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  1. #1
    General wilcoxchar's Avatar
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    Adding tradegoods

    Is there a tutorial for adding trade goods to EU3, or some sort of guide? I want to add a couple more, but am unsure of what I need to do to.
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  2. #2
    Sort of kind of back dharper's Avatar
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    I suggest asking Gigau. He's the master of adding tradegoods!

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  3. #3
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Quote Originally Posted by dharper
    I suggest asking Gigau. He's the master of adding tradegoods!


    Important note :

    OK, i'll tell you exactely what i did... some might say there is another way, with fewer steps... but that i personnally never manage to have work on my end. So i prefer my slow but steady way After that, if some make other suggestions, it's up to you to see which way you prefer.


    \EU3\mod\<your_mod>\gfx\interface\resources.dds :

    That being said, the trickiest thing is modding the icons.

    For the graphic part, i suggest downloading DDS_Converter_2. After installing it and opening it, convert \EU3\gfx\interface\resources.dds to a psd format.

    A flaw in my plan is that the program converts back to dds files only if they have a power of 2 size. So you'l have to resize the work zone to 2048x64. This will limit the total number of trade goods to 32 (not counting those you could add without icons).

    So now you can add your 32 icons in your 2048x64 files.
    When you have drawn them, remember to check the alpha channel : the areas covered by your icons must be white, and the rest must be black (different shades of grey being authorized)

    After saving, you can convert it back to a dds file. Remeber to put it in a \EU3\mod\<your_mod>\gfx\interface\ directory.


    \EU3\mod\<your_mod>\interface\provincepanel.gfx :

    Open the \eu3\interface\provincepanel.gfx with a program like NotePad.

    Find :
    Code:
    	spriteType = {
    		name = "GFX_resource_icon"
    		texturefile = "gfx\\Interface\\resources.tga"
    		noOfFrames = 20
    		loadType = "INGAME"
    		norefcount = yes
    	}
    and change it with :
    Code:
    	spriteType = {
    		name = "GFX_resource_icon"
    		texturefile = "mod\\<your_mod>\\gfx\\Interface\\resources.tga"
    		noOfFrames = 32
    		loadType = "INGAME"
    		norefcount = yes
    	}
    Save it in your \eu3\mod\interface\ directory


    Suggestion :

    At this point, i suggest you load the game with your mod to check if the icons display properly. When i say properly, right here, i don't mean the icon being related to the resource (we will see that in an instant), rather :
    • do you see the icons or does the place remain blank ?
    • are the icons distorted or ok ?

    If all is well, let's move on to the next step....


    \EU3\mod\<your_mod>\common\tradegoods.txt :

    Open \eu3\common\tradegoods.txt with a program like NotePad.

    You'll see sections like this
    Code:
    grain = {
    	base_price = 5
    	
    	#demands
    	min_demand = 0.5
    	war = 0.01
    	
    	shipyard = 0.01
    	regimental_camp = 0.01
    	refinery = 0.01
    	wharf = 0.01
    	weapons = 0.01
    	textile = 0.01
    	fine_arts_academy = 0.01
    	university = 0.01
    	color = { 0.7 0.7 0 }
    }
    1. In green, the name of the good. No space allowed. If you want more than one word name, replave spaces by "_"
    2. In yellow, the base price of the product. You can set it to zero, but then of course, your product will never be worth anything
    3. In orange, not sure what that's for
    4. the remaining in white are factors (war, buildings) that have an effect on demand and therefore on the price of the good.
    5. There is a "goldtype = yes" option. Then the prices are based on mine-value instead of supply/demand and baseprice. Also creates gold-inflation.
    6. Also, there is "plantation = yes", a special categories for demand calculations.

    An important note : set the order of your goods the same as in your resources.dds files.


    \EU3\mod\<your_mod>\localization\<file_name>.csv :

    As for anything displayed in game, you need to have entries in a localization file. Use a file you have for your mod, or for starters, you can add it to another existing csv file, that you save in your \eu3\mod\<your_mod>\localization\ directory.

    For each good, you must have something like this :
    Code:
    wax;Apiculture;Apiculture;Apiculture;Apiculture;Apiculture;Apiculture;Apiculture;x
    waxDESC;Beekeeping (or apiculture, from Latin apis, a bee) is the practice of intentional maintenance of honey bee colonies, commonly in hives, by humans. A beekeeper (or apiarist) keeps bees in order to collect and trade honey and beeswax;L'apicultureBeekeeping (du latin apis, l'abeille) est le fait de maintenir des colonies d'abeille par des Hommes. Un apiculteur élève les abeilles afin de collecter et faire commerce le miel et la cire.;;;;;;x
    In the first column, you must have the good name as in the tradegoods.txt file. In the following ones, how you want it displayed in game. First column is for setting in english, second in french,...

    The second line (here waxDESC) is to add a description for your resource, when you hover the mouse of the resource, in game

    [Note : the number of columns is different Nappy localization files]


    Province history files :

    Last but not least, to have your new goods displayed, you need to add the resource in province history files, on a line like this :
    Code:
    trade_goods = grain


    I think that's about it. I hope i have forgotten nothing.

    Good luck

    EDIT : for an example, i uploaded the files extracted from MEIOU, adding 12 new resources... see post #10
    Last edited by gigau; 09-09-2007 at 18:15. Reason: Typos and forgotten infos
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  4. #4
    General wilcoxchar's Avatar
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    Thank you for your help. I'll try it tomorrow morning.
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  5. #5
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Quote Originally Posted by wilcoxchar
    Thank you for your help. I'll try it tomorrow morning.

