worker, so he kept digging gold until I interrupted him, non-stop filling my building's inventory if I just let them continue, which is a good exploit for extra money.

You use the building-hire measure right? This is strange, because you should not find people who already have a job ...

Quote
-The dome (prot.) currently has no option to make Inkwell, even though it needs that for certain recipes, at the same time the Bank seems to have Inkwell listed twice.

Fixed in 0.7

Quote

-Sometimes guards arrested my character even though there was no one holding the relevant council office. I even had it happening that my own guards arrested me. Somehow they seem to be remotely controlled.

Never saw that before ... strange. If you find out more, tell me.

Quote
-When I kidnap someone and my serv walks past a building that catched fire he drops down the bodybag to watch the building burn, triggering the cooldown for kidnapping, which is really annoying. Maybe the priority for that should be higher than watching those fires, I hate it in general when characters get stuck infront of bruning buildings. Or the cooldown should be lowered if the kidnapping did not went successfull.

Fixed. kidnappers will now ignore fires.

Quote
-Sometimes kids act like grown up characters. In one session I had a 14 year old brat with his thugs beating up and kidnapping the Emperor. Another time a 14 year old gaining believers on the streets, or holding a mass in church.

This can't be fixed ... The AI can use their whole family for their businesses, including children. You will see this more often now because the AI, especially shadow dynasties, have more children since the last patches.

Quote
-The AI keeps using Powder of Decay on me all the time, even when there is no cemetary on the map to produce it, so I'm wondering where they got it from if the shadow market does not spawn artefacts anymore.

They buy it from the marked (there is a small amount in every city now at game start). Simplest way of preventing it would be buying all the powder before the AI can buy it. But I'm planning on a bigger update to the diplomatic system and aggressive behavior in version 0.8 (not 0.7)

Quote
-Applying for council offices is a bit bugged out and inbalanced currently. The AI just keeps spawning money from the depths of hell. During one session I could get like 200.000 Gold or more as bribe. Those bribe rates should definitely be lowered, giving the player who holds an office a giantic advantage over the others.
In addition the voting system is a mess, when I'm watching the council voting they sometimes vote for someone else than what it shows they would actually vote for. also when I'm asked to vote it sometimes skips really quickly or my guy instantly abstains without any chance for me to react.

Bribing is difficult to balance. Should there be any "maximum" cap for bribes? But if so, the later the game goes the less "5000" gold is worth (what is 5000 if i have more than 200.000 on the bank). So currently it bases on current money. You can make suggestions here :)

voting: i still look what the cause of this is.

skipping voting: if you could reproduce it (maybe with a savegame) and tell me exactly what happens, why and when, this could be helpful for fixing.

Quote

Also another thing I noticed was when I tried to resist arresting, the guard wouldn't let me go, he had no cooldown for it and instantly recaptured me, often it only works after resisting for like 20 times until he finally goes into a fight instead of insta recapture. Would be really great to change that so that you get a fair chance, keeping in mind that the guards without any office holder or even my own guards sometimes arrest me randomly without me doing anything.

I will try to remember this, but currently i'm into other things and bugs :)

Ty for your help, really appreciated!

Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: littledude072 on 13 September 2015, 11:15:03
just started playing TG2:REN again and just wow O.o
i remembered how to play but with your modpack i have to relearn it (used 0.3 IIRC, but switched to legacy for MP support). with so many features how does MP work for you guys?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Otium on 15 October 2015, 18:21:47
Smuggling hole has 3 question marks (missing pics?) and 4 broken localisation (like UPGRADE_PickLockCascet_NAME) in the improvement screen.. or is this working as intended?

Also I think that 1500-1600 pistols should not be available at 1400.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Kulverstukass on 10 November 2015, 01:33:35
Some fools messed with natural order.
Also, had nearly same problem on Ulm map, when gargantuan, yet decorative, construction site appeared on map.

[spoiler](http://s24.postimg.org/qhft40ax1/Shot0001.jpg)[/spoiler]

-
Also, this. Ye olde medieval divorce.
No clue how she managed, she was studying at home, and then - this. Wasn't able to move at all.

[spoiler](http://s1.postimg.org/7v4rjpc2n/SShot0000.jpg)[/spoiler]

-
And it's not "funny pictures from Guild 2", that's bugs that didn't appeared w/o modpack. :( OK, it appears after loading quicksaved game, normal and auto-saved games are loading w/o issues.
Also, using "Guild2 Ren. 4.2 Final" and .65 modpack

Welp, found a real bug, about prices - "Counting house/Oversea trading office" prices got reset and become very high, right near same as in cities after loading savegame, always.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Jasoncowboy on 13 November 2015, 02:42:11
I'm wondering if this is a bug of the mod but, my concert option in pubs and bars are greyed out (litterally, i mean the icon is blank and the option doesn't do anything :()
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Tanito on 21 November 2015, 19:39:45
Hi, this patch works with the legacy patch 2.0?
Thanks in advance.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: McCoy! on 22 November 2015, 00:09:31
Hi, this patch works with the legacy patch 2.0?
Thanks in advance.
Definitely not. Two separate mods. Enjoy playing both or whichever one suits your fancy.

