quote:

Nordicus New Trade Goods v.1.0
THIS VERSION IS A NON-CD VERSION, MEANING THAT IT IS INTENDED TO BE USED WITH ONLY CTP, THE 1.2 PACTH, AND THE 1.21 "HACK" INSTALLED ON YOUR SYSTEM. FOR THE VERSION COMPATIBLE WITH THE APOLYTON PACK, PLEASE SEE THE README FOR THE PACK VERSION.
March 13th, 2000.
(BY Nordicus --aka. Thomas Hempstock ---- additional work done by Gemini-- aka. Darryl Marcinkoski and ETB -- aka. Chuck Bryan)
Contents:
1 . Information
2 . Installation
3 . More info...
1. Information :
Disclaimer:
NO WARRANTY
-----------
THIS New Trade Goods MOD IS PROVIDED "AS IS" AND WITHOUT ANY WARRANTY
AS TO MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE OR ANY
OTHER WARRANTIES EITHER EXPRESSED OR IMPLIED. THE AUTHORS/CREATORS
WILL NOT BE LIABLE FOR DATA LOSS, DAMAGES, LOSS OF PROFITS OR
ANY OTHER KIND OF LOSS WHILE USING OR MISUSING THIS MOD OR
ANY FILES ASSOCIATED WITH THE Nordicus New Trade Goods Mod.
-----------
The authors/creators are in no way associated with Activision or any
other company that is involved with Civilization: Call to Power.
-----------
Firstly, a great deal of thanks to Gemini (Darryl) for the awesome work with the sprites, ETB (Chuck) for testing, adapting files to work with the Pack, and the excellent work on the gl text files (as well as making pre-release versions available at his website); thanks also to Timothy Pintello for discovering how to add food, shield, and gold values to the new trade goods (making them resources rather than just trade goods), and thanks to Paul van den Belt for fixing that irritating right-clicking message bug.
Secondly, special thanks to Wes Whitaker, 'Wheathin,' John LeMaitre, 'Locutus' (Wouter Snijders), 'Skorpion59' (Don Blevens), 'Poling' (Jay), and anyone else who offered suggestions, feedback, or helped by testing or otherwise helped in some way with the mod.
This is a mod which adds 33 new trade goods to Civilization : Call to Power.
It is the result of about two months' work -- almost five, really, but off & on . I found the
default CtP trade goods ( only 17 of them) disappointing and quite inadequate (and not all
that practical -- well, several of them I found a bit questionable as trade goods) for trade on a
planetary scale -- moreso when I moved up in map sizes and when I made an earth map. So, I hoped
to add realism, diversity of resourses, and increased competition for those resources.
This brings the total to 52 trade goods available now in CtP. Of course, only 38 trade goods
can be used in one game at one time. Also, the ones chosen were done so for use with an earth-type map, so additional versions are on pending...depending on demand.
True realism could not be obtained because of CtP's 2 trade-goods-per-terrain 'rule,' and not all the new trade goods/resources could be used in one game at one time because of this. If you are not satisfied with the pre-selected choices for resources, instructions can be found (in the More info... section) which will assist you in changing any of the 52 resources for your games.
Terrain & Trade Goods:
This is a quick run through showing the food, production (shield), and gold values for each resource--more detailed and extensive information, in a spreadsheet format, can be found next to this readme; these values benefit a city whose worker is laboring on the good in question; they do not affect trade. The trade values of course affect trade and gold collected through it.
