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Author Topic: 30 Days of Modding - Day 30 - Done!  (Read 70115 times)

palu

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Re: 30 Days of Modding - Day 13 - Merchant Designs and Universtities done
« Reply #255 on: July 02, 2014, 10:43:26 am »

Do those replace the traders that are part of the merchants guildhall?
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Meph

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Re: 30 Days of Modding - Day 12 - 50% of the guild workshops done.
« Reply #256 on: July 02, 2014, 10:51:48 am »

I did a bit more on the guild extensions, but noticed that the basic/fine/lavish goods merchant wont work, it would be way too many reactions per workshop.

So I made 12 new ones. :D

The 3 merchants on the merchants guild are now replaced with:
 - Moneychanger (coppers to silver to gold coins)
 - Contractor (calls caravans, I make the council only for migration and war)
 - Empire Trading Company (gives large, timed requests, if fulfilled, you get a large reward)

And the 12 new merchants give the basis for trading stuff:

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palu

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Re: 30 Days of Modding - Day 13 - Merchant Designs and Universtities done
« Reply #257 on: July 02, 2014, 11:05:04 am »

Sorry, didn't see that.
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FearsomeClarinet

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Re: 30 Days of Modding - Day 13 - Merchant Designs and Universtities done
« Reply #258 on: July 02, 2014, 11:39:10 am »

Didn't you say that you would also get cashmoney from renting out those shops? Do you have a specific number yet?
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Meph

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Re: 30 Days of Modding - Day 13 - Merchant Designs and Universtities done
« Reply #259 on: July 02, 2014, 11:46:27 am »

Renting for other civs, yes. But not these, they are permanent human structures. If you would get rent from them, people would just spam 100 traders. ;)

Foreign civs: 500 gold for 3 months. But they need a cheap buildmat from the caravans.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Meph

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Re: 30 Days of Modding - Day 13 - Merchant Designs and Universtities done
« Reply #260 on: July 02, 2014, 12:29:36 pm »

Now more.



PS: 12 of them are done. Ores, pets, crafts and clothing missing. Actually a bit unsure about the crafts, because there are so many combinations of item*material, I am not entirely sure how to set it up.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Mithril Leaf

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Re: 30 Days of Modding - Day 13 - Merchant Designs and Universtities done
« Reply #261 on: July 02, 2014, 12:37:39 pm »

Now more.



PS: 12 of them are done. Ores, pets, crafts and clothing missing. Actually a bit unsure about the crafts, because there are so many combinations of item*material, I am not entirely sure how to set it up.

What sort of cool pets might we be expecting from the pet merchant?
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Meph

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Re: 30 Days of Modding - Day 13 - Merchant Designs and Universtities done
« Reply #262 on: July 02, 2014, 12:38:21 pm »

Cows, Pigs, Ducks, Hawks, Sheeps, Goats, Dogs, Cats. The vanilla pets. Humans do embark with them. :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Mithril Leaf

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Re: 30 Days of Modding - Day 13 - Merchant Designs and Universtities done
« Reply #263 on: July 02, 2014, 12:47:21 pm »

Cows, Pigs, Ducks, Hawks, Sheeps, Goats, Dogs, Cats. The vanilla pets. Humans do embark with them. :)

Ah, finally a return to my glorious days of ranching massive herds of domestic poultry!
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Meph

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Re: 30 Days of Modding - Day 13 - Merchant Designs and Universtities done
« Reply #264 on: July 02, 2014, 01:03:11 pm »

yes, guineafowls, chickens, geese, ducks and peafowls are back in as well. ;)

EDIT: Alright, Ore Merchant and Pet Merchant are done. Only two to go.
« Last Edit: July 02, 2014, 01:25:55 pm by Meph »
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Kiefatar

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Re: 30 Days of Modding - Day 13 - Merchant Designs and Universtities done
« Reply #265 on: July 02, 2014, 02:53:03 pm »

It sounds like how Warlocks stripmine the map and shred it, humans will be stripmining the map to sell, to then buy whatever they need...

I like it!
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Meph

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Re: 30 Days of Modding - Day 13 - Merchant Designs and Universtities done
« Reply #266 on: July 02, 2014, 02:54:07 pm »

Well, its more planned to buy materials, refine them to items, sell them for greater profit, and buy more raw materials.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Firehawk45

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Re: 30 Days of Modding - Day 13 - Merchant Designs and Universtities done
« Reply #267 on: July 02, 2014, 03:14:33 pm »

Well, its more planned to buy materials, refine them to items, sell them for greater profit, and buy more raw materials.

Ahhh, mercantilism, the greatest invention of all ;) Queue the invaders lining up to murder everyone in your town i guess
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Meph

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Re: 30 Days of Modding - Day 13 - Merchant Designs and Universtities done
« Reply #268 on: July 02, 2014, 03:27:11 pm »

Lol, yeah. :D Thats the point, isnt it?

Got the trap engineer done and the silk farm workshop can now refine silk moth cocoons to silk thread. I dont think I can make it spawn actual silk-moths that your hivekeeper can use, so you will still have to be lucky and find some on your map.

And started a bit on the human creature file. When they go underground they start to get slow (50%) after a day, and get dizzy after a week underground. Not sure if I should really go with the "hallucination" thing with boogyemen and nighthags, but I'll at least give it a test run. First have to write the creatures though. ^^

Also added the bouerocrat noble, number as_needed, which was a really nice idea by a forum user. Broker, manager and bookkeeper in one, make as many as you want. :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

palu

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Re: 30 Days of Modding - Day 13 - Merchant Designs and Universtities done
« Reply #269 on: July 02, 2014, 04:16:54 pm »

Will the masons guild humans have less effect from being underground? Or perhaps something from the guildhall could help with that? Maybe mining lamps? It wouldn't remove the bad effects, just lessen them.
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Hmph, palu showing off that reading-the-instructions superpower.
The internet encourages thoughtful, intelligent discussion and if you disagree I hate you.
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