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Thread: Modding Merchants

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  1. #1

    Default Modding Merchants

    How do you mod Merchants to achieve valour over time....without them doing anything but trading.

    I'm playing a mod that removed that from the vanilla, from which I remember they did unmodded.

    Thanks in advance.

  2. #2

    Default Re: Modding Merchants

    I'm not sure if you can increase there trait value unless you give them traits, but you can edit the resource trade value from this file descr_sm_resources.txt


  3. #3

    Default Re: Modding Merchants

    I appreciate the post, but I'm looking to mod the valour, not the trade values.

  4. #4

    Default Re: Modding Merchants

    Quote Originally Posted by Madden View Post
    I appreciate the post, but I'm looking to mod the valour, not the trade values.
    then you would have to give them traits.


  5. #5

    Default Re: Modding Merchants

    Is it possible to increase an attribute without traits?

    Dominion of the Sword, a Medieval II: Total War Supermod
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  6. #6
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Modding Merchants

    Quote Originally Posted by Azim View Post
    Is it possible to increase an attribute without traits?
    Not besides traits and ancillaries. There aren't building properties that give a character bonuses, they might increase order or whatever, but they don't go through the character_record to do so. It might seem like some general's start with some traits automatically, because they do, but this is a trait. LoyaltyStarter and ReligionStarter are hidden traits that apply 3 Loyalty and 3 Piety to all characters with a 100% chance trigger that fires on every method of character creation.

    Cheers,
    Augustus

  7. #7

    Default Re: Modding Merchants

    You could someting along the lines of this:
    Code:
    Trigger_Merchant_On_Resource_VnV_Trigger
       WhenToTest CharacterTurnEnd 
       Condition TradingResource
     
       Affects BeanCounter 1 Chance 10
    end_monitor
    This would give the merchant a 10% chance of aqquiring more experience on a turn during which they trade a resource. BTW, merchants already gain experience like this in the vanilla version.

    Dominion of the Sword, a Medieval II: Total War Supermod
    Under the patronage of Archaon. Proud member of the House of Siblesz
    My friend died from chain letters. If you don't post this again 100 times, he will come and kill you in your sleep!

  8. #8

    Default Re: Modding Merchants

    You could give them a hidden trait that self perpetuates...

  9. #9
    Opifex
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    Default Re: Modding Merchants

    You need to script it off TradingResource, as shown above.


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    and may posterity forget that ye were
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