[English] Fajeth's MegaModPack 0.95

Fajeth -

The MegaMod is a complete overhaul of Renaissance. It enhances the gameplay, rewrites the AI and changes the market balancing. Many new items and features help in making the game complete and more fun than ever.

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Creative Commons <by-nc-nd>



Important for Installation!

0.95 is a .zip-file. You have to extract it to the main folder of your
The Guild 2 - Renaissance game, overwrite all existing files. I recommand to
make a new installation only for the modpack so that you can easily play
different versions of the game without un-install.

Important: You need to delete your Scripts-Folder before!!


Order of installation:


1. The Guild 2 - Renaissance

In case you don't have the Steamversion, you also need to patch your game:

2. Patch 4.21
3. Hotfix 4.211

!! VERY IMPORTANT, IF YOU DON'T DO THIS, THE GAME WILL BUG AND GO OOS. ALSO I WILL GET GREY HAIR BECAUSE OF ALL THE BUG-REPORTS. SAVE THE FAJETH !!
4. Delete your Scripts-Folder. ALSO FOR UPDATES

Finally:
5. MegaMod (extract it into your main game folder)

If you want to play in a different language, see this thread: [ModPack] Translation Kit

Any Bugs and Feedback can be posted here: Bugtracker
You can see the latest beta-version here: Beta-Version

Let's Plays on Youtube:
German: Wrangy (for 0.4 and 0.7)
English:
MackdiddlgeGaming (for 0.65)
HansolTheGunner (for 0.92)

Changelog for 0.95 in comparison with 0.94:
Spoiler anzeigen

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

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

**Balancing**

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

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

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

Patron:
- Gathering lifestock is again a bit faster.
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  • Version 0.95

    - 196,03 MB - 1.901 mal heruntergeladen

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

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

    **Balancing**

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

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

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

    Patron:
    - Gathering lifestock is again a bit faster.
  • Version 0.94

    - 195,95 MB - 771 mal heruntergeladen

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


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


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


    **Balancing**


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


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


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


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


    Patron:
    - Fishing will now give you 2 to 5 fish instead of 0 to 5
    - Wine is a bit more valuable now.
  • Version 0.931 (Hotfix)

    - 196,1 MB - 522 mal heruntergeladen

    If you already have 0.93 you dont need to delete your Scripts-Folder (won't harm though). As always you need to start a new game
    if you want the changes - but you can continue your current game if the issues dont bother (or effect) you.

    -------------------------------------------------------------------------------------------------------
    Changelog 0.931 (Hotfix)
    -------------------------------------------------------------------------------------------------------

    **Bugfixes**
    - ModPack: Sorcerer robe was broken.
    - Vanilla: Sorcerer robe didn't show the state-icon.
    - ModPack: Lyon-Mapfile had a wrong name and thus was outdated (and buggy).
    - ModPack: If you used random events your main character got interrupted every hour.
    - ModPack: Some AI employees and employees of buildings you bought couldn't work.
    - ModPack: Fixed a small bug for AIs visiting taverns.
    - ModPack: Characters who waylay for booty could get trapped in an eternal loop. You can now
    abort the measure by walking.
    - ModPack: It could happen that the measure "Spending the night together" always got cancelled for
    apparantly no reason.
    - ModPack: Wrong version number in the English download.
  • Version 0.93

    - 196,11 MB - 144 mal heruntergeladen

    Important: You STILL need to delete the Scripts-folder before extracting this. Even if you already have 0.92 installed.


    -------------------------------------------------------------------------------------------------------
    Changelog 0.93
    -------------------------------------------------------------------------------------------------------


    **Bugfixes**
    - ModPack: In the unemployed list some sims appeared who are not old enough to be hired.
    - ModPack: The item "About talents I" didn't work.
    - ModPack: You could get a title for free by doing nothing.
    - ModPack: Due to the new spinning-cart-workaround some measures were cancelled.
    - Vanilla: Some tooltips have been updated.
    - ModPack: The overall game performance has been improved.
    - ModPack: Some messages from the international versions were wrong or missing.
    - ModPack: The upgrade tree of the robber was bugged.
    - ModPack: If a tavern or pub had lot's of visitors the behavior of new guests could
    get bugged.
    - ModPack: Some AI driven buisnesses gathered wrong ressources.
    - ModPack: The production priority of the medicus was messed up.
    - Vanilla: Random events (also from lucky stones) only effected the head of the family.
    - Vanilla: Some title-requirements for leveling up your residence were wrong.
    - ModPack: Some circumstances lead to rogue employees beeing no longer controllable.
    - ModPack: If you get free during trials you would earn almost 40k XP.
    - Vanilla/ModPack: The juggler had no upgrade for fire protection.
    - Vanilla: In some cities you could not ban a character even if he was "inside the city boundries",
    because the distance calculation was wrong.
    - ModPack: The new upgrade-symbols were missing in the country estate.
    - Vanilla: You could get stuck inside the carriage using the "journey"-measure if you cancelled
    the measure.
    - ModPack: You were not cured after a duel.
    - ModPack: The production AI of multiple buisnesses needed some tweaks.
    - ModPack: Guild quests showed the wrong amount of money.
    - ModPack: AI dynasties could hire mine guards multiple times.
    - Vanilla: AI managed buisnesses (woodcutter, farmer, orchardist, mine, mill) will now sell all goods
    they got "unintentionaly" from your other AI managed buisnesses (So your woodcutters will now
    sell all swords and armors they get from your smiths when they load wood)
    - ModPack: If you robbed someone, the victim would lose all (!) his money but you would only get
    a small percentage of that sum. The victim will now only lose the sum you steal.
    - ModPack: The immunity against the plague after successful healing was bugged.
    - ModPack: The "Important Persons" lists showed always the head of the family even if he or she
    is already dead. The list now shows the first still living member (who is at least 16 years old).
    - Vanilla: Sometimes the cashbook of the city was not shown for some reason.
    - Vanilla: Sometimes victims of crimes like robbery, breaking bones and murder did not get any
    evidence.
    - Vanilla: It could happen that mineguards attacked their own dynasty.
    - Vanilla/ModPack: The council meeting without voters (meaning the guard decides by chance)
    was still bugged.
    - ModPack: Out Of Sync errors happened during trials.
    - ModPack: Possible Out of Sync in duels.
    - ModPack: Sleeping in a tavern did not heal influenza even though it should.


    **Maps**
    - The maps Hansa, Northsea, Lyon (both), Newark and Southern Germany crashed after some time.
    - On some maps (e.g. Ulm) the new honey and orchard ressources could not be reached.
    - On some maps ressources were placed inside of building areas.
    - On some maps (e.g. Hansa) you can now build buildings in the forest where you could not before.
    - On some maps (e.g. Hansa) some orchardist buildings have been removed due to missing space.


    **Features**
    - New tips and tricks have been added.
    - You can build store houses on maps without water.
    - Livestock is now gathered with the measure "Raise cattle" and no longer in the production menu.
    - At night time less guards will be on the streets and they will also guard mostly public
    buildings like the townhall.
    - Robber characters will now always have a mask.
    - You can now send out your dynasty characters and your robbers at the same time to waylay for booty.


    **Balancing**


    General:
    - Counting house special goods are even more expensive now.
    - Profit of counting house special offers has been reduced a bit.
    - Profit of counting house special goods has been reduced.
    - Duels now start at 4 a.m so that trials and duels should be less likely to happen at the same time.
    - Infection possibility of the black death has been reduced and will go down to 0 after 5 rounds after
    the first infection (10 rounds before).
    - You can conquer a building now only once every 48 hours and also can not sell it until 48 hours have passed.
    - Difficulty setting now will influence the number of non-aggression pacts at game start.
    - Only on higher difficulty settings you will start with enemies at game start.
    - The bonus to productivity you get from handicraft (arcane knowledge) is reduced to 10 % (5%) from
    20% (10%) per point.
    - The title requirements for residence level have been changed slightly.
    - The country estate has much more slot capacity.
    - Some upgrades of the country estate are much more expensive now.
    - The prices for taking a "journey" have been reduced a lot. Also you now move in "zones", where every
    new zone takes 500g more than the last one to be reached. You also move a bit faster and can not
    be attacked or cancel the action until you reached your final destination.
    - Guild quests (especially the ones where your character leaves the map for a few ingame hours) give you
    much more profit now.
    - The amount of money you can steal via the robbing-measure has been doubled.
    - Random events no longer effect talents and also will not make you lose any XP. Instead the amount
    of money you can gain/lose is now doubled.
    - The levelup costs for cities of lower levels have been reduced.
    - The tax income for cities has been raised slightly.
    - The message about how much money a city currently has now considers the upgrade costs for
    cities, so you can now actualy see if a city needs more money to upgrade.
    - The amount of XP after duel has been changed. It no longer matters how many damage you inflict
    but you will receive the triple amount of xp if you win the duel.
    - After a duel you will get a NAP with your opponent.


    AI:
    - AI will no longer use some actions on lower difficulty (like voodoo dolls or the notice board)
    - AI will no longer apply for offices after 4 p.m (this also makes it more easy to apply and to levelup
    the city)
    - AI will build towers more slowly (Exception: Mine).
    - Gathering behavior of AI management has been improved.
    - Church AI will now only hold sermons if some visitors already wait in front of the church.
    - AI will no longer make/adopt new kids all the time but instead wait 24 hours in between each.
    - AI will now prefer to build new buildings that are currently missing in the town (but no outdoor
    buildings like farms, because AI can't place them correctly).


    Craftsman:
    - Gathering gold and gems takes more time.
    - Mine cost is now 25.000 (20.000 before)
    - The Upgrades "Gold" and "Gemstone" are more expensive to unlock.


    Scholar:
    - Gathering herbs is now faster.


    Patron:
    - Gathering fish has been slowed down and is now also random (1 to 5 per tick).
    - Gathering livestock is now faster.
    - The profit of inns selling beer and food has been reduced slightly.


    Rogue:
    - You now get 3 cartriges per tick (2 before).
  • Version 0.92

    - 195,89 MB - 1.322 mal heruntergeladen

    0.92 contains many bugfixes, a new AI (YOU NEED TO DELETE YOUR SCRIPTS-FOLDER BEFORE INSTALLATION), some balance-tweaks and the
    wonderful traderoute-mod of @ThreeOfMe
  • Version 0.9.1

    - 108,44 MB - 5.206 mal heruntergeladen

    Finally a release for the english community,

    0.9 adds lots of new features, complete balance overhaul and finally working AI production. 0.91 fixes lot's of release-bugs of 0.9 and makes some
    balance adjustment.

    Many thanks to my new team members jedi93 and ThreeOfMe who helped in translating more than 400 lines of new ingame text.

    Try out the new diplomacy ;)
  • Version 0.8.2

    - 108,02 MB - 6.197 mal heruntergeladen

    -------------------------------------------------------------------------------------------------------
    Changelog 0.82
    -------------------------------------------------------------------------------------------------------


    **Bugfixes**
    - Vanilla: Medics now correctly remember "their" bed and will no longer go to already occupied beds
    to treat patients.
    - ModPack: Sleeping in a tavern will now end after the correct amount of time (no longer endless sleeping)
    - ModPack: AI management of the cemetery didn't work
    - ModPack: English text file had a bug that caused multiple missing texts (more than 40 tips!)
    - ModPack: Missing hitpoints didn't get cured in the hospital
    - ModPack: Fixed a bug with the "crystal ball" measure
    - ModPack: Fixed an AI problem with defending buildings
    - ModPack: Fixed a bug in the freetime behavior of AI
    - ModPack: The 9999 market bug could happen to artefacts - they will get deleted now
    - ModPack: If you gave someone a cake as a present not the target but youself could get caries ...
    - ModPack: Alchemist, cemestery and bank are now visited again by people who want to buy low level stuff from
    the inventory
    - ModPack: Due to a bug in the "takeover bid" script, breaking bones had no effect


    **Features**
    - Text: You get a message now if you try to pay out a bonus to your employees not during worktime
    - Text: AI, who buys herb tea, soap or blankets from the market due to beeing sick will now do so with a text bubble.


