Ok thanks again mate !
Ok thanks again mate !
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.
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, }
Sorry, can you please double check your codes as none of the two solution works ...
Did some testing. The second style didn't work...
The first did...Code:church_cyric requires factions { venice, egypt, } or not hidden_resource xxx and factions { hre, }
My test was this, in vanilla Kingdoms:Code:church_cyric requires factions { venice, egypt, } or factions { hre, } and not hidden_resource xxx or event_counter dummy 1
moors could only build in regions without the explorers_guild hidden resource. spain could build everywhere.Code:farms requires factions { spain, } or factions { moors, } and not hidden_resource explorers_guild or event_counter dummy 1
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.
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.