Resource Values Trade Values
Food Shield Gold Gold
[1. Forest]
1. Silk -- 5 10 10
2. Apples 10 -- -- 5
-------------------------------------------------------------------------------------------------------------
[2. Plains]
3. Wheat 15 -- -- 5
4. Grapes 5 -- 5 5
-------------------------------------------------------------------------------------------------------------
[3. Grassland]
5. Rice 15 -- -- 5
6. Cotton -- 10 -- 5
-------------------------------------------------------------------------------------------------------------
[4. Tundra]
7. Caribou 10 5 -- 5
8. Oil -- 15 10 35
-------------------------------------------------------------------------------------------------------------
[5. Desert]
9. Dates 10 -- -- 10
10. Oil -- 15 10 35
-------------------------------------------------------------------------------------------------------------
[6. Swamp]
11. Spices 5 -- 5 15
12. Oil -- 15 10 35
-------------------------------------------------------------------------------------------------------------
[7. Hills]
13. Coffee 5 -- -- 5
14. Uranium -- 15 -- 30
-------------------------------------------------------------------------------------------------------------
[8. Jungles]
15. Tea 5 -- -- 5
16. Bananas 10 -- -- 5
-------------------------------------------------------------------------------------------------------------
[9. Mountains]
17. Coal -- 20 -- 5
18. Gold -- 5 10 20
-------------------------------------------------------------------------------------------------------------
[10. Desert Mountains]
19. Diamonds -- -- 20 40
20. Iron Ore -- 20 -- 5
-------------------------------------------------------------------------------------------------------------
[11. Desert Hills]
21. Copper -- 15 -- 5
22. Silver -- 10 5 15
-------------------------------------------------------------------------------------------------------------
[12. Polar Mountains]
23. Bauxite -- 15 -- 5
24. Rubies -- -- 15 20
-------------------------------------------------------------------------------------------------------------
[13. Polar Hills]
25. Sapphires -- -- 15 30
26. Emeralds -- -- 15 20
-------------------------------------------------------------------------------------------------------------
[14. Shallow Water]
27. Salmon 15 -- -- 15
28. Lobster 10 -- -- 15
-------------------------------------------------------------------------------------------------------------
[15. Beach]
29. Crabs 10 -- -- 5
30. Fish 10 -- -- 5
-------------------------------------------------------------------------------------------------------------
[16. Deep Water]
31. Whales 15 5 -- 10
32. Tuna 15 -- -- 10
-------------------------------------------------------------------------------------------------------------
[17. Shelf]
33. Pearls 5 -- 5 10
34. Oil -- 15 10 35
-------------------------------------------------------------------------------------------------------------
[18. Glaciers]
35. Seal 5 10 -- 10
36. Walrus 10 5 -- 10
-------------------------------------------------------------------------------------------------------------
[19. Volcano]
37. Diamonds -- -- 20 40
38. Crabs 10 -- -- 5
-------------------------------------------------------------------------------------------------------------
[20. Deep Sea Rift]
Not Available.
-------------------------------------------------------------------------------------------------------------
[21. Trench]
Not Available.
-------------------------------------------------------------------------------------------------------------
[22. Space]
No Trade Good made for this terrain.
-------------------------------------------------------------------------------------------------------------
[23. Dead]
Not Available.
-------------------------------------------------------------------------------------------------------------
[24. Dead Hill]
Not Available.
-------------------------------------------------------------------------------------------------------------
(All trade goods have been given the GOOD_CAN_DIE setting in terrain.txt for added realism.)
Additional Trade Goods include:
Buffalo, Olives, Camels, Potatoes, Lemons, Peat, Peppers, Tomatoes, and Strawberries.
Default CtP trade goods which have been replaced in this version:
Beaver, Giant Squid, Alligator, Elephant, Jade, Tobacco, and Sugar.
2. Installation:
The Nordicus New Trade Goods (Non-CD version) modification requires that Activision Civilization: Call to Power be properly installed on your computer in order to function. In addition, installation of the Civilization: Call to Power Patch v1.2 and the Apolyton version 1.21 "Hack" is recommended. Please follow the following steps to install this modification:
1) Simply run the install program, 'Nordicus New Trade Goods v1.4.EXE'. The install program will assume the scenario CtP directory. If you did not install CtP to the scenario location make sure you alter this 'Install-To' directory during your install.
2) This install is only for the Original CtP v1.2 Files (in the Original CtP structure). It is not intended for use with any modifications (such as the Apolyton Pack, Wes's Medieval Mod, or Wes's Modern Mod). This modification has been adapted for use with the Apolyton Pack and Wes's Medieval Mod. You will need to download the corresponding new trade goods modification file for use with these mods.
3) This modification is designed not to overwrite any of the default CtP files, even though additional sound and Great Library files will be placed in their respective default directories. To see which files are installed by this mod, run the install program and specify a temporary directory instead of the top-level CtP directory. The created directory structure will show up in the temporary directory. You will then need to run the install again using the CtP top-level directory in order for the modification to work.
4) Users of this mod will need to select the Nordicus scenario pack to start a new game using the New Trade Goods mod. This mod is shipped with one scenario game already setup to run on a random map. Just select the remaining game setup options as a regular CtP game and start enjoying a whole new world of goods! Any additional scenarios that are made under the Nordicus scenario pack will automatically use the New Trade Goods mod.