    **Balancing**


    General:
    - The probability of gaining random diseases for workers has been reduced
    - In rare cases the workers can now also gain lepra
    - People only get new random diseases during the worktime of healers
    - immunity/infection-math has been changed. In short: If you are young you will stay healthier.
    - Not more than 25% of the city population can infect with the black death - not more than 100 sims.
    - To get infected by a sick sim you have to stand closer to him than before.
    - The range of poisoned wells has been reduced.
    - It's harder to detect burglary by the guards
    - It's easier to detect attacks by the guards
    - It's much harder to detect breaking bones by the guards.
    - No more miracle cure spawn at the market
    - The amount of spawned medicine at the market has been reduced
    - If you want to pay to stop beeing an outlaw it will be more expensive now, depending on your crimes. A
    murderer can not pay.
    - The interface "Important persons" now only shows 1 sim per dynasty to improve performance. If you want to find
    a specific member of a dynasty, look for the dynasty and then go to the right side of your screen and
    select "family"
    - Shadow dynasties are now hidden if they have no buisness and are not in politics
    - The list will only show 8 unemployed sims
    - XP for new titles has been raised by 50%


    AI:
    - Robbers/Thiefs will no longer burgle a house after 5 a.m (7 before)
    - Robbers will no longer waylay during night (after 10 p.m/ before 5 a.m)
    - AI chiseler will no longer always accept beeing outlaw but might consider pay money to stop it.
    - Diplomacy-Mod: If you have more than 20 favor to a dynasty you don't have to fear any aggressive behavior
    - Diplomacy-Mod: If you have a NAP you will be save from any aggressive actions.
    - Diplomacy-Mod: Only dynasties you have a "feud" with will take really mean actions agains you
    - Diplomacy-Mod: only office-Shadows will take measures against you
    - Diplomacy-Mod: If you have an office you should see more actions against you


    Patron:
    - Some changes to the farmer
    - Sleeping in tavern only needs 6 hours (3 if you have the sleeping-perk)
  • Version 0.8.1

    - 111,09 MB - 3.954 mal heruntergeladen

    Changelog 0.81


    **Bugfixes**
    - ModPack: In case of the death of married player characters the game crashed as soon as you opened the family tree
    - ModPack: Dynasty chars of players can beg/lay tarot even between 0 am and 7 am.
    - Vanilla: You didn't had to pay the 100g for changing faith - and neither got the church actualy the money
    - ModPack: Church AI again uses "Prepare mass" and "Gain believers"
    - Vanilla: AI hospital will also give employees orders to treat patients even if they are currently outside (maybe to
    gather lavender). In that case they will move to your hospital to start the treatment.
    - Vanilla: During quacksalvery you will only sell miracle cures during performing the measure - not after ending it or
    if your character needs to get additional items.
    - Vanilla: During quacksalvery you will only see the earned money for your own dynasty
    - ModPack: Bei Gauklern werden die Goldgewinne ihrer Maßnahmen nun wieder korrekt angezeigt
    - ModPack: Added missing error message for wenches/medics/jugglars
    - ModPack: wenches/medics/jugglers stayed in front of their buisness instead of going back to their assigned place after a
    new round.
    - Vanilla: Added missing error message in case you want to hire someone who is currently courted by someone
    - Vanilla: The AI no longer tries to take a bath or sweet talking in taverns that are upgraded but don't have the requirements
    for the measure yet.
    - ModPack: The sow field (patron) measure is no longer needed and thus deactivated.
    - ModPack: The measure "treat a specific patient" had a missing tooltip
    - ModPack: Fixed a few tooltips and texts

    **Features**
    - Text: Added a few new tips and tricks!

    **Balancing**

    General:
    - During the dicegame you can not bet more than 5000g a round. Therefor you can not lose/earn more than 20.000 gold per game
    - Pregnancy chance is now calculated differently: Main factor is the age of your wife: after 30 there is a small chance to fail,
    after 40 a high chance and after 50 she's infertile. Men after 40 will also lower the chance. Although if you have the kama
    sutra skill you can get children even after the age of 50.

