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Thread: KK, or anyone knowledgable... which 3.1 hidden resources

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  1. #1

    Default KK, or anyone knowledgable... which 3.1 hidden resources

    can I delete and still keep the game stable... I want to make units recruitable based on region but the 64 limit is hit quickly. Seems like the no_pirates, no_brigands... might be safe

  2. #2

    Icon1 Re: KK, or anyone knowledgable... which 3.1 hidden resources

    Orclover: Quite a lot of the provinces now have unique buildings. Look under ‘info buildings’ in the ‘export_descr_buildings’ file. Just add the units you want to be available in a particular province to that province’s unique building. I would not remove any of those ‘hidden_resources’ you mentioned.

  3. #3
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: KK, or anyone knowledgable... which 3.1 hidden resources

    atlantic and jihad you can delete without effects. This is on Baron's 4.0 with bugfixer 1.6

  4. #4

    Default Re: KK, or anyone knowledgable... which 3.1 hidden resources

    thanks guys

  5. #5

    Default Re: KK, or anyone knowledgable... which 3.1 hidden resources

    Can you actually explain how to add a unit to "info buildings". Do they have to be added to unique buildings for can they be added to any region via the info buildings section... I tried to add a new unit to anfalas and it doesn't work.

  6. #6
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: KK, or anyone knowledgable... which 3.1 hidden resources

    OK I'll explain it to you

    Code:
    info_belfalas requires factions { slave, } and hidden_resource hr_none
            {
                capability
                {
                }
                material wooden
                construction  1
                cost  100000
                settlement_min village
                upgrades
                {
    		info_lebennin
                }
            }
    This one is from Dol Amroth. If you want to make a unit recruitable there, you should copy a line from a barracks, or stable or archery from that unit between the red semicolons. Like this (with Fountain Guard):
    Code:
    info_belfalas requires factions { slave, } and hidden_resource hr_none
            {
                capability
                {
    recruit_pool "Fountain Guard"  0   0.07   1  0  requires factions { sicily, }  and hidden_resource minas_tirith
                }
                material wooden
                construction  1
                cost  100000
                settlement_min village
                upgrades
                {
    		info_lebennin
                }
            }
    We're not done yet. Some units (like the fountain guard) have something behind the faction ("and hidden_resource minas_tirith"). You should delete that .
    Code:
    info_belfalas requires factions { slave, } and hidden_resource hr_none
            {
                capability
                {
    recruit_pool "Fountain Guard"  0   0.07   1  0  requires factions { sicily, }
                }
                material wooden
                construction  1
                cost  100000
                settlement_min village
                upgrades
                {
    		info_lebennin
                }
            }
    I hope this helps you

  7. #7

    Default Re: KK, or anyone knowledgable... which 3.1 hidden resources

    thanks, How can I make them still recruit able from a real barracks and not just tied to a wall update

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