View Full Version : How to Declare New Trade Goods in VI
Lord Of Storms
05-24-2003, 18:51
I have gone through the process of adding new trade goods for the Napoleonic Era Mod (just an experiment) and I thought I would share it . First decide the name of your new trade good for my experiment I chose Swords, you need to make entries in the following files, Loc/Eng/Names under heading @{"tradeable good names"}then 2 entries in Loc/Eng/DEFREGSPEC under heading @{"goods names"} and tradeable_goods_intro_tooltips. Then you need to repeat those same entries into the Loc/Eng/DEFAULT_REGION_SPECIFIC file why they are similar I dont know its not important. Then 2 entries in Loc/Eng/TOOLTIPS 1 under heading@{"tradeable_goods_intro_tool_tips"} and 1 under the heading goods_working_tool_tips. Then you need 2 bifs 1 in Campmap/Parchments/Icons and 1 in Textures/Campmap/Goods, Then of course you need to make 2 entries in the Startpos 1 under DeclareTradeGoods and 1 under SetTradeablegoods to assign it to a province or provinces of your choice. Thats about it I hope I did not leave anything out . If you try it out let me know enjoy. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif P.S. I have recently added Muskets and will be adding Gunpowder as new tradegoods. LOS
Lord Of Storms
06-07-2003, 01:18
1 shameless bump http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif Moderators maybe this could go in the Dungeons Faq?
KukriKhan
06-07-2003, 14:21
If you're sure it works, no prob Lord of Storms.
How about if we expand the spacing and puncuation (to help guys sort your instructions) so it reads thus:
--------------------------------
Here are some tips from Lord of Storms
How to Declare New Trade Goods in VI
I have gone through the process of adding new trade goods for the Napoleonic Era Mod (just an experiment) and I thought I would share it:
First decide the name of your new trade good. For my experiment I chose Swords. You need to make entries in the following files:
Loc/Eng/Names under heading @{"tradeable good names"}then 2 entries in Loc/Eng/DEFREGSPEC under heading @{"goods names"} and tradeable_goods_intro_tooltips.
Then you need to repeat those same entries into the Loc/Eng/DEFAULT_REGION_SPECIFIC file (why they are similar I dont know; its not important). Then 2 entries in Loc/Eng/TOOLTIPS:
1 under heading@{"tradeable_goods_intro_tool_tips"} and 1 under the heading goods_working_tool_tips.
Then you need 2 bifs: 1 in Campmap/Parchments/Icons, and 1 in Textures/Campmap/Goods.
Then of course you need to make 2 entries in the Startpos 1 under DeclareTradeGoods, and 1 under SetTradeablegoods, to assign it to a province or provinces of your choice.
Thats about it I hope I did not leave anything out . If you try it out let me know. Enjoy. P.S. I have recently added Muskets and will be adding Gunpowder as new tradegoods. LOS
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Lord of Storms, if the above meets your approval, I'll copy it to the Dungeon's FAQ thread.
Lord Of Storms
06-07-2003, 14:23
Thanks KukriKhan Looks and sounds good to me http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif P.S I am positive that it works I have added 2 entirley new trade goods this way to VI for the Napoleonic Mod and will be adding many more befroe the mods release. http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
KukriKhan
06-07-2003, 15:11
Very well, then. Copied it over. You get top-billing on page 3 of the FAQ. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Shall we close/delete this thread, since it's duplicated in the FAQ?
Lord Of Storms
06-07-2003, 17:59
Quote[/b] (KukriKhan @ June 07 2003,09:11)]Very well, then. Copied it over. You get top-billing on page 3 of the FAQ. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Shall we close/delete this thread, since it's duplicated in the FAQ?
Close/Delete this puppy, Thanks for the quick response KukriKhan much appreciated http://www.totalwar.org/forum/non-cgi/emoticons/pat.gif
KukriKhan
06-07-2003, 18:26
OK, thanks. We'll close it for now, then delete it when it slides off page 1.
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