    Gauner:
    - The income of wenches has been lowered. Old: 50*Charisma New: 50 + 25*Charisma. That means at Level 1, without upgrades:
    150 gold to 125 gold. Level 5 without upgrades: 350 Gold to 225 Gold.
  • asb226 -

    unactive group (none controllable party member) still Do nothing in version of 0.95 instead of should have free time or do some things or walk around .....!

  • bradfour -

    howdy can someone confirm if this mod pack fixes the out of sync errors ?

    • Metalbear -

      I can only tell you that german games are amazing when it comes to singleplayer, but never had stable MP "caugh" Patrician III "caugh".

      Anyway. I can also assure you that neither fajeth, nor any professional developer can fix this "mess". If you want perfect MP, then wait for The G3. G3 looked VERY promising! I would not be surprised if G3 runs even better on my shitty casual vcard.

  • romeopatra -

    @Fajeth - wie kann ich den Wert von der Pinte, dem maximalen Gewinn beim würfeln ändern? In welcher datei finde ich das? Danke & LG

  • Zolinar -

    Hi everybody. Great mod Fajeth!

  • JustJamesy -

    Been trying to figure out how to incorporate this mod into my game for about a week now. I played G2R years ago when I had a Window's pc, but these days I use a Mac, so I've been trying to patch the whole game together through Wine, I've managed to successfully get it all done up to the 4.21 patch and I start to get problems with it when trying to have the 4.211 hot fix as the active one. You wouldn't happen to have a version that relates to the 4.21 patch by any chance would you? Or know a work-around to getting both the final hot fix patch and your mod working on a Mac using Wine app?

    also, when it was saying on the installation guide to over-write certain files, I think the files might be ever so slightly different on a mac from when it gets created using the Windows OS, has anyone here ever come up against this before or know the correct order of the .exe files I need to be launching to have it all fit into place and working?

    Thanks!

    • Fajeth -

      I am sorry but I dont know anything about that app ...

    • JustJamesy -

      ah right ok, thanks for the speedy reply!

      I was just wondering, see when it mentions on the front page that we're supposed to delete the scrips folder and have the files in your mod over write whats in the Guild 2 Renaissance folder, Do they go into the actual main folder with the config files and the .exe's or do they all go into the mods folder to be used with modlauncher.exe? If that makes any sense?

    • Fajeth -

      No, the actual game folder. The mod does not support the modlauncher

    • JustJamesy -

      Okay I think that was definitely an error on my part - silly me for following .txt instructions without realising they weren't compatible with one another haha! On a much brighter note, I've finally managed to find a work around permanent fix to getting both the Patch 4.211 hot fix along with your MegaMod on a Mac now :D Some of the file components for the game sit in different places/folders to what I'm guessing Window's users have, though I think that is probably something to do with the cross-check operating system is created and turned into an application suitable for mac OS. I'm going to go spend a good few hours playing and testing out your mod; if everything is working perfectly afterwards I could put up a detailed guide for others on how to install and incorporate into anyone else playing on a Mac who might be having some difficulty? Heard so many good things about your mod so I'm eager to go and play it now. :D

    • Fajeth -

      That would be great. I hope you try the latest release :)

  • Sunlight4Life -

    Thank you Fajeth for hard wok!

  • Metalbear -

    I am not sure if this used to be a thing, since I always played on 1 year per turn. But when I upgraded from .8 to .92(fresh reinstall), the minor dynasties have some sort of bug which I cant explain where the problem is. For some reason when those minor dynasties die in natural way of old age, they get stuck FOR EVER in the list of dynasties! Some of them are clickable so I can see the rest of their legacy, while others cant even be clicked on...

    Also every person I hire AFTER the initial one starting with the building, is getting a FREE dagger! This one I am sure I never had in 0.8 .

    • Fajeth -

      Yea, this has been fixed for 0.93 :)

    • Fajeth -

      The dagger is intentionally though, but not everyone has it

    • Metalbear -

      Umm actually I never had a hired employee who did not have the dagger. And also what I am saying is that the dagger being sold is pretty much more than worth to cover the "contract cost" of your employee, + some profit... Since in single player the market tends to be always lacking products - making the daggers get a great 250+ price.

