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Author Topic: No Trade - What did i do?  (Read 1169 times)

TigerPlushie

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No Trade - What did i do?
« on: January 06, 2009, 07:06:53 am »

This is the situation.

I wanted to try some basic modding for a change. Got me a fresh install and started working. My idea was to add a race of mechanical humanoids, called Gearlings, into the game. First of all i copypasted the data from the dwarves in the entity and creature section, modified it slightly (so i could quick-check if it works). In the entity file, i browsed for the active season, because i wasn't certain if the caravans might interfere with each other and set it to winter. Eagerly i launched a new world

Everything seemed to be in order. The gearlings appeared in the civ menu on the embark screen just peachy. I started messing around on my site waiting for winter when impatience stroke... I wanted earlier results. So i left the game and set the active season to spring... while i was at it i removed the two clothing tags (i need to remember to modify the temperature tokens) and rebooted.

Again, the Gearlings appeared at the embark screen, but with a yellow "no trade" tag aside them... I thought "If i can't trade with them in DF mode, they are no good for me, so i quitted the game and set the entity info back to their earlier values.

Booted again, but still it says "no trade" ...anyone know, what could have happened or what might be the problem here?
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Deon

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Re: No Trade - What did i do?
« Reply #1 on: January 06, 2009, 07:16:33 am »

Show your entity and creature files to find the problem. Also, just as a bonus, is there anything in errorlog.txt?
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TigerPlushie

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Re: No Trade - What did i do?
« Reply #2 on: January 06, 2009, 08:30:51 am »

In fact i was looking for an error log, but i couldn't find a file. I will post both the new sections i added in the files as soon as i return home from work
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Deon

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Re: No Trade - What did i do?
« Reply #3 on: January 06, 2009, 08:45:33 am »

If you have no errorlog.txt in your root directory then it's fine.

Post the text when you are back home :).
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TigerPlushie

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Re: No Trade - What did i do?
« Reply #4 on: January 06, 2009, 12:31:19 pm »

Spoiler (click to show/hide)

Well, this is it... i have barely changed anything and it is nothing special. I try learning with experimenting and wiki reading. if you want, i'd appreciate if you could find the error
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Boksi

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Re: No Trade - What did i do?
« Reply #5 on: January 06, 2009, 12:35:42 pm »

You did regen the world right?

The "No Trade" comes from diplomatic causes, btw.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

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TigerPlushie

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Re: No Trade - What did i do?
« Reply #6 on: January 06, 2009, 12:45:34 pm »

Hm, i suppose that might be readable by making the game a little bit more verbose, mh? after all most of the events in generating history are stored, but i never know where i can check them out.

do you know, where i could find infos about what happens in worldgen?
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Deon

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Re: No Trade - What did i do?
« Reply #7 on: January 06, 2009, 12:45:44 pm »

Just common errors:
1) You have double SEVERONBREAKS on your craeture.
2)
Quote
   [CRAFTSMAN_NAME:craftsdwarf:craftling]
What is it? You need just a single name here, not double. Are you sure your errorlog.txt is clean after you generate a world?!!!
3)
Quote
[TILE:G]
is wrong. It should be either a number of tile or you should use apostrophes (i.e. TILE:'G').

Quote
do you know, where i could find infos about what happens in worldgen?
Play Now! -> Legends
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TigerPlushie

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Re: No Trade - What did i do?
« Reply #8 on: January 06, 2009, 12:53:47 pm »

It's never wrong to ask experienced people for help, i see.

I found the error log, but it actually was clean. only one line with a carp path thingie.

I have no idea how that craftsman thing happened. i just saw, that there is one string for singular and one for plural... but even then it's utterly wrong o.o

I just tried legends... but, well, right now it's just cluttered up information to me. I'll patch up the things you've shown me and regen. Maybe the world just don't like them :P
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Deon

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Re: No Trade - What did i do?
« Reply #9 on: January 06, 2009, 12:59:26 pm »

I meant that they shouldn't be different. This should be a singlular and plural of a single noun which replaces CRAFTSMAN for example.
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TigerPlushie

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Re: No Trade - What did i do?
« Reply #10 on: January 06, 2009, 01:06:27 pm »

well, after correcting all i did was turn this:

   [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]

into this:

   [CRAFTSMAN_NAME:craftling:craftlings]


anyways. world regen and still no trade. ill keep trying to figure things out. thanks for your help


now that i think of it... i removed some common domestics... as in mount and pack... i guess there is no one to pull the wagon maybe. i'll check on that
« Last Edit: January 06, 2009, 01:08:40 pm by TigerPlushie »
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Boksi

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Re: No Trade - What did i do?
« Reply #11 on: January 06, 2009, 01:10:43 pm »

Hey! Here's an interesting thought.

Instead of giving them pack animals, make them their own pack animals. Give them [trADE_CAPACITY:X], where X is the amount of weight they can carry, and see what happens!
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Mephansteras

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Re: No Trade - What did i do?
« Reply #12 on: January 06, 2009, 01:11:36 pm »

That is an interesting thought. I want to see how that turns out!

But, yeah, not having pack or pull animals will normally prevent them from trading.
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TigerPlushie

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Re: No Trade - What did i do?
« Reply #13 on: January 06, 2009, 01:39:40 pm »

Alright. now it works... but i am not certain which of the two things i changed actually did it.

1. I gave them their animals back.

2. i read that only one civ beside the dwarves can visit once per season, so i removed winter at the kobolds and goblins
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Mephansteras

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Re: No Trade - What did i do?
« Reply #14 on: January 06, 2009, 01:55:36 pm »

2. i read that only one civ beside the dwarves can visit once per season, so i removed winter at the kobolds and goblins

That is incorrect, you can have as many races active in a season as you wish. Including traders. My mod has tons of races, and I've never noticed any problems with overlap. The trade depot can handle any number of traders at once and I've seen thieves, raiding parties and sieges from multiple civs all at once. It can get pretty chaotic!
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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