Legacy incorporates over 1000 files. There's no mod that will ever be compatible
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: ciki on 06 December 2015, 11:35:08
HEY I NOTICED A BUG.
I M PLAYING ON LATEST PATCH + FAETH'S 0.6.5
ALL IS GREAT BUT I NOTICED THAT...

1. AI dont buy title at all. start from commoner

2. AI dont build or purchse new builings. They just try to upgrade their existing ones.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: bdubbs on 03 January 2016, 19:12:04
Absolutely love the mod pack, but I was just playing a game as a preacher in Hannover and one of my rivals decided to get cute with me and smear some toad slime on my church to get everyone sick. The only problem with this is that I got a notification that "my attack was a success" as if I had committed the crime. The result was nearly everyone in the town hated me because they blamed me for the toad slime, and I even got charged with the crime. I'm not sure if that's a bug, or if its working as intended because I got a message that nobody noticed the rival dynasty do it at the time, so maybe the point is if nobody sees them do it that they blame me. Either way it killed that particular game, everyone hates me, all my employees quit, and now the whole town is screwing with me.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.65
Post by: Fajeth on 24 January 2016, 09:15:10
Ty for the report i will check it
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.7
Post by: Fajeth on 02 February 2016, 07:44:21
new version 0.7 is out now!
http://www.theguild3.info/filebase/file/32-fajeth-s-megamodpack/ (http://www.theguild3.info/filebase/file/32-fajeth-s-megamodpack/)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.7
Post by: McCoy! on 03 February 2016, 19:17:53
Code: [Select]
        if IsMultiplayerGame() then
CityScheduleCutsceneEvent("settlement","council_date","","BeginCouncilMeeting",17,6,"@L_SESSION_6_TIMEPLANNERENTRY_CITY_+0")  -- hour of day=17h, MinTimeInFuture = 8
else
CityScheduleCutsceneEvent("settlement","council_date","","BeginCouncilMeeting",nextOS,6,"@L_SESSION_6_TIMEPLANNERENTRY_CITY_+0")  -- hour of day=17h, MinTimeInFuture = 8
end
Pretty sure this solves the vanilla MP issue. You can correct me if I'm wrong or use the code if you wish
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.7
Post by: Fajeth on 04 February 2016, 09:52:57
This definitely would work. However best solution would be to hide the option in multiplayer games completly (like random events)

Any ideas on that?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.7
Post by: Knight07 on 04 February 2016, 18:19:42
Hello Fajeth,

I appreciate your hard work, however there is something strange with 0.7 version.
When i finish building a certain business in the very begging of the game (foundry for example), military towers pops up and bombard the civilians as if they are criminals or something. The tower(s) are firstly built close to every mines on the maps or near AI dynasty business. Nobody tried to rob the businesses just people are bombarded to the death  ;D. That's odd and kind of funny.  I tried every single map and it's all the same.
Hope you have some solution regarding this matter or probably i am  the only one with this issue.
Thank you in advance. :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.7
Post by: Fajeth on 04 February 2016, 21:06:20
Hey, in case you downloaded the version directly on release day (02.02.2016) you should redownload the exe. I added a hotfix for tower behavior which seems to work nicely.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.7
Post by: McCoy! on 04 February 2016, 21:47:21
This definitely would work. However best solution would be to hide the option in multiplayer games completly (like random events)

Any ideas on that?
I did accomplish this but you would still need to use the code in the officesession.lua file I provided in my last post as the file still searches for the FOS number

1. Download patch 4.17b
2. Copy .exe into an empty folder and install the 4.17b patch there
3. Find the following file: The Guild 2 - Renaissance/GUI/Menu/hostgame.gui
4. Rename that file to hostgame_fix.gui
5. Create proper directory in your fajeth modpack folder and move that file in there (The Guild 2 - Renaissance/GUI/Menu/hostgame_fix.gui)
6. Open the following file: The Guild 2 Renaissance/Scripts/HUD/StartMenuHud.lua
7. Find the following line:
Code: [Select]
this:AddPanel("HostGame","cl_StartMenuPanel","gui/menu/hostgame.gui", false)8. Modify the above line to this:
Code: [Select]
this:AddPanel("HostGame","cl_StartMenuPanel","gui/menu/hostgame_fix.gui", false)9. Make the following change in the officesession.lua file
Code: [Select]
        if IsMultiplayerGame() then
CityScheduleCutsceneEvent("settlement","council_date","","BeginCouncilMeeting",17,6,"@L_SESSION_6_TIMEPLANNERENTRY_CITY_+0")  -- hour of day=17h, MinTimeInFuture = 8
else
CityScheduleCutsceneEvent("settlement","council_date","","BeginCouncilMeeting",nextOS,6,"@L_SESSION_6_TIMEPLANNERENTRY_CITY_+0")  -- hour of day=17h, MinTimeInFuture = 8
end