    • Fajeth -

      I will check if that is the case. However you can not hire indefinetly, because new employees only spawn if the population goes up. So if you abuse that you will not get any employees at some point

  • mic2311 -

    First off, excellent mod thank you very much

    I'm currently running this mod and i'm finding that my FPS drop from 70 to 10 every 4-5 second like clockwork.
    Usually this happen after some time ... 21 years or so. (cannot be reproduced by simply starting a new game)

    Does anyone else encounter this problem?

    My rig is OK, every item is current gen.

    Thanks in advance

    • Fajeth -

      The current version (0.92) has some performance issues, but I tuned lot's of things so I hope 0.93 runs better (in my short-time tests everything runs smoothly)

  • doodeeda -

    Thank you! Great fun

  • Bugatti885 -

    Thank you so much for your work, we may not be the biggest community but heck does it mean A LOT to have a modder like you working on such masterpiece of a mod for this great game.

  • viusing -

    This is the best thing since sliced ham! I love you! Full homo, if you're a guy. I'll have your babies, if you're a girl. This is a beautiful thing and revitalized a game that I've loved since I was a teen! I'm going to play the hell out of this mod for the next year or two! xoxo

    • Fajeth -

      Thanks for the kind words, it will still get some updates in the near future :)

  • ltcraft -

    I was wondering whether my 0.81 save files are compatible with 0.92.

    • Fajeth -

      You can try it but strangr bugs are likely to happen and you will not get any new features or bug fixes

    • ltcraft -

      Thanks for the info! I was not sure how the data is stored inside the save files.
      It sounds like the parameters are set upon file creation with current mod/script data structure in mind, effectively disabling mod swapping later on.

    • Fajeth -

      Well some things are loaded every time you start up the game ( I think this is true for textures and DB files and maybe some scripts) but most scripts are saved into the savegame-file, which is really dumb for modding ... (or patching)

    • ltcraft -

      My thoughts exactly! Factorio comes to mind as a positive example of save-file modularity and compatibility fallback. Here's hoping more developers follow a similar approach.

  • Babaloofang -

    Hello Fajeth, I had a couple questions about the modpack

    1: Do you plan on changing the Castrum Novaesium Map? First of all, the map is flipped 90 degrees compared to what it says on the map selection screen. Also, when I choose Novaesium and start the game, It puts me in Dusseldorp instead, but every other town or city puts me in their correct spot, just flipped 90 degrees to the left.

    2: Does your mod Include a trade route mod that lets you customize and fine tune trade routes? Because another creator on this site uploaded a really cool trade route mod that lets you pick the exact number of goods for each stop on the route, and they said that it was from your modpack I think. If you do have this in your modpack, I have a problem with it as it has a blank icon when having carts selected that doesn't do anything, it's just greyed out...

    Anyway, you're doing a super job on the modpack and I look forward to future updates.
    Thanks!

    • Fajeth -

      Hi, the map selection picture is just a scheme, not a detailed map. I am not sure about your selection problem, I dont recall that issue and will test it later.

      The trade route mod will be included in version 0.92, which will come today, I just need to finish the changelog and upload everything

    • Babaloofang -

      Thanks for the response and I'll check out that new version!

  • alkyd -

    Hi Fajeth,
    Did you have any chance to take a look at why there are less customers visiting public house/tavern/inn in 0.9.1 compared to 0.8.2 version? Will that be the same case in 0.9.2?

  • G00ner1886 -

    Hey, Fajeth! Many thanks for your work, really appreciate it.
    Any update about the realease?

  • arcandead -

    Many thanks for your work.
    Tell me which of the modes is more complete: MegaModPack 0.91 or Legacy 2.031 Alpha

    • alkyd -

      Both of them offer different gameplay as both mods have different features, ingredients, recipes and actions. It all comes down to personal taste. You should try both of them and figure out for yourself which one suits your playstyle.

  • alkyd -

    Hi Fajeth,
    Thanks a lot for your mod. I am enjoying it. However, before you release the new version on April 14, can you please re-add the feature where you can see the 'balance sheet' of the competitor's public house/tavern/inn. It was always fun to be able to see how my inn compares to my competitors. Thanks.

