Results 1 to 5 of 5

Thread: AOR or Hidden Resources

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Member Member Tsar Alexsandr's Avatar
    Join Date
    Jun 2010
    Location
    Athens, MI
    Posts
    287

    Default AOR or Hidden Resources

    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?
    "Hope is the Last to Die" Russian Proverb

  2. #2
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    Default 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.

  3. #3
    Member Member Tsar Alexsandr's Avatar
    Join Date
    Jun 2010
    Location
    Athens, MI
    Posts
    287

    Default 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. : /
    "Hope is the Last to Die" Russian Proverb

  4. #4
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    Default 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

    Good luck

  5. #5
    Member Member Tsar Alexsandr's Avatar
    Join Date
    Jun 2010
    Location
    Athens, MI
    Posts
    287

    Default Re: AOR or Hidden Resources

    Ah okay. This makes sense. ^_^ I'll try this again then.

    Thank you. :D
    "Hope is the Last to Die" Russian Proverb

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO