- #THE GUILD 2 RENAISSANCE CRASH FIX INSTALL#
- #THE GUILD 2 RENAISSANCE CRASH FIX MOD#
- #THE GUILD 2 RENAISSANCE CRASH FIX UPGRADE#
- #THE GUILD 2 RENAISSANCE CRASH FIX TRIAL#
what follows, some adjustments in the set of buildings in the starting settlements. The required re-levelling of the settlements done.
#THE GUILD 2 RENAISSANCE CRASH FIX UPGRADE#
thresholds for upgrade for cities lifted upwards given the observed effects of changes in parameters and fertility (change from town to large town and from large town to minor city were very easy, even without the need to build everything). (further) re-positioning of resources (Spain, Germany, Italy)
resource Marble changed into Stone, a new map model is included (thanks to Makayane and Zantorian). getting any guild will make getting another one of same type in another settlement unlikely soon (other guilds should be offered first). Hanseatic system fixed: plugins re-introduced into EDB to make the script working, special triggers to ensure that the non-eligible regions won't get the guild). benefits of the Ikoner Studio made more complicated with Byzantine Renaissance mechanics added. fixes to the recruitment of priests (both churches and theologian guilds). The same units are also recruitable from the barracks in the cities, also with no progression (but no progression even in experience). a few simple tribal units (Bondir, Scottish Skirmishers, Causacus Hillmen, Lithuanian Skirmishers, Berber Javelinmen, African Tribal Warriors) are recruitable from the castle core buildings, with no increase in numbers as the castle gets upgraded (only some experience more). some order for the Cuman Militia recruitment (all levels of city barracks). recruitment from SiegeWorks tweaked (more complicated conditions to recruit mangonels and trebuchets - based on historical events). They are triggered not by time but by the course of the events, even thought there's a fall back - a certain date will trigger the reforms irrespectively. Two new events (Georgian Golden Age, Georgian Revival) introduced as conditions. recruitment of the Georgian units fundamentally reviewed and improved. explanation of the initial Forced Tribute buildings attached a warning will be issued when the FL gets senile - to remind the player that he should have some spare money to pay for the funeral if the FL dies, to pay attention to the usurpers, or just to pay attention to the weaknesses as he's a governor or an army leader. changes on the thrones (Death of Leader events) and changes of the names of the settlements after a conquest will be notified only to the neighboring factions - as a result the player will get fewer notifications. It's perfectly possible to play very long games with the SSHIP, it's been reported that 550 turns is possible with ver.
However, remember to save your game after each turn to be able to re-load after a crash (you may occassionaly need a save from before more number of turns). In most cases, they are not deadly - you may reload your save and the turn of the events may go in a different direction, producing no crash. They should rather be an annoyance given that they mostly occur between the turns, not during or after battle. In general, crashes are to be experienced at times. We did not bother much with it, they will perhaps be fixed at some point, but this is not our priority. The customs battles do work but there may be bugs and crashes.
#THE GUILD 2 RENAISSANCE CRASH FIX MOD#
This mod is supposed to be played as a campaign - and only the 1132 Campaign for now.
#THE GUILD 2 RENAISSANCE CRASH FIX INSTALL#
Install it after SSHIP, no need to delete anything, just overwrite.
#THE GUILD 2 RENAISSANCE CRASH FIX TRIAL#
You need to find your way to deal with it ( what is perfectly possible, see here), it's usually a matter of trial and error.įor the non-English versions of the game you need the following soundfix:
With any of those two version, certain players using certain installations or settings may experience long turn times. This version is KCC 095 ready : you should first install this version, then you may overwrite it with KCC 095 files. If you still prefer this one, the one file under that link includes all: SS6.4, SSHIP 097, patches A-H. From our experience we may tell that there are more bugs and it's less stable than the 0.98. You may also wish playing the previous version: SSHIP 0.97H.