    At your service. If you need more informations, just ask. I'll try to help you.
    Last edited by gigau; 09-09-2007 at 18:13.
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  6. #6
    General wilcoxchar's Avatar
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    Yay, I just tested it and it works! Thank you gigau.
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  7. #7
    Very nice explanation of your method! Thank you gigau! As an aside, I am always looking for a standardized listing of all modifications, etc. Any chance the MOD community has one already established for trade goods? It would definitely be much more efficient to piggy-back off of such a list/resource of pre-existing work if such a list already existed with the relevant information.

  8. #8
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Quote Originally Posted by DataJ
    Very nice explanation of your method! Thank you gigau! As an aside, I am always looking for a standardized listing of all modifications, etc. Any chance the MOD community has one already established for trade goods? It would definitely be much more efficient to piggy-back off of such a list/resource of pre-existing work if such a list already existed with the relevant information.
    Pick it in my mod. When i have time, i'll try to upload here a resources "micro-patch" if you want.
    Last edited by gigau; 09-09-2007 at 18:13.
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  9. #9
    Quote Originally Posted by gigau
    Pick it in my mod. When i have time, i'll try to upload here a resources "micro-patch" if you want.

    Definitely post it! I was hoping to see some cooperation between all parties interested in modding trade goods though, perhaps we could use your work as the basis for a new "Trade Goods" resource thread we all could borrow from and add to?

  10. #10
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Here are the tradegoods from MEIOU. As i am currently adapting MEIOU for Napoleon's Ambition, i'm not going to do much more on that for now. But later on, i plan on making better icons, at least for some.

    Be aware : you need to adapt it, it won't work as it is. You need to include it in a mod folder. After that, you need to edit the provincepanel.gfx to point towards your graphics file (like i explained in the "how-to-do-it" post).

    You can use it freely. If you include it in an uploaded mod, please give me credit

    Here are the icons :



    Here is the list of the goods (added the word used in the localisation file) :
    1. Wheat (grain)
    2. Millet (millet)
    3. Rice (rice)
    4. Maize (maize)
    5. Wine (wine)
    6. Apiculture (wax)
    7. Wool (wool)
    8. Linen (cloth)
    9. Silk (silk)
    10. Hemp (hemp)
    11. Gold (gold)
    12. Gems (gems)
    13. Iron (iron)
    14. Copper (copper)
    15. Ammunitions (lead)
    16. Lumber (naval_supplies)
    17. Fish (fish)
    18. Fur (fur)
    19. Salt (salt)
    20. Slaves (slaves)
    21. Ivory (ivory)
    22. Tea (tea)
    23. Chinaware (chinaware)
    24. Cinnamon (cinnamon)
    25. Clove (clove)
    26. Pepper (spices)
    27. Coffee (coffee)
    28. Cotton (cotton)
    29. Sugar (sugar)
    30. Tobacco (tobacco)
    31. Opium (opium)
    32. Glassware (glassware)
    33. Crops (crops) - no icon, no production

    Download link
    Last edited by gigau; 09-09-2007 at 18:12.
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  11. #11
    To Mega Therion ZmajOgnjeniVuk's Avatar
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    Quote Originally Posted by gigau
    Be aware : you need to adapt it, it won't work as it is. You need to include it in a mod folder. After that, you need to edit the provincepanel.gfx to point towards your graphics file (like i explained in the "how-to-do-it" post).
    Why haven't you included provincepanel.gfx as well?
    Otherwise - a great addition to vanilla until you give us a full release!

  12. #12
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Quote Originally Posted by ZmajOgnjeniVuk
    Why haven't you included provincepanel.gfx as well?
    Otherwise - a great addition to vanilla until you give us a full release!

    The provincepanel.gfx is included... but it currently points out to MEIOU like this :
    Code:
    	spriteType = {
    		name = "GFX_resource_icon"
    		texturefile = "mod\\MEIOU\\gfx\\Interface\\resources.tga"
    		noOfFrames = 32
    		loadType = "INGAME"
    		norefcount = yes
    	}
    You need to change the green part to point to your own mod folder
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  13. #13
    To Mega Therion ZmajOgnjeniVuk's Avatar
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    Quote Originally Posted by gigau
    The provincepanel.gfx is included... but it currently points out to MEIOU like this :
    I didn't look into the .zip, and understood that I have to change vanilla's file...
    Quote Originally Posted by gigau
    You need to change the green part to point to your own mod folder
    And also to change province goods in the history files, right?

  14. #14
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Quote Originally Posted by ZmajOgnjeniVuk
    And also to change province goods in the history files, right?

    Right, i forgot to add that this doesn't change anything to your current resource display. Next step, that you need to do yourself , is to edit the province history files to give a new resource (as i explained in the "how-to-do-it" post of this thread)
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  15. #15
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Updated post #10... the graphics wouldn't worked : had forgotten to edit the alpha channel

    and no one noticed
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  16. #16
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Updated the icons in post #10 to display those included in the dowload
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  17. #17
    Sticky Please

  18. #18
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    At least, i think a link should be added in the "How-to-do-guide" stickied thread
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  19. #19
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Important information :
    I've discovered that if, in the \common\tradegoods.txt, you add more goods than the number of icons you made, you'll go back to the first ones ; if you have 34 goods and 32 icons, the 34th good will use the icon number 2.

    So if you make icons that can be used several times, it increases the number of goods you can implement...
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  20. #20
    this guide was very useful and your discovery has allowed me to have 43 resources many i have stolen from you gigau, thanks

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