View Full Version : Trade goods error
Kekvit Irae
06-14-2004, 23:58
I have noticed in WesW's MedMod game that Inns require the new 'Mercenaries' goods to be built. My question is, how can this be pulled off?
I am trying to make a 'Traders' goods so I can restrict higher level Merchant buildings to certain provinces and to restrict my new Venetian Counting House to the same.
The problem is, I went through all the steps in creating a new trade good from barocca's thread, including making a new BIF, but when I add { TRADERS } into the Resources Required column of the build_prod (column 19), I get the following error:
Unknown resource specified: column 19, row 46
TRADERS
I'm at my wits end here :/
Duke John
06-15-2004, 09:32
Specific trading goods cannot be used as a prerequisite. Trading goods are always seen as a whole, so for the Trading buildings the prerequisite is the presence of any trading goods in the province.
You could use the unused Wood resource (I have no idea wether it's used in the MedMod) for the purpose of your tying Merchant Houses to certain provinces.
Cheers, Duke John
Kekvit Irae
06-15-2004, 21:13
Quote[/b] (Duke John @ June 15 2004,03:32)]Specific trading goods cannot be used as a prerequisite. Trading goods are always seen as a whole, so for the Trading buildings the prerequisite is the presence of any trading goods in the province.
You could use the unused Wood resource (I have no idea wether it's used in the MedMod) for the purpose of your tying Merchant Houses to certain provinces.
Cheers, Duke John
Eh? Wood is plentiful in the original campaign, seen all over the areas around Lithuania.
And your second paragraph just contridicted your first one, about using specific resources to bind buildings to a specific area. :P
Duke John
06-16-2004, 07:17
Quote[/b] ]And your second paragraph just contridicted your first one, about using specific resources to bind buildings to a specific area.
No I am not. There is a big difference between Trading goods and Resources. You can use specific resources, but not specific trading goods for the purpose of prerequisites.
Wood is not only a Trading Good but also a Resource. The latter is unused and thus can be used for your Trading prerequisite.
Kekvit Irae
06-16-2004, 08:07
The only problem I see is where the resource files are so I can add new ones like WesW did with his Mercenaries. Odd, but when I open his build_prod with notepad (Gnome refuses to recognize his prod files for some reason), the Inn requires Salt? Am I missing something here? http://www.totalwar.org/forum/non-cgi/emoticons/gc-dizzy2.gif
cutepuppy
06-16-2004, 10:22
Maybe you are missing something. I'll try to explain it.
The game engine defines 6 ressources (salt, copper, silver, gold, iron and forest), of which forest isn't used in campaign.
If you want to restrict several buildings to one or more provinces, you have to use a ressource which is needed for constructing the building.
Because Wes wanted to stop the mercenary rush in his mod, he defined the availability of salt as a prerequisite for the construction of inns. At the same time, he added the 'mercenary trade good' to all provinces with salt (if you don't believe me, take a look at his map). He also gave the mercenary trade good a value of 0, so you can't earn anything from it. So it is not the trade good , but the ressource you need to construct inns.
If you want to add new ressources to a province, you have to use one of the 6 defined, and add them in the early/high/late files in campmap\startpos. You'll notice somewhere lines with 'settradablegoods::' and 'setressources::'.
I don't think new ressources can be created (I tried it myself and it didn't work, but I'm no specialist modder).
Hope it helped a bit
http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
Quote[/b] (kekvitirae @ June 16 2004,02:07)]The only problem I see is where the resource files are so I can add new ones like WesW did with his Mercenaries. Odd, but when I open his build_prod with notepad (Gnome refuses to recognize his prod files for some reason), the Inn requires Salt? Am I missing something here? http://www.totalwar.org/forum/non-cgi/emoticons/gc-dizzy2.gif
Kel,
Inns require the salt resource to be present in a province. There appears to be no way to add resources although you can add trade goods.
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