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View Full Version : Discovery - modding resrouces



a_b_danner
12-08-2005, 00:40
I don't think this is common knoledge (appologies if it is).

Modding trade goods in descr_regions does nothing at all. It DOES NOT add those trade goods to the map.

What adds resources to the game is adding them in the descr_strat. I had thought this was purely cosmetic, but it is what the computer actually goes by when distributing resources to regions. The descr_regions text file is used for hidden resources only, from what i can tell.

alpaca
12-09-2005, 16:40
Huh, afaik it's exactly the opposite... Are you sure?
I could be mistaken but I think there are some regions that have resources which don't show up on the strat map.

//Edit: Sorry, didn't read the thread on TWC, this might be interesting...

GiantMonkeyMan
12-09-2005, 17:46
this works both ways... to see the resource on the map you must add it in descr_strat but to actually gain from the resource it must be in descr_resource... this is shown by the hidden resources used in AOR etc

Tittils
12-09-2005, 18:47
No, A_B is right.
I had a region with both wine and gold as resources in the descr_regions file. I did not have the visible resources in the descr_strat file. That gave me a trade income of 8.
When I added the visible resources to the descr_strat file in that region, the income rose to 64.
So this is actually true.
Good job A_B:)

GiantMonkeyMan
12-09-2005, 19:44
maybe you must have both it in descr_regions and on the descr_strat a bit like you having hidden_resources in descr_regions and the top of the buildings file.... has anyone checked if it works with just in the descr_strat?

alpaca
12-10-2005, 01:24
Ya, it works without the resource line in descr_regions
However I think that the building requirement is linked to the resource existing in the descr_regions file.

a_b_danner
12-10-2005, 05:17
descr-regions definately is the place for hidden_resources, but has no bearing on income/trade resources. this opens up all eight resource slots for hidden_resources, since you don't need to use any for trade resources. This is a pretty major find.

The only thing i havn't tested are camels and elephents, which are unit building requirements, but are not hidden.

Seven.the.Hun
12-14-2005, 09:00
i tested the elephant thing, by adding them to both of these files but it didnt work. although this does not result in any ctds so far.
i'll try adding it to just one of the files at a time to see if that works.

loderunner71
12-20-2005, 15:33
I recently started modding RTW. The first thing I wanted to do was to add Corsica as a separate region. I originally gave them timber, iron, and silver as resources by adding them to descr_regions, but didn't add them to descr_strat. When I loaded the game, they could build a mine, but received no added income from mining (and of course, nothing displayed on the screen).

Myrddraal
12-21-2005, 04:08
loderunner has it right I think. (and welcome to the forums btw loadrunner :smile:)

I always assumed both were necessary as I noticed that only having it in descr_strat didn't work. But I didn't know that wasn't necessary. Nice find.

alpaca
12-21-2005, 16:13
Well I already guessed you need them in descr_regions for the building requirements, good to have proof though.

GiantMonkeyMan
12-21-2005, 20:51
so apart from mines, camels/elephants and hidden_resources you don't need them in descr_regions at all.... so we can have probably 8-5 hidden_resources in each province.... useful :san_undecided: