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Author Topic: Modding Elven Caravan / Trader / Liaison  (Read 1258 times)

HraTaika

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Modding Elven Caravan / Trader / Liaison
« on: June 12, 2012, 02:30:02 pm »

So I was wondering how I could mod the elven caravan in order to request specific animals from them?

As of now, they bring just random things and so /few of them/
« Last Edit: June 13, 2012, 03:38:26 am by HraTaika »
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Hugo_The_Dwarf

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Re: Modding Elven Caravan
« Reply #1 on: June 12, 2012, 02:41:29 pm »

elves neede this noble

[POSITION:WOOD CARTEL REPRESENTATIVE]   
      [NAME:elven representative:elven representatives]
      [NUMBER:1]
      [RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
      [PRECEDENCE:40]
      [MENIAL_WORK_EXEMPTION]
      [SLEEP_PRETENSION]
      [PUNISHMENT_EXEMPTION]
      [ACCOUNT_EXEMPT]
      [DO_NOT_CULL]
      [COLOR:7:0:1]
      [DUTY_BOUND]
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Quietust

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Re: Modding Elven Caravan
« Reply #2 on: June 12, 2012, 03:43:53 pm »

Wrong responsibility - you want TRADE (which is what also works with humans to give them Guild Representatives), not ESTABLISH_COLONY_TRADE_AGREEMENTS.
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P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

HraTaika

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Re: Modding Elven Caravan
« Reply #3 on: June 13, 2012, 03:00:46 am »

Double Post
« Last Edit: June 13, 2012, 03:37:09 am by HraTaika »
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HraTaika

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Re: Modding Elven Caravan
« Reply #4 on: June 13, 2012, 03:36:47 am »

So something like this yes?

[POSITION:Elven Trader]
      [NAME:guild representative:guild representatives]
      [NUMBER:1]
      [RESPONSIBILITY:TRADE]
      [RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
      [APPOINTED_BY:DRUID]
      [PRECEDENCE:40]
      [DO_NOT_CULL]
      [COLOR:7:0:1]
      [MENIAL_WORK_EXEMPTION]
      [PUNISHMENT_EXEMPTION]
      [SLEEP_PRETENSION]
      [ACCOUNT_EXEMPT]
      [DUTY_BOUND]

I needs to be added to the raws prior worldgen yes?
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Hugo_The_Dwarf

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Re: Modding Elven Caravan / Trader / Liaison
« Reply #5 on: June 13, 2012, 05:23:45 pm »

before worldgen yes
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Tierre

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Re: Modding Elven Caravan / Trader / Liaison
« Reply #6 on: June 14, 2012, 04:25:35 am »

Use DFhack's utility fixdiplomat?
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Quietust

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Re: Modding Elven Caravan / Trader / Liaison
« Reply #7 on: June 14, 2012, 09:41:08 am »

Use DFhack's utility fixdiplomat?
That only adds diplomats to Elven civs. There's also the "fixmerchants" command which adds trade liaisons, but it only adds them to civilizations with [MERCHANT_NOBILITY] - note, however, that you can simply add that tag to your raws (without generating a new world) and the tool will detect it.
« Last Edit: June 14, 2012, 10:29:35 am by Quietust »
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P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Tierre

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Re: Modding Elven Caravan / Trader / Liaison
« Reply #8 on: June 14, 2012, 09:53:03 am »

He wanted elven caravan - so it will help him:) And it also helps in case of Civilisation Forge mod - it adds to 3 races instead of 1. But i didn't test it extensively enough.
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HraTaika

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Re: Modding Elven Caravan / Trader / Liaison
« Reply #9 on: June 16, 2012, 04:56:02 pm »

Alas, I've managed to get a 'wood cartel repserentative', muchos gracias for the help!
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