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  1. #1
    Faridus's Avatar Centenarius
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    Default hidden_resources...

    hi,
    i've read the posts about hidden_resources and so far i could not find the solution to my problem!
    i'm working on a modification of a previously released mod for personal use and it has come to a screeching halt when i got to the EDB and hidden resources.
    this is what i have done so far:
    i reassigned completely new hidden resources to all the regions on the map but kept rome, as recommended by the tutorials. but when i use the and hidden_resource xxx for my aor's, the units do not appear at all!
    1- first i worked on the descr_regions.txt, got rid of all resources (including tradable resources such as slaves, gold...etc), then i assigned my new hidden resources to each region, so far each region is defined by a 'zone' (like africa, asia, iberia...etc) and a province number (pr1, pr2..etc), so each of my regions is individually identified by two hidden resources:

    Tingitana
    Tingi
    roman_brutii
    Moors
    202 126 17
    afrika, pr1
    5
    5

    Mauretania
    Icosium
    roman_brutii
    Gaetuli
    41 86 232
    afrika, pr2
    5
    3
    .
    .
    .
    .
    .
    Sinai
    Pelusium
    egypt
    Libyans
    142 255 86
    asia, pr1
    5
    2

    Nabataea
    Petra
    britons
    Libyans
    248 255 124
    asia, pr2
    5
    11
    2- then i declared my hidden resources in the EDB file as shown below:

    hidden_resources rome sparta afrika asia iberia pr1 pr2 pr3 pr4 pr5 ...etc
    3- after that, i started working on the units as follow:

    militia_barracks requires factions { barbarian, nomad, carthaginian, eastern, parthia, egyptian, greek, roman, } and building_present_min_level hinterland_farms farms
    {
    capability
    {
    recruit "roman hastati" 0 requires factions { romans_brutii, } and hidden_resource iberia
    recruit "roman princeps" 0 requires factions { romans_brutii, } and hidden_resource iberia
    recruit "roman triarii" 1 requires factions { romans_brutii, }
    recruit "republican legioni hastati" 0 requires factions { romans_brutii, }
    recruit "republican legionii hastati" 0 requires factions { romans_brutii, } and hidden_resource afrika
    law_bonus bonus 2
    }
    construction 2
    cost 2500
    settlement_min large_town
    upgrades
    {
    city_barracks
    }
    }
    so the ones with hidden_resource didn't appear at all, the ones with no hidden resource were obviously recruitable everywhere!

    what am i doing wrong? the game doesn't seem to recognize my hidden_resource conditional, or is it my hidden resources themselves? or the lack of tradable resources in descr_regions? i'm at a loss!!!

    thank you for your help.

  2. #2

    Default Re: hidden_resources...

    Have you deleted map.rwm?

    You must delete map.rwm any time you make a change to world files.

    Expand your borders, a mod based on XGM 5.

  3. #3
    Faridus's Avatar Centenarius
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    Default Re: hidden_resources...

    just deleted the map.rpw....not working!

  4. #4
    HouseOfHam's Avatar Primicerius
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    Default Re: hidden_resources...

    Maybe you're testing it in a saved game? The changes will only appear when you start a new campaign.
    RTR website/SVN admin

    - Settlement coordinate locator -for RTW/M2TW
    - EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
    - RTW scripting tutorials
    - n-turns per year script generator

  5. #5
    Faridus's Avatar Centenarius
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    Default Re: hidden_resources...

    i know, i restart every time i make a change.
    when you look at it (above) is there anything wrong with the way it's done so far? am i missing anything? beside desc_regions (in world/base and worl/campaign/imperial campaign) and EDB, anything else i should be modifying?

  6. #6

    Default Re: hidden_resources...

    There doesn`t seem anything wrong with it in terms of code or the files modified. Unless by mistake you`re not editing the right descr_regions. Maybe you have a provincial campaign or modfoldered it or something that changed the path and you`re editing the wrong one. Certainly, that`s how it`s acting. Like it can`t attribute the new hidden resources to any certain regions. Why do you have a descr_regions in the imperial_campaign? By default it should only be in data/world\maps\base.

  7. #7

    Default Re: hidden_resources...

    Also, make sure you don't have two map.rwm files (one in base folder, one in campaign folder) and you're deleting the wrong one.

  8. #8
    Squid's Avatar Opifex
    Patrician Artifex Technical Staff

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    Default Re: hidden_resources...

    Aside from map.rwm thing make sure you're actually looking at the recruitment queue for a region that has the hidden resource you're trying to test.
    Under the patronage of Roman_Man#3, Patron of Ishan
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    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  9. #9
    Faridus's Avatar Centenarius
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    Default Re: hidden_resources...

    thank you all, i have finally worked it out... deleting map.rwm and keeping rome, italy, sparta, capitol has helped!
    again thank you very much.

  10. #10

    Default Re: hidden_resources...

    Can you just delete the resources like slaves?

  11. #11

    Default Re: hidden_resources...

    I've read that trade resources are defined by descr_strat, and don't need to be in descr_regions. Slaves should be the same, though I'm not sure as it's a bit more complex (since it only shows up on the map when you enslave.)

    Expand your borders, a mod based on XGM 5.

  12. #12

    Default Re: hidden_resources...

    Yes, if you don't assign 'slaves' anywhere on the map in descr_strat, you simply won't get the resource.

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