About the Trade-Goods & Improvements.

As they are structured or defined for valid processing.

I'd have strange questions if you don't mind (Carielf or Kryo, etc)...

The special_ID fields for Trade-Goods are something of a mystery to me.

The Wiki states clearly that it is impossible to ADD any new TG to the default list for unclear reasons (that may be an obsolete info though, but i have to rely on the latest available facts, only).

What's weird is that these values don't parse sequentially and that their effects or intended features must somehow have a meaning as it is given by the special_ID tags such as 1,2,3,4,5,6,7,8,9,11,13 and 14.

I've begun adding the new XW TradeGoods and started with number #15 as special ID... but i don't even know if it IS actually required or if that would have an impact on gameplay or other stuff of importance.

In fact, where are 10 & 12? Also.

In general, X-Worlds will provide a HUGE number of new improvements (namely, Capitals!) along with the usual Icons_Queries... i simply do not want to make ALL of that work for nothing unless i know exactly what some basic principles must be taken into account.

Thus, my list of projected Trade-Goods is loooooooong and the last special_ID would become somethin' like #37!! :)

Moddable or not?

3,273 views 5 replies
Reply #1 Top
My guess would be no, that the original TGs are "only" overridable, in fact they are.
I think, the special IDs have exactly declared in a given range, eg. 1-14. I think its capped and you are forced to use the IDs provided.
Reply #2 Top
Shoots... if that's the case, i would have "go around" this fact if i ever want to add more --indirect-- pseudo TradeGoods.

What's even more strange is that my *Basic MediKits* (which is tagged with special_ID #15) could certainly be built... but i haven't yet checked if it actually shows up on the Trade (Diplomacy) screen in the intended listing as it could or should. Must verify this before delving deeper into a full-scale modding attempt at such "tricky" process.

If anything, such a cap on valid items must fall for me to properly implement this feature... besides, one of the alternate Victory conditions after the *Apocalypse* tech is a sort of Trading maximum achievement giving an edge to players who control ALL available Trade-Goods but in theory, 37+ rather than the default short list of only 11.

Darn, what a waste!

So, kryo or carielf can you confirm this?
Reply #3 Top
I've begun adding the new XW TradeGoods and started with number #15 as special ID... but i don't even know if it IS actually required or if that would have an impact on gameplay or other stuff of importance.
End of quote


It is quite necessary, since the lack of a proper setting is what causes the Gravity Accelerator crash, IIRC. No idea on the extensibility of the list, though.
Reply #4 Top
Ahhhhh, we're getting there - slowly... step by step, i feel like i'm gonna have to devise another tracer sheet (back in the mid 80's, we stiffy Cobol coders HAD to wreck havoc in variables and arrays so bad, a validating method had to be used!) to detect IF any number of extra Trade-Goods would create a terrible conflict.
Testing=Monitoring=Evaluating=Analyzing=(Questioning!)=Modding... nor If then else, ask Kryo!
Thks.
:)
Reply #5 Top
I was mostly after the Special_ID 'property' implications as it could somehow interfere with a lot of supplemental Trade-Goods.
I have to wonder that if i simply ignore the tags altogether & giving all of that new stuff the category only it should be working anyway.

Unless, someone proves me new Trade-Goods MUST have an ID tag and/or that many could even share a gimmick slot such as the MediKits #15... i will probably tryout the no Special_ID way and experiment further on the alternative & gameplay effects.