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Thread: Guild's ignore my hidden_resource requirement

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  1. #1

    Default Guild's ignore my hidden_resource requirement

    I started by using the 4 knightly order guilds, now available to all catholic factions, with their existing hidden resources. When this didn't work I removed the vanilla requirements and tried my own, I also removed the 'exclude' tags from descr_guilds at this point. Finally I renamed the 4 guilds, added regular hidden_resource requirements and gave it a try.

    The end result of all my trials has been that any of the four guilds can be built in any region, my hidden_resource requirement is completely ignored.

    Has anybody sucessfully added/altered a guild along with a hidden_resource requirement?

  2. #2

    Icon1 Re: Guild's ignore my hidden_resource requirement

    Eothese: If you have made any changes to the descr_regions file, you will need to delete the ‘map.rwm’ file.

  3. #3

    Default Re: Guild's ignore my hidden_resource requirement

    Yep, it's deleted every time.

  4. #4
    gracul's Avatar 404 Not Found
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    Default Re: Guild's ignore my hidden_resource requirement

    Guilds ignore hidden resources.
    It would be a godsend for a guild like the hanseatic, but clearly CA didn't think of that

  5. #5
    Gorrrrrn's Avatar Citizen
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    Default Re: Guild's ignore my hidden_resource requirement

    apologies if stating the obvious but put the hidden-resource requirement in the EDB?

  6. #6

    Default Re: Guild's ignore my hidden_resource requirement

    Quote Originally Posted by Rozanov View Post
    apologies if stating the obvious but put the hidden-resource requirement in the EDB?
    Np, yes I'd added it at the top of EDB

    Quote Originally Posted by gracul View Post
    It would be a godsend for a guild like the hanseatic, but clearly CA didn't think of that
    I'd read old posts where people suggested it worked and there are a few in already, they just don't seem to work the same as other hidden resources do. But it looks like its not going to for me, I spent nearly a week messing with it before I posted.

    I'm looking at removing the guild part as a back up and excluding the other types with 'and building not present', then I should be able to use the hidden resource's along with the event counter.

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Guild's ignore my hidden_resource requirement

    I believe the hidden_resource 'explorer_guild' is needed for the explorer guilds (same thing for other guilds). Seeing that it is not in the actual building requirement makes me wonder if those requirements are hard coded (or if those hidden_resources are redundant).










  8. #8
    Gorrrrrn's Avatar Citizen
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    Default Re: Guild's ignore my hidden_resource requirement

    I think I got the hanseatic league hq working that way.

    1) made h_r hansa - gave only to regions I wanted to get HL HQ.
    2) put H-r hansa at top of EDB and made it a requirement for building in its entry in EDB
    3) also made creation of HL a requirement to build and added relevant turn number to guild file
    4) added the requirement event_counter hanseatic_league_built 0 to EDB entry
    5) made a short script that checks for the HL HQ being in any settlement for each faction - if true then event_counter hanseatic_league_built 1
    which should stop it being available to build anywhere else.

    certainly stops it offered to settlements that shouldn't get it.
    5

  9. #9
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Guild's ignore my hidden_resource requirement

    Quote Originally Posted by Rozanov View Post
    I think I got the hanseatic league hq working that way.

    1) made h_r hansa - gave only to regions I wanted to get HL HQ.
    2) put H-r hansa at top of EDB and made it a requirement for building in its entry in EDB
    3) also made creation of HL a requirement to build and added relevant turn number to guild file
    4) added the requirement event_counter hanseatic_league_built 0 to EDB entry
    5) made a short script that checks for the HL HQ being in any settlement for each faction - if true then event_counter hanseatic_league_built 1
    which should stop it being available to build anywhere else.

    certainly stops it offered to settlements that shouldn't get it.
    5
    Hanseatic league is a guild building from kingdoms, there is a possibility that it responds to building requirements like a regular building.

    Edit: just reading through it again and wondering if this really works in the EDB: event_counter hanseatic_league_built 0
    My experience tells me that zero event requirements don't fire. You have to put not ..... 1


    The allocation of the settlement where the guild gets build is done via triggers in the EDGuilds:

    Trigger 0282_Hanseatic_Control_Luebeck
    WhenToTest SettlementTurnStart

    Condition SettlementName Luebeck
    and I_EventCounter hanseatic_constructed = 0

    Guild hanseatic_guild s 5
    Guild hanseatic_guild a 5
    Last edited by Gigantus; October 30, 2010 at 07:35 AM.










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