If done correctly your screen will look like this:
(https://www.mediafire.com/convkey/0d01/5c4b99b191d5d1r6g.jpg) (https://www.mediafire.com/view/?5c4b99b191d5d1r)

I don't think I need to explain it too much as its pretty evident what I did. There is no way to manually add or remove those specific elements without the source code so the only option was to use the last version that did not include those options. Singleplayer still works perfectly fine so it should be good enough I'd say.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.7
Post by: Knight07 on 05 February 2016, 15:28:54
Hey, in case you downloaded the version directly on release day (02.02.2016) you should redownload the exe. I added a hotfix for tower behavior which seems to work nicely.

 Hey, i downloaded the mod through here ( http://www.theguild3.info/filebase/file/32-fajeth-s-megamodpack/#versions) again today and it has the same problem.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.7
Post by: Fajeth on 06 February 2016, 08:55:56
Hey, i looked into it and discovered that the hotfix is different from the file i send to build the exe ... very sorry! I will upload a hotfix soon (which also contains some fixes for other issues like the crashing hansa map).

Thx for reporting :)
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.7
Post by: Fajeth on 06 February 2016, 08:57:04
Quote
I don't think I need to explain it too much as its pretty evident what I did. There is no way to manually add or remove those specific elements without the source code so the only option was to use the last version that did not include those options. Singleplayer still works perfectly fine so it should be good enough I'd say.

I think it should be enough to use the old .gui and overwrite that, no further changes needed, ty!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.7
Post by: Fajeth on 06 February 2016, 14:45:55
Hey, in case you downloaded the version directly on release day (02.02.2016) you should redownload the exe. I added a hotfix for tower behavior which seems to work nicely.

 Hey, i downloaded the mod through here ( http://www.theguild3.info/filebase/file/32-fajeth-s-megamodpack/#versions) again today and it has the same problem.

Hotfix now available here (http://www.theguild3.info/social/attachment/4042-hotfix-0-71-english-zip/)

Hopefully now everything runs fine!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.7
Post by: Knight07 on 07 February 2016, 10:49:55
Hey, in case you downloaded the version directly on release day (02.02.2016) you should redownload the exe. I added a hotfix for tower behavior which seems to work nicely.

 Hey, i downloaded the mod through here ( http://www.theguild3.info/filebase/file/32-fajeth-s-megamodpack/#versions) again today and it has the same problem.

Hotfix now available here (http://www.theguild3.info/social/attachment/4039-hotfix-0-71-english-zip/)

Hopefully now everything runs fine!

 I played a couple of rounds in Novaesium as Scholar and everything seems to be fine at the moment.
Thank you for the quick response Fajeth !
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.7
Post by: Fajeth on 07 February 2016, 15:55:08
glad to hear. Just a note for you: I noticed that if you use the dialog mod to court someone the game might freeze. I updated the hotfix to include a fix for that, but if you have no need to court with talking, you should be fine!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.8
Post by: Fajeth on 01 May 2016, 19:45:08
new version 0.8 availabe now!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.8
Post by: ciki on 02 July 2016, 14:56:58
idk above link is not working. i hv downloaded 0.8 version, its great but i noticed no one upgraded their building even tho they had money . i fixed that issue by replacing with old file (i forgot which) then i noticed that in last update of vegabond camp cryastball ball not working. also AI (noble people) dont go to church or tavern.  they just keep doing their work or roam around town eating cookie & drinking beer. can anyone tell me which files r these? so i can replace with original files. i tried changing The Guild 2 - Renaissance\Scripts\AI\BaseTree\CheckDynasty\Actions  but nothing happened.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.8
Post by: Poet on 16 August 2016, 03:19:47
 First off thank you very much Fajeth for all your hard work putting together so many mods changes and fixes, gave me another 2+ months of playtime!

 I actually came here to report some bugs but now I'm more interested in knowing why no one including the original devs have been able to get the AI to do things like upgrade buildings or build new ones? They also never do anything really nefarious like directly attacking me or trying to kidnap anyone. I assume its some limitation inherent in the engine.

 No real critical bugs as far as I know, I have my entire family (3 gens deep) filling all the offices and am now focusing on rebuilding Hamburg to my liking. One stuck shadow family member after he got hauled away for an inquisition trial. Almost lost 2 family members when they left a council meeting in the middle of it, had to reload a save and then keep their buildings from being attacked during the meeting or they would be stuck with the meeting icon forever. All arguing/evidence in trials always makes opinions of the defendant go from guilty to innocent no matter the rhetoric level of the plaintiff or the quality of the evidence and opinion of the participants. The coal pit is not working correctly as I have tried various numbers trying to mine it but only produce about 20-30 per day total, I think only a couple people can mine it at once but there is like 20 sitting there.

