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  1. #1
    DanishTerror's Avatar Libertus
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    Icon5 Trader's Outpost available to Fortresses

    Warning: Modding Noob

    I want to create a new building type available to Fortresses and Citadels - a Trader's Post. I'm assuming I would need a new entry in the EDB. What other files would need to be edited? How would I create a custom construction panel icon?
    Has someone else done this? If so, where can I find out how *they* did it?

    I'm thinking of a trade bonus of like 0.5 and no merchant recruitment. The market buildings, according to the EDB gives each an income bonus - trade bonus 1.

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Trader's Outpost available to Fortresses

    There should be a tutorial in the Text Editing & Scripting forum. Adding a new building or something like that.

    Edit: found it - How to Make New Buildings
    Last edited by Gigantus; September 19, 2012 at 10:30 PM.










  3. #3
    DanishTerror's Avatar Libertus
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    Default Re: Trader's Outpost available to Fortresses

    Thank you! This should be fun. First "actual" mod - not just tweaking traits or characters...

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Trader's Outpost available to Fortresses

    One is glad to be of service










  5. #5
    DanishTerror's Avatar Libertus
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    Default Re: Trader's Outpost available to Fortresses

    Here's what I have so far:

    Spoiler Alert, click show to read: 

    building c_trade
    {
    levels c_trade_camp c_trade_post c_trade_fair
    {
    c_trade_grounds castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level merchants_guild guild_merchants_guild
    {
    capability
    {
    trade_base_income_bonus bonus 0.3
    }
    material wooden
    construction 2
    cost 300
    settlement_min large_town
    upgrades
    {
    c_trade_post
    }
    }
    c_trade_post castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level m_merchants_guild guild_merchants_guild
    {
    capability
    {
    trade_base_income_bonus bonus 0.5
    }
    material wooden
    construction 2
    cost 600
    settlement_min large_town
    upgrades
    {
    c_trade_fair
    }
    }
    c_trade_fair castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level gm_merchants_guild guild_merchants_guild
    {
    capability
    {
    trade_base_income_bonus bonus 0.7
    }
    material wooden
    construction 2
    cost 800
    settlement_min city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }

    {c_trade_camp}Trader's camp
    {c_trade_camp_desc}As castles grow to dominate the local landscape, even traveling merchants become frequent visitors. With the assistance of nearby Merchant's Guildhouses, garrison commanders are now able to provide an organized area for local trading, and taxing. Although, not being within the castle walls themselves, a Trader's Camp is vulnerable to raids and seiges.
    {c_trade_camp_desc_short}An open area outside the castle that allows organized local trading


    IF, I set it up correctly, the presence of a Merchant's Guild in the faction should be all that's necessary. Or is the script going to require a Merchant's Guild *in* the castle. (Yes, I know - not possible, therefore the script won't work.)

  6. #6
    DanishTerror's Avatar Libertus
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    Default Re: Trader's Outpost available to Fortresses

    Quote Originally Posted by DanishTerror View Post
    IF, I set it up correctly, the presence of a Merchant's Guild in the faction should be all that's necessary. Or is the script going to require a Merchant's Guild *in* the castle. (Yes, I know - not possible, therefore the script won't work.)
    Also, is there a cheat/method available where I can test this within, say 5 turns - upgrade a city, upgrade a castle, force a merchant's guild, then see if I can build a Trader's Camp.

  7. #7
    Withwnar's Avatar Script To The Waist
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    Default Re: Trader's Outpost available to Fortresses

    In campaign_script.txt (CS) you could do this...

    Code:
    monitor_event FactionTurnStart FactionIsLocal
      and I_TurnNumber >= 4
    
      console_command upgrade_settlement London  ;upgrade by one level
      console_command create_building London guild_merchants_guild
    
    terminate_monitor
    end_monitor
    In CS turn 0 = game turn 1 so this is really saying "if at turn 5". If you need to upgrade the settlement by more than one level then repeat that upgrade_settlement line.

    This script will need to go anywhere between the "script" line at the start and the "wait_monitors" line at the end. And start a new campaign.

  8. #8
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Trader's Outpost available to Fortresses

    Isn't this the wrong way round?:

    building_present_min_level gm_merchants_guild guild_merchants_guild










  9. #9
    Withwnar's Avatar Script To The Waist
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    Default Re: Trader's Outpost available to Fortresses

    Yep, and mine was wrong too. It should be:

    console_command create_building London gm_merchants_guild

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