View Full Version : AOR or Hidden Resources
Tsar Alexsandr
08-04-2010, 22:10
I have a question about introducing Area of Recruitment to my own personal modding project.
I downloaded the "Additional Units Pack." And made the Celtic Swordsman recruit-able for several factions. The problem was it was way too recruit-able for these spread out factions, and I wanted to make the unit only recruit-able in the many cities the Celts would have settled around. When I tried to make these cities hidden resources and add them to the build requirements, there turned out to be problems with almost every city except the first one I added to the list. Is hidden resources only usable up to one region?
Myrddraal
08-05-2010, 05:07
I may not have fully understood what you've done, but I think you only need one type of hidden resource, which you add to all the regions you need. You then add just that one hidden resource as a requirement for your unit.
Tsar Alexsandr
08-05-2010, 06:41
Ah okay. So I put all the regions I want under one hidden resource and then when I put that resource as a requirement to build the unit it will work for all the regions associated with the one?
(Sorry if that was confusing. Cause... I'm kind of confused. XD) Like Sparta is actually Sparta and Syracuse since both cities work for recruiting Spartans? :O
I don't know how to put more than one region under one region or name though. : /
Myrddraal
08-05-2010, 19:03
I think the problem you're having is this:
A hidden resource is added to a region, just like any other resource (e.g. gold). Cities are not added to resources. Here is a useful tutorial to help you out for reference:
https://forums.totalwar.org/vb/showthread.php?43747-How-to-limit-recruitment-amp-construction-by-area-(hidden-resources)
Quick summary:
1. Add your hidden resource to those cities where you want your special unit to be recruitable in descr_regions.txt:
Britannia_Inferior
Eburacum
britons
Brigantes
232 41 198
stone, coastal_forest, lead, dogs, pigs, guineapigs
5
5
2. Define the hidden resource in export_descr_buildings.txt:
hidden_resources rome, sparta, guineapigs
3. Now add the hidden resource as a requirement to your special unit:
recruit "guineapigrider" 0 requires factions { roman, } and hidden_resource guineapigs
Remember to delete map.rmw :wink:
Good luck
Tsar Alexsandr
08-05-2010, 22:25
Ah okay. This makes sense. ^_^ I'll try this again then.
Thank you. :D
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