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April 19, 2010, 04:49 PM
#1
Hidden Resource Modification
I am doing some minor modding of my RTRPE and wish to change/add some hidden resources wrt recruiting. I noticed that in the "export_descr_buildings.txt" the 3rd line from the top has a list of hidden_resources and that the ORDER of this list actually matters. For example, if I switch the position of "unit_sparta" and "unit_athen", then you can only recruit Spartan Hoplites in Athens and only athenian Hoplites in Sparta (even though I did not change the "descr_regions.txt" file). If you insert a hidden resource in front of unit_sparta, then it shifts all the recruitable troops to a different city.
I did a search and there are ONLY 2 files that make any reference to hidden recources - "export_descr_buildings.txt" and "descr_regions.txt". My questions are:
(1) If I wish to add a resource or change an exisiting one, how do I know which position I need to place it in the EDB.text file ? Is there a "rosetta stone" type of file to tell me which position in EDB line 3 applies to which city ? For example, in EDB line 3 there are some hidden resources that are not in use (home_etruria, home_umbria), but how do I know which regions/cities they apply to ?
(2) Is there a maximum number of hidden resources ? I ask this because EDB line 3 has an entry near the end "unused", implying that there ia a limit of no more than the total number in that line (turns out to be 55).
(3) If I want to, for example, make it so Caledonian Highlanders are ONLY recruitable in region "Caledonia", I replaced "unused" with "caledonia" in EDB and inserted "caledonia" in the resource list like so:
Caledonia
Dalriada
gauls
Brigantes
41 232 198
slaves, aor_celt, caledonia, coastal_forest, sea_lanes, major_port
4
4
Is this the correct way or am I missing something ?
Thanks in advance for any help on this matter.
Kind Regards.
Phalanx_Man
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April 20, 2010, 05:36 PM
#2
Praepositus
Re: Hidden Resource Modification
The order doesn`t matter. But if you make changes to the resources you should not do it mid campaign. And you should remove the map.rwm before you start a new one also. Also important is that if you remove or replace an existing hidden resource you should make sure that it is not used by anything in EDB and that you also remove or replace it in descr_regions. The limit btw is 64 hidden resources. The unused one I`m guessing was made especially so that it could be given to some buildings and by not distributing it in descr_region to obtain unbuildable constructions. It`s an easy way to make a building unavailable without removing it. Much like other resources from the list in EDB it`s probably legacy code from previous versions. And btw, you can name a resource anyway you want. Just make sure you don`t remove the rome and italy hidden resources. Both have hardcoded effects attached to them.
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April 21, 2010, 02:05 AM
#3
Re: Hidden Resource Modification
None of the latest mods I am making are during a campaign - I am play-testing as I go along modding.
How I got the effect I described (spartan and athenian hoplites) was:
- I saved the EDB.txt file,
- then started a new campaign as greek cities and
- checked the recruitment tab (of sparta and athens).
I then switched back the unit_sparta and unit_athen, re-saved EDB.txt, started a new campaign as greek cities and checked recruitment tab again (sparta and athens).
However, I did not erase the old map.rwm file between attempts - I will check as per above deleting map.rwm this time around to see if that makes a difference.
I will post my results shortly.
Thanks Florin80.
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April 22, 2010, 08:09 PM
#4
Re: Hidden Resource Modification
Hello All.
As always, Florin80 is right.
If you make ANY changes to the names/order of hidden resources in EDB.txt it will change in the game UNLESS you erase the map.rwm file and let the game generate a new one.
Thanks again Florin80 for your help.
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