    • Fajeth -

      I also thought it was interestig, but other users complained about it (too much information for enemies) so I changed it. I might add a new feature where you can still see how your competition is doing, but not for this version

  • Zhihorka -

    Thanks for the great work, Fajeth. Can you do something with defenseless mines? The robber can capture them from the very beginning, and then trade the stones like an honest trader.
    It's so stupid that the owners of the mines are not even from dynasties. And they do not even defend their possessions with the help of mercenaries.

    • Fajeth -

      Hey! You should play on a higher difficulty then, because the AI will not defend mines on the lower setting ...

      cheers!

    • Zhihorka -

      Well. I start as a robber on the "hardest" in Hansa. Build the robber's nest, take my guys and go to the mine. There's nobody there but the workers.
      Workers continue to work when we attack the mine, but the attack immediately stops.
      We attack the workers and kill them easy. And then rob the mine. There is no protection there.
      Sometimes Bailiff come, but immediately run from us.

    • Fajeth -

      Then you got lucky because mine owners will build towers to protect themselves and also call the mine guards occasionly ... but I will check if somethibg is bugged there

  • uroborass -

    Dude... are you part of the teame developing this game? If not, wtf are they waiting for! lol AWESOME job, many thanks!

    • Fajeth -

      I was only a modder, but I worked as a developer for this game during the patch work of 4.2 - 4.211 and I am a "official" tea member of Runeforge since then ;) All free time though

      Ty for the kind words :)

  • markgardy -

    not 100% sure but i think the AI wenches stay at their pub and do nothing and not sure if ai juggler/medics too. THANKS FOR THE GREAT MOD!

    • markgardy -

      also the weaving mill autobuy plant colourant?

    • Fajeth -

      Buisnesses buy needed materials - but it should not happen without AI management, so this is a bug and it is fixed for the next version. Rogue class will get a complete overhaul, but not for next version, all rogue bugs will be fixed then

    • markgardy -

      im using ai management, i mean the weaving mill(not upgraded) autobuy directly to the market without using cart. the plant colourant item that not required for production. or it is normal? thanks

    • Fajeth -

      it is needed for higher level production though. But this will be improved next version

  • lufrewop -

    Great mod, have been playing it for awhile. But not sure if it is a feature or not, but when i am out of production materials it will auto buy them and instantly appear in my shops inventory. It doesn't happen to everything but it happens enough to turn me off a bit, because i don't have to worry about transportation logistics, etc... anyway keep up the great work!

  • Zholtar -

    Hello! Great mod! But I have an issue with "Court Someone".

    I have my main character which have courted without any problem someone.
    Then, I put his girl in the group playable characters.
    This one have the button "Court Someone" but when I click on it, I cant use it on anyone.

    Tried this with 3 differents games.
    "The best candidates" pop up well on screen. But the "hearth icon" stays greyed when I hover all the "best candidates".

    edit: Seems to work with a "son". But not with a "daughter".

    • Fajeth -

      try courting unemployed sims - that should work. Next version you will be able to court dynasty chars again

    • Zholtar -

      Already maried, wrong gender, ... Into "important persons" and out of it (tried to hover the map to find one male for her... but nothing :s)

    • Zholtar -

      I found one male not married without any family. But I cant do the "court someone" action on him.

    • Fajeth -

      Use the sims from the "unemployed by age" list

    • Zholtar -

      All are "already married" (or wrong gender of course) it says

  • MixQQ -

    I can't collect "swamproot" in Scholar alchemist profession "there is no valid path to my goal"
    I tried on different maps and still the same

    • Fajeth -

      That only happens on some maps like vienna, others work. This issue is solved for the next update

  • lyaaaaaaaaaaaaaaa -

    Wonderful, it works. Thanks mate !
    Btw, thank you for the mod :D

  • lyaaaaaaaaaaaaaaa -

    Hello, I have a problem with the mod.
    I overwrote the mod on the game. Sadly when I play, I can't read anything because this is Deutsch or without the right name.
    Example, the names of maps " _NETWORK_MAP_NAME_"name" "
    Moreover, the talents are like "TALENTS_"talentsName" ".
    This is unplayable ;( .
    Does someone know how to fix this?
    Did I wrongly install the mod?

