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Thread: Hidden resource

  1. #21
    Titus le Chmakus's Avatar Biarchus
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    Default Re: Hidden resource

    Ok thanks again mate !

  2. #22

    Default Re: Hidden resource

    You can't use and not hidden_resource in building requirement lines, it doesn't work. Works fine in upgrade paths, just not in the main line.

    It would be easier to give hre their own level of the building, rather than trying to break up one of them, especially since you haven't used all 9 levels.

  3. #23
    Withwnar's Avatar Script To The Waist
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    Default Re: Hidden resource

    It does work if you use the trick I showed and linked to. Or, seemingly, if it's not the last condition on the line (as reported in the post above the linked-to post), so this might work too...

    Code:
    church_cyric requires factions { venice, egypt, } or not hidden_resource xxx and factions { hre, }

  4. #24
    Titus le Chmakus's Avatar Biarchus
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    Default Re: Hidden resource

    Sorry, can you please double check your codes as none of the two solution works ...

  5. #25
    Withwnar's Avatar Script To The Waist
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    Default Re: Hidden resource

    Did some testing. The second style didn't work...

    Code:
    church_cyric requires factions { venice, egypt, } or not hidden_resource xxx and factions { hre, }
    The first did...

    Code:
    church_cyric requires factions { venice, egypt, } or factions { hre, } and not hidden_resource xxx or event_counter dummy 1
    My test was this, in vanilla Kingdoms:

    Code:
    farms  requires factions { spain, } or  factions { moors, } and not hidden_resource explorers_guild or event_counter dummy 1
    moors could only build in regions without the explorers_guild hidden resource. spain could build everywhere.

    Show your code if it isn't working. And you did set up the hidden resource correctly, right? Is in the region, and at the top of EDB and deleted map.rwm.

  6. #26

    Default Re: Hidden resource

    As before, if this method doesn't work, just duplicate the levels for hre alone. You've got more than enough spare space in the building.

  7. #27
    Titus le Chmakus's Avatar Biarchus
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    Default Re: Hidden resource

    Quote Originally Posted by Withwnar View Post
    Did some testing. The second style didn't work...

    Code:
    church_cyric requires factions { venice, egypt, } or not hidden_resource xxx and factions { hre, }
    The first did...

    Code:
    church_cyric requires factions { venice, egypt, } or factions { hre, } and not hidden_resource xxx or event_counter dummy 1
    My test was this, in vanilla Kingdoms:

    Code:
    farms  requires factions { spain, } or  factions { moors, } and not hidden_resource explorers_guild or event_counter dummy 1
    moors could only build in regions without the explorers_guild hidden resource. spain could build everywhere.

    Show your code if it isn't working. And you did set up the hidden resource correctly, right? Is in the region, and at the top of EDB and deleted map.rwm.
    Hum I dunno what I did but you are right, it works !!! Thanks a lot !

    Quote Originally Posted by QuintusSertorius View Post
    You've got more than enough spare space in the building.
    Are you sure of that ?

    Thanks to you too Quintus

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