Caravans of the Player's kingdom

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Tachyon

Veteran
Wiill Caravans belonging to the player's kingdom trade with other factions and player cities? If player kingdom caravans exist at all, how many Cities does a player need to own before a Caravan is generated?

In case caravans for the Player's kingdom haven't been implemented, I found this bit of code from the Sword of Damocles mod that lets the player's kingdom generate caravans:

Open triggers.txt and change this line:


1.000000 0.000000 0.000000  0  9 6 3 1224979098644774912 432345564227567629 432345564227567635 542 3 1224979098644774912 21 0 2147483679 2 1224979098644774912 432345564227567629 4 0 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 10 1 3 936748722493063294 1224979098644774912 11 3 0 3 0

to this line (not tested, make backup):

1.000000 0.000000 0.000000  0  8 6 3 1224979098644774912 432345564227567629 432345564227567635 542 3 1224979098644774912 21 0 4 0 2136 3 1224979098644774913 0 100 2147483678 2 1224979098644774913 10 1 3 936748722493063294 1224979098644774912 11 3 0 3 0

I'm not sure if the caravan generation for the player's kingdom is already implemented. Can someone please confirm
 
I'm pretty sure caravans are already generated for the player's kingdom and you only need one town for it to happen.  I'll try to confirm it either today or tomorrow.  And please keep in mind that most precompiled code like you linked will not work with our mod given how much we've changed.  It might... just not likely.

EDIT:  That was easier for me to check than I thought.  And apparently there are two methods of caravan generation.  One does allow player kingdom caravans, though not often.  The more common method of caravan generation is related to what you linked and not implemented in our mod.  I'll implement it right now so it makes it into the next patch.
 
When you say "related", can we edit the mod ourselves to add them? or will we have to wait till the next patch? :razz:
 
I haven't tested it, but a quick glance suggests the change in OP's post should work with our mod still.  Give it a shot and find out.  :grin:
 
Jinnai 说:
I haven't tested it, but a quick glance suggests the change in OP's post should work with our mod still.  Give it a shot and find out.  :grin:

Glad I could help, though due credit should of course go to the Sword of Damocles Mod  :mrgreen:

So, at present no Player caravans are present?
 
Actually credit goes to MageLord for his tweak ideas.  In 0.520 (released yesterday) it was possible for caravans to be created, just very unlikely.  In 0.522 (released an hour or two ago) you will see them much more often.
 
Jinnai 说:
Actually credit goes to MageLord for his tweak ideas.  In 0.520 (released yesterday) it was possible for caravans to be created, just very unlikely.  In 0.522 (released an hour or two ago) you will see them much more often.

These caravans behave like those of the AI factions, right? They travel to kingdoms the player is at peace with and not just within the player's kingdom?
 
Jinnai 说:
Correct.  And caravans raise prosperity for completing their journey.

Just curious, can you accompany your own caravans to their destination for a fee?

Also, is it possible to raid your own caravans?  :mrgreen:
 
Yeah, I tried both of those and it was pretty funny..

Though I don't exactly think you can raid your own caravans seeing how they are in your own faction.
Escorts are fine, just catch them when they are leaving the town.
 
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