    Thanks ;) .

  • edmerlugo -

    Does the mod work with the Spanish translation? :) and have bugs ?? : / Should I only play with the 4.211 patch or should I install this one ?? what do you recomend ? Thank you :) sorry traductor X( my inglish is bad :s

    • Fajeth -

      The spanish translation is not complete, but you can play with it. After you installed te mod, Download here: gilde2.de/social/thread/6787-m…t/?postID=95377#post95377

      Download the spanish_text.zip and copy the text.dbt into the DB folder.

      Now if your language is set to spanish (if you installed it in spanish) you can play. All modpack texts are still english, but if you can understand some of it, you could send me the translations and I will add them :)

  • Cifeetus -

    Thanks for your mod, Fajeth! I've followed your work for a couple of years. I check news at forum.runeforge-games.net via RSS, but can't register there. I've found some bugs in the last version:
    1. Fishing boats don't return with caught fish automatically, they also have blank icon in the interface: imagebam.com/image/2adfc8533631664 ;
    2. Trials are probably broken: character with max Rhetoric and good relations with judges wasn't able to "provide" plausible evidences: imagebam.com/image/c55d0e533631665 ;
    3. List of Unemployed shows only high-skilled "citizens", but not potential low-skilled workers: imagebam.com/image/ee1707533631666 .
    I got The Guild 2 from GOG, patched it to version 4.21 and installed ModPack 0.91: imagebam.com/image/b9f3f0533631663 . I don't remember these bugs in the previous version. Hope this report will help you to improve ModPack.

    • Fajeth -

      Hi, 2: You are probably right, I'm working on multiple reports regarding trial. 3: I'm not quite sure, why would you want to hire low level characters? If you want them I guess you can just use the building's measure?

      For 1: can you report the issue with additional data (exact spot of the fisher, name of the map and city) to the Bugtracker? You can find it here: theguild3.info/bugtracker/

      Thank you for your support, the next version will still take a few weeks I guess but will fix most issues of the current version :)

  • Smartcoregaming -

    Hi Fajeth, Thank you so much for your hard work the last 2 years, all this time I was playing and frequently looking at the website even back when we had the runeforge forum. Now that it is required to make a account to download I finally decided to sent you this message. This modpack is fantastic and made me really love the already fantastic game The guild 2. I hope you will continue your great work with the release of the guild 3 !

    • Fajeth -

      Thank you for the kind words and welcome to the forums :) If you encounter any bugs or have suggestions for new features or balance you can post them here: theguild3.info/bugtracker/

      For sure this in not the end of the mod or modding in General for me ^^

    • Smartcoregaming -

      Glad to hear, I really enjoy the new medicine vault for the hospital, it's the permanent and perfect fix for the longs standing Inventory issues, Bravo! Yes, if I encounter any bugs or have suggestions I will post them in the buggtracker. Many things have been fixed between every version of the mod and that's why I never really had to report it. Now that the mod is almost perfectly done I can give you my feedback for the finetuning ;)
      I already have a suggestion for the new version that I will post in the buggtracker.

    • Fajeth -

      I am looking forward to read it and more of you in general.

  • jumee -

    is there any bug related to serving quests in the rogue pub? whenever I click that option, my rogue just runs out of the buildings and runs around the map, and eventually towards other her businesses, instead of serving patrons

    • Fajeth -

      You can report it to the bugtracker, my team will check it out then

  • gintaman -

    how do i collect debts if someone trys not paying it back

    • Fajeth -

      You select your employee (or yourself) and select the collect debts action. Then the important persons list should appear: At the top of your list you will see everyone who tries to betray you. Select them and your character will pay them a visit

    • gintaman -

      Sorry but i can't find the collect debts action

    • Fajeth -

      It has currently the icon for insulting someone (still a placeholder until I get a real button)

      imgur.com/a/75dfB

    • gintaman -

      I don't know but it doesn't appear in my action bar

    • gintaman -

      I think that there is a problem with my game i'll reinstall the mod and see if it works