 Anyways again thank you so much, I love this game.

 
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.8
Post by: Fajeth on 31 August 2016, 18:22:33
ty for the feedback
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.91
Post by: Fajeth on 18 January 2017, 11:33:48
New version released! 0.91 contains lot's of new features, complete balance overhaul and tons of bugfixes
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.92
Post by: Fajeth on 23 April 2017, 14:26:07
Version 0.92 is now available. Also the modpack now supports french, spanish, italian, polish and russian!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.92
Post by: wsdw on 28 April 2017, 08:39:32
Hi Fajeth. What about "Out of Sync" error? Still remaining at 0.92 version ?
With friends, we have tried all previous versions of your Modpack, also Legacy mod on clean LAN (without hamachi - 10+ Mb/s) with no success. Always occur OOS error after 3+ hours.
We usually keep graphics synchronization on low details + autosave off etc. - No success at all. In this case we are frustrated in testing newer versions.
Thx for answer.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.92
Post by: Fajeth on 03 May 2017, 08:16:07
The less bugs the less OOS will occur. I cant fully fix it though. I played a wip version of 0.92 for a whole night without OOS. However I recommand playing in a actual LAN if possible, hamachi or tunngle are decent, but OOS seems to happen more frequently if you use these instead of being physicly connected

You are aware that you can save after an OOS and can continue the game if you send the savefile to the other players, right?
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.92
Post by: TMC1 on 31 May 2017, 16:48:51
Hello! Great mod! Congratulations!

I have some questions about the gameplay thou.

1 - How can i see how much money the city has to upgrade? When i click the money box in the City Hall nothing happens, even when i'm the mayor. (Maybe a bug)
2 - And how can the city acquire money to upgrade? Is it when i sell goods to the market or when i buy goods from it? The sales tax influence in the buying or selling price?

By the way, im playing in The Hansa map.

Thanks in advance!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.92
Post by: TMC1 on 31 May 2017, 17:24:26
I have some bugs to report too.

1 - The "Gargoyle" is not showying a proper text and i don't know if it is working too.
1.1 - The "Horse Toy" and the "Flute toy" are showing texts that need some edit too when used.
1.2 - Same as when receiving a letter of compliment (or something like that) from some other dinasty.

2 - The "Sorcerer Robes" is not modifying any stats in the character. The floating messages above the character shows but on the character screen there is no change.

3 - I dunno if it is a bug or the rules to it changed, but i didn't seem to manage to use the "Free Trade" measure. A message written "default" appears in the screen and nothing happens.
(Edit: Apparently there are certain items that can't be sold with this measure (aka. cannons), that's why it wasn't working. With other items, it worked fine.)

4 - Can you explain how the new trade route works? I put the cart to load some drinks from my Storehouse and unload in the Tavern, but it doesn't unload and keep going on and back with the cargo i assigned it to load without unloading it.

5 - The children is being born with some sort of average of the parents attribute (Dexterity, Constitution etc) and they're not being calculated as spent in regard to the children's level. So, if for some reason, the child already born with 10 in all attributes, you won't be able to spent any point on them and it will be stuck in the 1st level.

Thanks again!
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.92
Post by: Fajeth on 04 June 2017, 22:08:10
You should make gameplay questions at the gilde2.de -board, bc I rarely watch this site (its dead)

1: bug
2: more buisnesses and higher sale tax
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.92
Post by: Fajeth on 04 June 2017, 22:11:41
I will check sorceree robe, but maybe you dont get any stats bc you are currently ill?

Trade routes: everything is explained in the measure, but some texts are missing, will be fixed

Children: no, they have additional stats, so they will reach talents around lvl 15
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.92
Post by: TMC1 on 05 June 2017, 01:08:50
Oh. Ok, thanks!

I'll check the child again.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.92
Post by: Fajeth on 06 June 2017, 08:51:14
0.93 is now available
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.93
Post by: TMC1 on 10 June 2017, 15:55:27
The child is working the way i said. The stats they start with doesn't count toward experience spent. The characters gain level when they spend experience, not when they gain it. So, if a child reaches adulthood with 10 in all talents, they can't spend experience and they can't get levels.
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.93
Post by: Fajeth on 27 June 2017, 18:28:20
i will see about that and if it can be changed for future versions.

BTW: 0.95 is out now
Title: Re: [REL] Fajeth's MegaModPack for Renaissance: 0.95
Post by: jakethescot on 12 September 2017, 17:41:29
I'm using 0.95 and no one commits crimes.  I'm in 1408 and haven't had a trial yet.