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  1. #1

    Default Hidden Resources

    I am curious as to how to add a hidden resource to the game and how to add one to an existing region.

    Any advice would be appreciated.

  2. #2

    Default Re: Hidden Resources

    hello
    open the file descr_regions who is in the data\world\maps\base folder, you will find those lines :

    Britannia_Inferior
    Eburacum
    britons
    Brigantes
    232 41 198
    slaves, lead, dogs, pigs
    5
    5
    Tribus_Saxones
    Bordesholm
    germans
    Saxones
    232 41 55
    timber, slaves, amber, dogs, pigs
    5
    3

    this is the file from rome TW, but i remember it is the same for MTW2 (not acces to this last at this moment).

    Words in bold are the hidden ressources, and i remember that you can add, but do not delete some because it can make unhappy certain files like export_descr_building.

    you can find a lot of tuto in the Mod workshop thread, in the mapping part.

    here is the link :

    http://www.twcenter.net/forums/forumdisplay.php?f=275

    and you can look at :

    http://www.twcenter.net/forums/showt...ghlight=hidden
    Last edited by Matthias the great; November 02, 2009 at 10:56 PM.

  3. #3
    Muffer Nl's Avatar Praefectus
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    Default Re: Hidden Resources

    Code:
    Anfalas_Province
        Anfalas (Name)
        sicily (Starting owner)
        English_Rebels (Type of rebels once rebbeled)
        232 41 198 (Probably some coördinate stuff. Don't mess with this)
        coast, not_forest, sicily, arable (The resources)
        5 (dunno)
        1 (dunno)
        religions { catholic 5 orthodox 5 islam 0 northmen 5 heretic 0 numenorian 85 } (Hard one ain't it :P)
    Belfalas_Province
        Belfalas
        sicily
        English_Rebels
        203 202 201
        coast, amroth, not_forest, sicily, arable
        5
        3
        religions { catholic 7 orthodox 3 islam 0 northmen 5 heretic 5 numenorian 80 }
    Anorien_Province
        Anorien
        sicily
        English_Rebels
        173 172 171
        multi, not_forest, westroad, sicily, arable, crusade
        5
        3
        religions { catholic 7 orthodox 5 islam 3 northmen 5 heretic 0 numenorian 80 }
    These are the first three regions in the [your drive]/program files/SEGA/Medival II Total War/mod/Thrd_Age/data/world/maps/base/descr_regions.txt file.
    Last edited by Muffer Nl; November 03, 2009 at 03:48 AM.


  4. #4
    Beregond's Avatar TWC boomer
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    Default Re: Hidden Resources

    so it should be possible to set the cost of these resources...but where?

  5. #5
    Muffer Nl's Avatar Praefectus
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    Default Re: Hidden Resources

    These are in fact hidden resources. They do not have a price but it's mroe like this:
    This building/unit requires this region to have this hidden resource. For example some regions in Harad have the hidden resource Mumak which enables you to train them. The hidden resource coast enables the harbor buidlings etc, etc.


  6. #6

    Default Re: Hidden Resources

    So, I've tried messing with these files, and when I start a new campaign, I still can't recruit AOR units in those provinces. What might cause this?

    also, +rep to Matthias and Muffer

  7. #7
    Muffer Nl's Avatar Praefectus
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    Default Re: Hidden Resources


    Then I have no clue...
    This might help:
    http://www.twcenter.net/wiki/Descr_regions.txt


  8. #8

    Default Re: Hidden Resources

    *Sigh* You also need to add the hidden resources in EDB at the top, and there add it at the end of a unit's line (the unit you want to have AOR) :

    ..... and hidden_resource 'your resource'

    1 (dunno)
    This is city growth and wealth stuff. Like in RTW, the cities in Greece had a high number here(and the Egyptian ones too, i think you remember Alexandria having about 9% grwoth sometimes ?), while "barbarian" and desert settlements had a low number here.

  9. #9

    Default Re: Hidden Resources

    Quote Originally Posted by Mr.Blackadder View Post
    *Sigh* You also need to add the hidden resources in EDB at the top, and there add it at the end of a unit's line (the unit you want to have AOR)
    I am using a pre-existing hidden resource. Do you have any idea what would make it not work if I added it to the descr_regions file?

  10. #10
    NSFW's Avatar Semisalis
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    Default Re: Hidden Resources

    Quote Originally Posted by Il Ducce View Post
    I am using a pre-existing hidden resource. Do you have any idea what would make it not work if I added it to the descr_regions file?
    Might be easier to help if you tell us what it is you're trying to do, & maybe show us the changes you've made to the file in CODE tags?
    "Never argue with an idiot; They drag you down to their level, then beat you with experience." -Obake Date

  11. #11

    Default Re: Hidden Resources

    I re-added KK's Gondor Militia units from 1.0 back into 1.3 (running the expanded map mod). I recast them as men-at-arms for Dol Amroth, but I wanted to be able to recruit them in Tarnost and Edhellond as well. So I added the hidden_resource amroth in the file C:\Program Files\SEGA\Medieval II Total War\mods\Third_Age\data\world\maps\base

    Code:
    Tarnost_Province
        Tarnost
        sicily
        English_Rebels
        200 100 200
        coast, amroth
        5
        5
        religions { catholic 12 orthodox 5 islam 3 northmen 5 heretic 5 numenorian 70 }
    
    Edhellond_Province
        Edhellond
        sicily
        English_Rebels
        203 178 26
        amroth, coast
        5
        5
        religions { catholic 7 orthodox 3 islam 0 northmen 5 heretic 5 numenorian 80 }
    Thanks for the help!

  12. #12

    Default Re: Hidden Resources

    recruit_pool "amroth men at arms" 1 0.34 4 0 requires factions { sicily, } and hidden_resource amroth

    That's pretty much how they look.

  13. #13

    Default Re: Hidden Resources

    That should be correct. Did you also put them at the top of the file ?

  14. #14

    Default Re: Hidden Resources

    If you mean the EDB, then yes, that hidden resource is pre-existing. And this does work in game, but only in Dol Amroth, which is the only settlement which had this hidden resource to begin with. My problem is I would like to add this to other settlements and the units aren't turning up in those settlements despite having added amroth to their entries in the descr_regions file.

    Again, thank you for your response.

  15. #15

    Default Re: Hidden Resources

    delete map.rwm ?

  16. #16
    Muffer Nl's Avatar Praefectus
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    Default Re: Hidden Resources

    Yeah probably a temp that is. Didn't think of that.
    Great job Theoden...


  17. #17

    Default Re: Hidden Resources

    Worked like a charm! Thanks everyone for all your help!

    Follow up: is it possible to exclude certain regions from recruitment, such as not being able to recruit Gondor militia in one or two provinces while being able to in all others normally?

  18. #18

    Default Re: Hidden Resources

    create a hidden ressource that can be found in lot of settlements but not where you don't want. you can put everywhere this hidden ressource for example called militia, except where special units are recruitable.

  19. #19

    Default Re: Hidden Resources

    Quote Originally Posted by Matthias the great View Post
    create a hidden ressource that can be found in lot of settlements but not where you don't want. you can put everywhere this hidden ressource for example called militia, except where special units are recruitable.
    Or add a hidden resource to those 2 regions, and then add the following at gondor_militia :

    and not hidden_resource 'resource'

    just a bit more practical

  20. #20
    Muffer Nl's Avatar Praefectus
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    Default Re: Hidden Resources

    So just make it and not hidden_resource amroth. That is what you wan't right?


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