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Thread: Adding trade goods

  1. #1
    Rocker moth Wave's Avatar
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    Adding trade goods

    What kind of sorcery adding new trade goods to the game requires?

    Currently I have:

    icon_tradegood_dyes.tga in gfx/mapitems folder where all other tradegood pictures are

    Code:
    dyes = {
    	trade_transit_capacity = 1
    	local_tax_modifier = 0.1
    	color = { 0.1 0.6 0.6 }
    }
    in common/tradegoods.txt file (effects are just for testing)

    and

    Code:
    trade_goods = dyes
    line in Phoenicia's province history file.

    The game crashes when loading "map properly initialized"

    Thanks for the help in advance
    - Wave
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  2. #2
    General Camara's Avatar
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    you also need to have it in the gfx/interface in icon_tradegoods.tga file.

    Then in interface in the file mapitems.gfx (open it with notepad) you indicate the mapitems file, but you also need in assets.gfx to sort out which tradegoods are which (icon_tradegoods.tga), in the part

    spriteType = {
    name = "GFX_tradegoods"
    texturefile = "mod\\Magna Terra\\gfx\\interface\\icon_tradegoods.tga"
    noOfFrames = 22
    norefcount = yes
    }
    The number of frames indicate how you divide the picture (how many parts), so that if you divide it in 2, then the first part will be considered tradegood 1 and the second will be the icon for tradegood 2 (I think the order you specify in common/tradegoods is here important to sort it this way), so see how you can add the tradegood you want. Try it by trial and error (I don't remember if the original file has "slots", e.g. free space in the picture, so that we can simply change it without messing with its dimension). Do not forget to edit also the alpha channel.
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  3. #3
    Rocker moth Wave's Avatar
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    Outch! This sounds a lot more painful than I thought

    Anyway thanks a lot, I'll add the missing stuff and see what happens.

    What kind of a program I need to modify .gfx files? Do they work like .dds files?
    My modding stuff:
    Wave's modding guide:
    a tutorial for adding countries to EU: Rome, works with EU3 too!
    Wave's modding guide #2: Understanding and creating events

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    Letters from wAAR - An experimental Rome AAR with Epigoni Mod
    Winner of the Best character writer of the week award 1/6/12
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    Rest of the AARs in my inkwell

  4. #4
    General Camara's Avatar
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    Quote Originally Posted by Wave View Post
    Outch! This sounds a lot more painful than I thought

    Anyway thanks a lot, I'll add the missing stuff and see what happens.

    What kind of a program I need to modify .gfx files? Do they work like .dds files?
    No, gfx files are text files, open them with notepad or something like that
    Terra Universalis
    (Latest version - October 2011) for EU III DW 5.1
    Another kind of whole world mod
    Magna Terra
    (Latest version - November 4th 2011) for EU Rome VV (2.35 beta)
    The way to be Imperator of all the Old World
    Umbra Spherae
    WIP, updated frequently for Crusader Kings II (1.06)
    Expand your faith and realm into all the Old World

  5. #5
    Rocker moth Wave's Avatar
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    Thanks a lot for help Camara! I got it working and now I guess I can start adding more on my own
    My modding stuff:
    Wave's modding guide:
    a tutorial for adding countries to EU: Rome, works with EU3 too!
    Wave's modding guide #2: Understanding and creating events

    Ongoing AARs:
    Letters from wAAR - An experimental Rome AAR with Epigoni Mod
    Winner of the Best character writer of the week award 1/6/12
    This is SPARTA! Can the world be dominated by squads of 300 men swinging spears and crying the name of their home country?

    Rest of the AARs in my inkwell

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