Files:
Here are all the files that will be installed; note that * indicates a file that will be installed in the DEFAULT CtP DIRECTORY, all other files will be installed in a SCENARIO DIRECTORY. This list is provided mainly for those who wish to move the files from a temporary directory to the main or default CtP directory, and so it shows where the files need to go.
scenarios\nordicus\ctp_data\default:
[gamedata]
concept.txt
concepticon.txt
goods.txt
goodsicon.txt
goodsID.txt
sounds.txt
terrain.txt
terrainicon.txt
[graphics]
[pictures]
33 tga gl (Great Library) 'concept' files, CG020F.tga to CG052F.tga
33 tga 'trade screen' files, beginning as UPBA....
UPBAAPPL.TGA UPBABANA.TGA UPBABAUX.TGA UPBABUFF.TGA UPBACAME.TGA UPBACOAL.TGA UPBACOPP.TGA UPBACOTT.TGA UPBADATE.TGA UPBAEMER.TGA UPBAFISH.TGA UPBAGOLD.TGA UPBAIRON.TGA UPBALEMO.TGA UPBALOBS.TGA UPBAOLIV.TGA UPBAPEAT.TGA UPBAPEPP.TGA UPBAPOTA.TGA UPBARICE.TGA UPBASALM.TGA UPBASAPP.TGA UPBASEAL.TGA UPBASILK.TGA UPBASILV.TGA UPBASPIC.TGA UPBASTRA.TGA UPBATEAS.TGA UPBATOMA.TGA UPBATUNA.TGA UPBAURAN.TGA UPBAWALR.TGA UPBAWHEA.TGA
[sprites]
33 trade screen sprites, Gc120.spr to Gc152.spr
33 trade good sprites, Gg20.spr to Gg52.spr
ctp_data:
[default]
[sound]
*33 wav files:
NORDAPPL.WAV NORDBANA.WAV NORDBAUX.WAV NORDBUFF.WAV NORDCAME.WAV NORDCOAL.WAV NORDCOPP.WAV NORDCOTT.WAV NORDDATE.WAV NORDEMER.WAV NORDFISH.WAV NORDGOLD.WAV NORDIRON.WAV NORDLEMO.WAV NORDLOBS.WAV NORDOLIV.WAV NORDPEAT.WAV NORDPEPP.WAV NORDPOTA.WAV NORDRICE.WAV NORDSALM.WAV NORDSAPP.WAV NORDSEAL.WAV NORDSILK.WAV NORDSILV.WAV NORDSPIC.WAV NORDSTRA.WAV NORDTEAS.WAV NORDTOMA.WAV NORDTUNA.WAV NORDURAN.WAV NORDWALR.WAV NORDWHEA.WAV
[english]
[gamedata]
gl_str.txt
[gl]
*142 Great Library text files:
GANPG001.TXT GANPG002.TXT GANPG003.TXT GANPG008.TXT GANPG014.TXT GANPG015.TXT GANPG016.TXT GANPG017.TXT GANPG021.TXT GANPG022.TXT GANPG023.TXT GANPG024.TXT GANPG025.TXT GANPG026.TXT GANPG027.TXT GANPG028.TXT GANPG029.TXT GANPG030.TXT GANPG031.TXT GANPG032.TXT GANPG033.TXT GANPG034.TXT GANPG036.TXT GANPG037.TXT GANPG038.TXT GANPG040.TXT GANPG041.TXT GANPG042.TXT GANPG049.TXT GANPG050.TXT GANPG051.TXT GANPG052.TXT
HINPG017.TXT HINPG021.TXT HINPG022.TXT HINPG023.TXT HINPG024.TXT HINPG025.TXT HINPG026.TXT HINPG027.TXT HINPG028.TXT HINPG029.TXT HINPG030.TXT HINPG031.TXT HINPG032.TXT HINPG033.TXT HINPG034.TXT HINPG036.TXT HINPG037.TXT HINPG038.TXT HINPG040.TXT HINPG041.TXT HINPG042.TXT HINPG049.TXT HINPG050.TXT HINPG051.TXT HINPG052.TXT
PRNPG001.TXT PRNPG002.TXT PRNPG003.TXT PRNPG008.TXT PRNPG014.TXT PRNPG015.TXT PRNPG017.TXT PRNPG021.TXT PRNPG022.TXT PRNPG023.TXT PRNPG024.TXT PRNPG025.TXT PRNPG026.TXT PRNPG027.TXT PRNPG028.TXT PRNPG029.TXT PRNPG030.TXT PRNPG031.TXT PRNPG032.TXT PRNPG033.TXT PRNPG034.TXT PRNPG036.TXT PRNPG037.TXT PRNPG038.TXT PRNPG040.TXT PRNPG041.TXT PRNPG042.TXT PRNPG049.TXT PRNPG050.TXT PRNPG051.TXT PRNPG052.TXT
