Gnomoria

Gnomoria

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Tacyn'sMod2 Option 3a: RealisticTradeON
   
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4 Oct, 2016 @ 2:35pm
11 Nov, 2017 @ 3:41pm
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Tacyn'sMod2 Option 3a: RealisticTradeON

In 1 collection by Tacyn
Tacyn's Mod v.2
16 items
Description
Merchants only buy items they are interested in.This mod requires Tacyn's Base Mod v2to be chosen as a basemod.
14 Comments
Echoes & Specters 28 Nov, 2016 @ 4:56am 
Just wanted to give a heads up: the mod works great, and kingdoms are working properly(ish).

My only lingering complaint is trying to sell food. Between meals, light meals, ingredients and produce, it's become a nightmare trying to remember who buys what. I think a lot of issues could be solved by letting most merchants (minus Agricultural Settlements) buy all prepared food items, while decreasing their overall value to keep Kingdom Worth in check. 25 sell value for cakes seems a bit high, while trying to find the right merchant to buy my fried beets is like pulling teeth.

Please don't let my critique come off as dissatisfaction- your mod and collection have breathed some amazing new life into this game, and I can't imagine any better, short of messing with the source code.
Tacyn  [author] 13 Nov, 2016 @ 1:45pm 
It should take effect on existing savegames.
Though not for merchants that are already present
Echoes & Specters 13 Nov, 2016 @ 1:42pm 
Tacyn, you're amazing!

Is there any way I can apply this to existing savegames, or will I need to start a new kingdom in order for this to take effect?
Tacyn  [author] 13 Nov, 2016 @ 1:27pm 
Yes, I found the source of the bug.
For some reason the game ignores <Buymodifier>1</Buymodifier> tags in factions.xml
and instead uses the default <Buymodifier>0</Buymodifier> in charactersettings.xml.

I'm uploding the fix right now.
Echoes & Specters 13 Nov, 2016 @ 12:55pm 
Did you have any luck recreating, or getting to the bottom of the bug? I reinstalled all of the mods (still using the same selection) and it's giving me the same problem with a brand new kingdom. I'd love to know if my issue is an anomoly, or if it can be examined more thoroughly under existing conditions.

Thanks a million, man.
Tacyn  [author] 6 Nov, 2016 @ 2:30pm 
This is a bug. I'll look into it.
Echoes & Specters 6 Nov, 2016 @ 1:13pm 
As promised, here are some screenshots showing a 0 value for a number of semi-refined, and even refined goods. I hope this can help in some way. :)

http://imgur.com/a/Minl7
Echoes & Specters 6 Nov, 2016 @ 8:56am 
No, just what's included in your collection (including Decorative Floors and Flowers). I'll post a few screenshots later on, when I'm able to. :)
Tacyn  [author] 6 Nov, 2016 @ 5:53am 
The merchant city-state already buys all of those.
Are you using any additional mods?
Echoes & Specters 5 Nov, 2016 @ 3:20pm 
The most immediate examples that come to mind are: Planks, Blocks, Bolts, Bread, Wine, Cut Gems, Bars, and semi-refined materials that have undergone some degree of refinement from being raw materials.


Thanks so much for being so responsive, friend. :)