Gnomoria
Tacyn'sMod2 Option 3a: RealisticTradeON
14 条留言
Echoes & Specters 2016 年 11 月 28 日 上午 4:56 
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  [作者] 2016 年 11 月 13 日 下午 1:45 
It should take effect on existing savegames.
Though not for merchants that are already present
Echoes & Specters 2016 年 11 月 13 日 下午 1:42 
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  [作者] 2016 年 11 月 13 日 下午 1:27 
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 2016 年 11 月 13 日 下午 12:55 
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  [作者] 2016 年 11 月 6 日 下午 2:30 
This is a bug. I'll look into it.
Echoes & Specters 2016 年 11 月 6 日 下午 1:13 
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 2016 年 11 月 6 日 上午 8:56 
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  [作者] 2016 年 11 月 6 日 上午 5:53 
The merchant city-state already buys all of those.
Are you using any additional mods?
Echoes & Specters 2016 年 11 月 5 日 下午 3:20 
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. :)
Tacyn  [作者] 2016 年 11 月 5 日 下午 1:02 
Can you give some examples?
As far as I can tell, they already buy everything relevant.
Echoes & Specters 2016 年 11 月 5 日 下午 12:50 
I think merchant kingdoms should act more along the lines of vanilla merchants, buying/selling most things (with the exception of unrefined goods such as raw stone, logs, ore, and raw food items). I'm perfectly content with other kingdoms not wanting to dabble in goods beyond their own specialties, but the basic merchant kingdom should act as the player's hub to outside resources with as few restrictions as possible.

I understand the push toward coins (I think it's pretty awesome!), but in its current implementation, Merchant Kingdoms feel like a heavy-handed approach toward forcing the coin economy system.
Tacyn  [作者] 2016 年 11 月 5 日 下午 12:47 
What do you want to sell them?
Echoes & Specters 2016 年 11 月 5 日 下午 12:20 
Tried out this mod, and it's fairly frustrating. The initial merchant kingdom you're given hardly buys anything at all, making initial kingdom diplomacy a chore. Give the Merchant Kingdoms some more versatility, and this mod could be a lot more interesting.