[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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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

Donations

In case you would like to support me financially, you can find your reasons and the paypal link here: [Deutsch/English] Spenden // Donate

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 - 3.146 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.
  • JustJamesy -

    Hey Fajeth,

    One thing I've noticed lately is that there is building space in London on the Hanza map which is not letting me build anywhere, but the same place lets me build stuff in London if I'm on the North Sea map. When you go to the north side exit of London (near the mine) there are two red areas allocated for building, on the Hanza map is the red section on the left hand side which doesn't let you build anything and I was wondering if this was a bug of some sort? It's only that I usually like trying to compete to make London the Imperial City on the North Sea map and would like to do the same on the Hanza map but it causes problems because there really isn't much space to build businesses outside of that area.

    also, I was wondering if it was possible to maybe have a version where the population requirements for upgrades are increased. It's only to see if it would make a difference to the game by trying to stretch out the town development side of things (I think it might make it more interesting and competitive) but I think as well if some positions in the council could maybe require some higher titles the further up you go. I.E, requiring Patrician instead of Citizen for Mayor and such. Just a thought! :D

    • Fajeth -

      Thats no bug, they are two completely different maps ;)

    • JustJamesy -

      ah okay, might just be me getting confused because the red outlines were still showing on the other map too. No worries! Great job on the mod by the way, as always :D

  • diegomarino80 -

    fajeth, i don't know how you made, for a masterwork already, something incredible. The guild 3 has no sense if you exist.
    ps how can i make livestock? :D
    thank man

    • Fajeth -

      Hey, thank you! Use the green measure in your action bar!

    • diegomarino80 -

      thanks!
      however...those trade routes. are you a f...ing engeneer? that is awesome, toyota wasn't able to make an operation flow like yours!! :D

    • Fajeth -

      Trade routes are done by @ThreeOfMe all credits go to him :)

  • Konrad Victor -

    Installed the Mod, started a new game on Easy, let my character romance a cute (but bland looking) craftswoman, gets rejected because she wants to work on a farm, rage quit.
    Too close to real life. Mod is far too realistic for me. Excellent job...

  • corz -

    Noticed that a couple of the fields that go with the orchard building have weird or no names to them. also noticed at some points when you dont have enough cash or the game is referring to cash or characters it uses %&2 or some weird symbols like that.

    • corz -

      Ignore. I figured out what the issue is. The I cheat megamod pack is only compatible with v0.91. This was causing a conflict with the 0.95. Is there any plans to update that pack? No rush just curious. Thanks again for the awesome mods!

    • corz -

      One more reply I believe there is a bug still with the text. Just a visual bug but when you dont have enough money to hire it says "You need -1 coins to hire %2SN"

  • ax3lium -

    Any season for this to happen? Switched objects on buils (Mine with voodo img s and stonemason with beer img)
    imgur.com/a/DPPwH

  • nb15 -

    just me or dosent it show sales stock after install?

    • Fajeth -

      That is intended. Sale stock makes you lose money, market price are always better thus it is disabled (visually, you can still use it)

    • nb15 -

      okey thx, awesome mod/mods by the way really takes out the frustration bits from the game :)

    • Fajeth -

      Still a lot to do, but i am glad that you enjoy the current version thus far :)

  • yeragh -

    I have a bug which causes the button, which allows me to remove charakters from my group, to dissappear as soon as I install your mod. Any recommendations?

    • Fajeth -

      That is no bug. You need to use the "manage group" action in the action bar, because the other button removes your character permanently (with manage group you can add/remove as you please)

    • Fajeth -

      You find it behind the inventory button

    • yeragh -

      thanks a lot for the answer! great work btw :)

    • Metalbear -

      Careful with using saves of the classic game with this mod. Its smart to use classic saves with the non-modded game, and vice versa.

  • flecha -

    Ive been playing a couple of days with the mod, not sure what happened but my son character has been sentenced to death for crimes he didnt commit, the acuser was speaking about kidnaping and I did not kidnap anybody, is the AI using the scrolls for generating false acusations ?

  • Metalbear -

    I just got to the old version of the game to check it out. My god, was it awful to put products in the "sales" tab at 75% base price... Your competitors could buy out those items, causing you to lose reputation with customers. And not to mention the shitty trading routes not controlling how much goods you unload into a factory... In the classic one, the inventory got flooded by certain ingredient in no time. It was catastrophic! In fajeth mod, I can build whole industrial empire thanks to the revamped trade routes.

    What I liked about the classic version compared to fajeth version tho - Market matters in there. In the classic game the market can go to some HUGE prices, causing you to sell instead on it, and not on your shop!

    Is it possible to make a version which is like 100% base price sale in shops? So the markets wont be actually useless. Or at least can you point where do I edit those prices in the scripts folder? So far I figured out how to make the market stock up on guild related recipe items(is it awful to keep doing the same cinematic to get just 1 item, instead of getting them in 5-10)

    • Fajeth -

      Thanks for the feedback, the next version will be a major rework of all core elements, including market, sell store and guilds. I will keep you posted as soon as I have something to show

    • Metalbear -

      Dont get me wrong! I dont want you to make it this way. I understand if people find the game too "complicated", or hard. But I personally find this addition to be a good challenge for economic geeks like myself.

  • 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!