Re: AOR or Hidden Resources
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.
Re: AOR or Hidden Resources
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. : /
Re: AOR or Hidden Resources
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/showt...dden-resources)
Quick summary:
1. Add your hidden resource to those cities where you want your special unit to be recruitable in descr_regions.txt:
Code:
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:
Code:
hidden_resources rome, sparta, guineapigs
3. Now add the hidden resource as a requirement to your special unit:
Code:
recruit "guineapigrider" 0 requires factions { roman, } and hidden_resource guineapigs
Remember to delete map.rmw :wink:
Good luck
Re: AOR or Hidden Resources
Ah okay. This makes sense. ^_^ I'll try this again then.
Thank you. :D