VANPG001.TXT VANPG002.TXT VANPG003.TXT VANPG007.TXT VANPG008.TXT VANPG013.TXT VANPG014.TXT VANPG015.TXT VANPG016.TXT VANPG017.TXT VANPG021.TXT VANPG022.TXT VANPG023.TXT VANPG024.TXT VANPG025.TXT VANPG026.TXT VANPG027.TXT VANPG028.TXT VANPG029.TXT VANPG030.TXT VANPG031.TXT VANPG032.TXT VANPG033.TXT VANPG034.TXT VANPG036.TXT VANPG037.TXT VANPG038.TXT VANPG040.TXT VANPG041.TXT VANPG042.TXT VANPG049.TXT VANPG050.TXT VANPG051.TXT VANPG052.TXT
VANPT001.TXT VANPT002.TXT VANPT003.TXT VANPT004.TXT VANPT005.TXT VANPT006.TXT VANPT007.TXT VANPT008.TXT VANPT009.TXT VANPT010.TXT VANPT011.TXT VANPT012.TXT VANPT013.TXT VANPT015.TXT VANPT016.TXT VANPT017.TXT VANPT053.TXT VANPT054.TXT VANPT055.TXT VANPT056.TXT
3. More Info...
Terrain Changes:
(Please see the spreadsheet next to this readme for more information.)
For added realism, many changes have been made to most terrain tiles; also, to balance the extra resources now available on these tiles, some characteristics have been adjusted; all of this was done in an attempt to have a more Earth-like world with Earth-type values for terrain in general (polar mountains are regarded as extremely high mountain ranges now, for instance), making resources much more valuable and giving slightly more realistic combat results, depending on the terrain, giving terrain increased strategic importance (terrain defense value changes shown in this color [or in bold as posted here]). Here is a brief description of the changes, including their default values--in case anyone wishes to return to these values.
1. Forest: TRANSFORM_REMOVE is now 3 400 from 1 200; base ENV_SHIELD is now 15, not 20, and ENV_DEFENSE is increased to 0.75 from 0.50; city bonus ENV_SHIELD is now 10, not 5; river bonuses: ENV_FOOD and ENV_SHIELD are both now 10, not 5; ENV_ROAD1: ENV_MATERIALS is now 150, not 200.
2. Plains: TRANSFORM_REMOVE is now 1 400 from 1 200; base ENV_SHIELD is now 5, not 10, and ENV_DEFENSE is up 0.25 from 0.0; city bonus ENV_FOOD is now 15, not 10; river bonus: ENV_FOOD is now 15, not 5; ENV_ROAD1: ENV_MATERIALS is now 45, not 60.
3. Grassland: TRANSFORM_REMOVE is now 1 40 from 1 20; base ENV_FOOD is now 15, not 10, ENV_SHIELD is now 0 from 5, and ENV_MOVEMENT and ENV_FREIGHT are now 50 from 100; city bonus ENV_FOOD is now 15, not 10; river bonuses: ENV_FOOD is now 20 from 5, and ENV_MOVEMENT and ENV_FREIGHT are now 33 from 50; ENV_ROAD1: ENV_MATERIALS is now 75 from 60; ENV_ROAD2: ENV_MATERIALS is now 175 from 120; and ENV_ROAD3: ENV_MATERIALS is 350, not 240; ENV_IRR1: ENV_MATERIALS is 300 from 200, ENV_IRR2: ENV_MATERIALS is now 600 from 500, and ENV_IRR3: ENV_MATERIALS is now 1800 from 1400.
4. Tundra: TRANSFORM_REMOVE is now 3 800 from 2 400 and TRANSFORM_ADD_ADVANCE and TRANSFORM_ADD_ADVANCE are now ADVANCE_SUPERCONDUCTOR rather than ADVANCED_COMPOSITES; base ENV_SHIELD is now 0, not 5, ENV_MOVEMENT is now 300, not 200, and ENV_FREIGHT is 300, not 100; ENV_DEFENSE is 0.25 from 0.0; river bonus: ENV_FOOD is now 10, up from 5; ENV_ROAD1: ENV_MATERIALS is now 225 from 300. (Also, irrigation and mining are now possible on the Tundra terrain tile.)
5. Desert: base ENV_SHIELD is now 10, not 5; ENV_DEFENSE is 0.25, not 0; river bonus: ENV_FOOD is now 15 from 5; ENV_ROAD1: ENV_MATERIALS is now 45, not 60.
6. Swamp: base ENV_FOOD is now 5 from 0, ENV_SHIELD is now 10 from 5; city bonus ENV_FOOD is now 15, not 10; river bonus: ENV_FOOD is now 10, not 5; ENV_ROAD1: ENV_MATERIALS is now 225 from 300. (Also, irrigation and mining are now possible on the Swamp terrain tile.)
7. Hills: ENV_DEFENSE is now 0.75 from 0.5; city bonus ENV_SHIELD is now 10, not 5; ENV_ROAD1: ENV_MATERIALS is now 150, not 200; ENV_MINE1: ENV_SHIELD is now 15, not 10, ENV_MINE2: ENV_SHIELD is now 30, not 20, and ENV_MINE3: ENV_SHIELD is now 50, not 30.
8. Jungles: TRANSFORM_REMOVE is now 2 800 from 1 200; base ENV_FOOD is now 10, not 5; ENV_MOVEMENT is 400 up from 300 and ENV_FREIGHT is now 500 from 600; ENV_DEFENSE is now 0.75 from 0.5; ENV_ROAD1: ENV_MATERIALS is now 350 from 200; ENV_ROAD2: ENV_MATERIALS is now 600 from 400; and ENV_ROAD3: ENV_MATERIALS is 1200, not 800.
9. Mountains: TRANSFORM_REMOVE is now 4 2000 from 5 2000; base ENV_FOOD is now 5 from 0 and ENV_DEFENSE is now 1.5 from 1; city bonus ENV_FOOD is now 15, not 10; river bonuses: ENV_FOOD is now 15, not 5, ENV_SHIELD is now 10, not 5; ENV_ROAD1: ENV_MATERIALS is now 300, not 400; ENV_MINE1: ENV_SHIELD is now 20, not 15, ENV_MINE2: ENV_SHIELD is now 40, not 30, and ENV_MINE3: ENV_SHIELD is now 65, not 45.
10. Desert Mountains: base ENV_SHIELD is now 15, not 20; ENV_DEFENSE is now 1.5 from 1; ENV_ROAD1: ENV_MATERIALS is now 300, not 400; ENV_MINE1: ENV_SHIELD is now 20, not 15, ENV_MINE2: ENV_SHIELD is now 40, not 30, and ENV_MINE3: ENV_SHIELD is now 65, not 45.
11. Desert Hills: base ENV_MOVEMENT and ENV_FREIGHT are now 400 from 200; ENV_DEFENSE is now 1 from 0.5; ENV_ROAD1: ENV_MATERIALS is now 400, not 200, ENV_TIME is now 3, not 2, and ENV_ADVANCE is now AGRICULTURAL_REVOLUTION, not TOOLMAKING; ENV_ROAD2: ENV_MATERIALS is now 800, not 400, and ENV_TIME is now 4, not 3; and ENV_ROAD3: ENV_MATERIALS is now 1600, not 800, ENV_TIME is now 5, not 4; ENV_MINE1: ENV_GOLD is now 10, not 5; ENV_MINE1: ENV_GOLD is now 20, not 10; ENV_MINE1: ENV_GOLD is now 30, not 15.
12. Polar Mountains: TRANSFORM_REMOVE is now 5 3000 from 5 2000 and TRANSFORM_ADD is now 5 9000 from 5 8000; base ENV_MOVEMENT is now 700 from 400 and ENV_FREIGHT is now 700 from 600; ENV_DEFENSE is now 1.5 from 1; river bonuses: ENV_MOVEMENT is now 200, not 50, and ENV_FREIGHT is now 200, not 50; ENV_ROAD1: ENV_MATERIALS is now 300, not 400, and ENV_TIME is now 5, not 4; ENV_ROAD2: ENV_TIME is now 5, not 4; and ENV_ROAD3: ENV_TIME is now 5, not 4; ENV_MINE1: ENV_SHIELD is now 20, not 15, ENV_GOLD is now 10, not 5; ENV_MINE2: ENV_SHIELD is now 40, not 30, ENV_GOLD is now 20, not 10, ENV_MATERIALS is 2000, not 1000; and ENV_MINE3: ENV_SHIELD is now 65, not 45, ENV_GOLD is now 35, not 15, ENV_MATERIALS is 3200, not 2200.
13. Polar Hills: base ENV_SHIELD is now 5, not 10; ENV_MOVEMENT is now 400, not 200; and ENV_FREIGHT is now 500, not 200; ENV_DEFENSE is now 1 from 0.5; ENV_ROAD1: ENV_MATERIALS is now 850, not 200, and ENV_ADVANCE is now RAILROAD, not TOOLMAKING; ENV_ROAD2: ENV_MATERIALS is now 1700, not 400, ; and ENV_ADVANCE is now OIL_REFINING, not RAILROAD; ENV_ROAD3: ENV MATERIALS is now 3500, not 800; ENV_MINE1: ENV_GOLD is now 15, not 5; ENV_MINE2: ENV_GOLD is now 30, not 20; and ENV_MINE3: ENV_GOLD is now 55, not 15.
14. Shallow Water: base ENV_SHIELD is now 5, not 10; ENV_IRR1: ENV_FOOD is now 10, not 5; ENV_IRR2: ENV_FOOD is now 25, not 15; and ENV_IRR3: ENV_FOOD is now 35, not 25.
15. Beach: base ENV_GOLD is now 10, not 5.
16. Deep Water: base ENV_SHIELD is now 5, not 15, and ENV_FOOD is now 10, not 5.
17. Shelf: (This terrain tile can now be mined.)
18. Glaciers: ENV_MOVEMENT is now 400, up from 300, and ENV_FREIGHT is 600 from 500; river bonuses: ENV_MOVEMENT and ENV_FREIGHT are up to 100 from 50. (Also, roads are now possible on this terrain tile.)
19. Volcano: base ENV_SHIELD is now 25, not 45, and ENV_FOOD is now 0, not 5.
20. Deep Sea Rift: No changes.
21. Trench: base ENV_SHIELD is now 20, not 10, and ENV_FOOD is now 5, not 10.
22. Space: No changes.
23. Dead: No changes.
24. Dead Hill: No changes.
CHANGING TRADE GOODS:
Here is a simple guide to change any trade goods in Civilization: Call to Power.
Say that you wish to change Plains goods2, Grapes, to Buffalo--I had originally chosen Buffalo, but, wanting these for an earth map, since there's no Buffalo occuring naturally outside of North America, this left only 1 trade good for the Plains terrain in Europe, Asia, Africa, etc. To change this, first open the goods.txt file (ctp\data\default\gamedata folder), assuming you have this mod installed already. You'll see this
# Grapes 18
TERRAIN_PLAINS_GOOD_TWO {
GOOD_SOUND_ID SOUND_ID_GRAPES
GOOD_GOLD_VALUE 5
}
as the 19th good down the list (listed as 18th, since the 1st, Silk, is actually 0). Change to this:
# Buffalo 18
TERRAIN_PLAINS_GOOD_TWO {
GOOD_SOUND_ID SOUND_ID_BUFFALO
GOOD_GOLD_VALUE 5
}
You can set the gold trade amount to whatever you feel is appropriate. Now, in that same folder, open terrain.txt. Scroll down to PLAINS (it will be the 2nd terrain listed). Keep scrolling until you find
###Grapes###
GOOD2 {
GOOD_INDEX 18
PROBABILITY 0.5
GOOD_CAN_DIE
ENV_BASE {
ENV_SCORE 386
ENV_GOLD 5
ENV_FOOD 10 }
TRANSFORM_REMOVE 1 50
TRANSFORM_ADD 1 400
TRANSFORM_ADD_ADVANCE ADVANCE_TOOLMAKING
TRANSFORM_REMOVE_ADVANCE ADVANCE_TOOLMAKING
}
this. All you might want to change would be the bonuses, perhaps replacing the ENV_GOLD bonus for an ENV_SHIELD one, like this:
###Buffalo###
GOOD2 {
GOOD_INDEX 18
PROBABILITY 0.5
GOOD_CAN_DIE
ENV_BASE {
ENV_SCORE 386
ENV_SHIELD 10
ENV_FOOD 10 }
TRANSFORM_REMOVE 1 50
TRANSFORM_ADD 1 400
TRANSFORM_ADD_ADVANCE ADVANCE_TOOLMAKING
TRANSFORM_REMOVE_ADVANCE ADVANCE_TOOLMAKING
}
Now you will receive a shield bonus of 10 rather than the gold bonus of 5. If you're not sure what else to change, then change nothing else here.
Next, open up goodsicon.txt (same folder) and find
TERRAIN_PLAINS_GOOD_TWO "UPBA5540.TGA" # Grapes 19
this. Change it to
TERRAIN_PLAINS_GOOD_TWO "UPBABUFF.TGA" # Buffalo 19
this. You have just changed the trade screen graphic file responsible for the Plains' 2nd trade good. (Note: all new trade good UPBA files will have the first 4 letters of the good, such as BUFF for Buffalo. For default trade goods' UPBA file names, please see your default goodsicon.txt file.)
Now, open up goodsID.txt (same folder) and find this line:
TERRAIN_PLAINS_GOOD_TWO 8 # "Grapes"
And change it to this:
TERRAIN_PLAINS_GOOD_TWO 20 # "Buffalo"
This tells CtP which sprite to use for Plains' 2nd trade good. 20 is the start of all the trade goods I have added--I will include a full list of these after this last step.
Finally, exit this folder and enter english\gamedata. Find the gl_str.txt file. Scroll down, way down, until you find the "terrain strings" and then this line:
TERRAIN_PLAINS_GOOD_TWO "Grapes"
Simply change "Grapes" to "Buffalo;" now you will get the correct name, and that's it. Done. You can use this method for changing any trade good--all you need is the correct ID number in goodsID.txt. They indicate which sprite is to be used--the first sprite used without this mod would be, for Forests, 4 for Beaver, but in my mod it's Silk, 49. Here are all of them:
1. Diamonds
2. Rubies
3. Oil
4. Beaver
5. Tobacco
6. Poppies
7. Coffee
8. Grapes (otherwise called "cocoa")
9. Sugar
10. Jade
11. Elephant
12. Alligator
13. Caribou
14. Crab
15. Pearls
16. Whales
17. Giant Squid
18. (Unknown)
19. "Dummy Good"
20. Buffalo
21. Wheat
22. Cotton
23. Apples
24. Spices
25. Bananas
26. Copper
27. Bauxite (alluminium)
28. Sapphires
29. Emeralds
30. Coal
31. Gold
32. Iron Ore
33. Silver
34. Seals
35. Olives
36. Fish
37. Salmon
38. Lobster
39. Camels
40. Tea
41. Uranium
42. Walrus
43. Peppers
44. Potatoes
45. Tomatoes
46. Strawberries
47. Peat
48. Lemons
49. Silk
50. Dates
51. Tuna
52. Rice
VERSION HISTORY/KNOWN ISSUES:
October 17th, 1999: Nordicus New Terrain & Trade Goods created, adding 22 trade goods and 14 new terrains for use with a WWII scenario; all graphic material completed, except for sprites, by the 19th; adding new terrains proved extremely difficult, and incorrect formats of targa files compounded the mod's delay in completion; it was scrapped in November.
December 28th, 1999: Nordicus New Trade Goods v1.0 finished--functional.
January 12th, 1999: v1.1: GL (Great Library) graphic files added; trade screen graphic files (the 6th set finally corrected the size problem) finished; sound files done.
January 20th, 2000: v1.2: New GL graphic files complete; right-clicking message 'bug' not fixed yet.
February 3rd, 2000: v1.3: Right-clicking problem fixed; food, gold, and production (shield) values added to the new trade goods; trade gold values decreased; all graphic material completed; 9 replacement sprites added; it has been mentioned that the Uranium resource can be difficult to see, especially when playing the game "zoomed" out.
March 12th, 2000: v1.4: Initial release.
PROBLEMS/FEEDBACK:
Mail any feedback to Thomas Hempstock (nordicus@home.com), Chuck Bryan (scbryan@scescape.net), or Wes Whitaker (wesw@hiwaay.net). Alternatively, you can post a message in the Apolyton CTP-Creation Forum, http://apolyton.net/forums.
