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  1. #1

    Default "and not hidden_resource" problem

    I've been tinkering around with buildings and hidden_resources, and I want to have a 'faction's-culture barrack' and 'non-culture colony' such as "Northern and Southern European Levy Barracks" for regions given the "NESEHome" resource, and "Northern and Southern European Colony" for regions that lack the "NESEHome" resource. I've gone through the descr_regions.txt and added "NESEHome," "MEHome" and "EEHome" resources to the settlements outside of America. For the home-culture Barracks I've given

    "and hidden_resource NESEHome"

    or MEHome or EEHome as appropriate, to the first buildings in the building trees. And for the outside-culture barracks (the colony barrack) I've given

    "and not hidden_resource NESEHome"

    or MEHome or EEHome as appropriate. I've deleted the map.rwm file as needed, and I tried the campaign as different factions (from different cultures) and it seems that the buildings that use "and hidden_resource" work without any issues. However, I cannot build the "and not hidden_resource" buildings where I should be able to, instead those regions do not have any barracks present. Does the game reject the "and not hidden_resource" clause? Attached are my EDB and descr_regions.txt if anybody cares to view them.


    EDIT:
    It appears that if I include
    "and hidden_resource MEHome or hidden_resource EEHome or hidden_resource america" along with the "and not hidden_resource NESEHome" it works properly. However, regions that use both cultures (as in Iberia) will use both barracks, so I'll have to create another hidden_resource, "IberiaHome," to cope with this problem.

    And it does work. I guess this thread could be locked since I answered my own question.
    Last edited by rebelyell2006; January 27, 2011 at 07:14 PM.

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: "and not hidden_resource" problem

    I know it works perfectly fine in the capabilities section of the EDB. Guess it is another case of a negative thing not working in the EDB (not event_counter xxx 1 being the other one). Here the sample:

    Code:
    trade_base_income_bonus bonus 1  requires factions { seljuks, }  and not hidden_resource aor_persia










  3. #3
    Squid's Avatar Opifex
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    Default Re: "and not hidden_resource" problem

    There are two ways to do this. First the problem of negated hidden resources has been around since RTW. Either way the solution is one of two methods:

    1) Have a hidden resource notMEHome give it to all regions that are not MEHome regions and use the condition and hidden_resource notMEHome
    2) Using and not hidden_resource MEHome should work in the upgrade section of a building, along with pretty much all other conditions
    e.g.
    Code:
    upgrades
    {
        ME_second_colony requires hidden_resource MEHome
    }
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