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  1. #1
    Member Member Gaiseric's Avatar
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    Default Modding Trade Goods?

    I am having trouble adding trade goods to some provinces and I dont know what I am doing wrong. Is there a hidden limit?

    I would like to add more trade goods to increase province income across the board, but it seems that I cant add any trade goods to regions from the startpos files. Any Ideas on what I can do?

  2. #2

    Default Re: Modding Trade Goods?

    I have only fiddled with their price in the startpos, so i wouldn't know. Perhaps a thread in the alchemist's lab might have the answer. There might also be a tool in the downloading section that is enabling you to do so. Let me see if i can find a link (and if it works)...

    Someone will definitely answer soon though. I seem to remember that the Pocket mod had added goods in provinces and so Caravel might know. Others may as well.
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  3. #3

    Default Re: Modding Trade Goods?

    No specific tools found, unless the ones that are said to help to make a campaign can help with adding trading goods too.
    The Caravel Mod: a (very much) improvedvanilla MTW/VI v2.1 early campaign

    Please make sure you have the latest version (v3.3)
    Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings

    Download v3.3
    Info & Discussion Thread

  4. #4

    Default Re: Modding Trade Goods?

    You want to add existing goods to a province, or you're trying to add new types of goods? In the latter case, I think they're hardcoded, for the former you just add them to the relevant section of the startpos file.
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  5. #5
    Beauty hunter Senior Member Raz's Avatar
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    Default Re: Modding Trade Goods?

    NB: I haven't touched MTW for year(s) now. some things i say are vague memories of speculations, but for the most part are educated assumptions are whilst not (and never would be) 100% accurate, is close enough as you're probably going to get it.
    Also NB: I'm rushing this post, my humour may shine through, and said humour may be witty, but is much more likely to be not-so-witty. please bear with me.

    It's the raw resources that are hardcoded: iron, copper, gold etc.
    You can add the resources to any region, but you can't create new resources.
    (though you can rename and re-picture or otherwise replace them to become effectively like a new resource [and that is beyond the scope of this thread])

    But you ask of trade goods, and trade goods are MOST definitely modifiable.
    You can add your own to the game (I'm sure of it), and add any of them to any region.

    I'd assume there'd be an absurd upper limit for the number that can be added to one individual region, possibly something like 31, but a more realistic upper limit of about ~9 before the resource icons trail off the parchment in game (view screenshot).

    I added these to the region of Anjou in the Early period in under 5 minutes.


    As you can gauge, you'd probably be able to get about 9 trade goods in a single region before the game becomes aesthetically challenged (more so).

    However, I did encounter a small, but almost invisible problem!

    In the startpos txt for the Early period, i encountered in the SetTradableGoods section (line 1739 in my books) that the region of Anjou had its tradegoods set twice. The problem highlighted red/orange here:

    edit: Sorry, screenshot says HIGH.txt, the superfluous entry is listed in ALL of the startpos text files.

    In my first attempt I'd added the goods to the top one, the first one declared. However, in testing, the goods were not added.
    From this, I can only deduce that if the region is declared multiple times, it is only the last one that will actually appear in the game.
    It's best simply to delete any superfluous, second additions like this.
    Perhaps this is what's happening to you TC?

    If you have any questions I'd be glad to help!
    I might be able to compose a step-by-step tutorial like I used to back in the days when I modded MTW like crazy, but who knows, I might not have the time anymore.
    (I promised someone else late last year around these parts that i'd help with his modding, but i never got a chance to... i suppose I feel rather guilty for saying that i'd help him. )
    Last edited by Raz; 01-17-2011 at 11:55. Reason: grammar, spelling, poor wit, there's more i'll fix later.
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  6. #6
    Member Member Gaiseric's Avatar
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    Default Re: Modding Trade Goods?

    Thanks for the Help!!! I got it working after some trial and error. Some goods could just not be assigned to certain regions in the mod I am playing. To make it work I would add about 5 trade goods to 5 regions, save, and then test to see if it worked in game. With this method, I now have different goods assigned to all regions. When I tried to mod trade goods before I assigned them all at once so I wasn't sure what was causing the problems. I was afraid that there was a hidden limit but thanks to your help I was able to mod the game successfully!!!

    Now the regions in game will have a slightly higher income once trading posts are built. I also added some resources across the board to help incomes too. The game I was modding was The Samurai Warlords Mod. I might modify some of the other trade goods in other mods that I have now that I know what I am doing. If I run into any other problems, I will direct my modding questions back to this thread. Thanks again for the help!!!

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