Bold: Well, a pretty old post, but i would like to give a hint to this above, and perhaps just an addition to the tutorial.Originally Posted by Bernhard of Clairvaux
I work/mod with hidden recources (hr) intensive since ca. 1 year, so you might believe, what i have to say: (but it's all from my mind now without having files open, so there might be little typo faults in code-examples)
- With RTW patch 1.2, hr modding was indeed a bit buggy, and the order of deleting map.rwm etc. wasn't very stable or secure until the hr works. However, patch 1.2 times are gone.
- With RTW patch 1.5 or BI 1.6, you should mod in this order, to have a successful result: (the maximum is still 64 different hr's)
a) 'World' folder: Delete the relevant map.rwm of the active campaign folder. It must not be the map.rwm in the base folder (depends on your mod structure).
b) Campaign folder/descr_regions.txt: Open and add the new hr to the certain region as you wish, comma separated. Save and close.
c) export_descr_buildings.txt (edb): Add the new hr to the already listed ones by default, at the top of the file.
Note: It is indeed possible to add these first into the edb list, and then going to delete map.rwm and add the hr to the descr_regions file.
After a-c the hr is set/active, and you can launch the game, if you wish, but it has naturally no affect as yet.
d) edb further: Now there is the task to set them active. If you intend to combine them with a former building requirement then it will be complicate in some cases due to the tech-tree structure and can lead to actual problems, so i give only examples without them.
d1) Option: building requirement (for example)
dungeons requires faction { ..., ..., } and hidden_resource x and not hidden_resource y and not hidden_resource z
or
dungeons requires hidden_resource x and not hidden_resource y and not hidden_resource z
d2) Option: boni requirement (for example)
law_bonus 2 requires faction { ..., ..., } and hidden_resource x and not hidden_resource y and not hidden_resource z
or
law_bonus 2 requires hidden_resource x and not hidden_resource y and not hidden_resource z
d3) Option: unit requirement (for example, well here a special unit, but it can be "replaced" with any kind of units)
spy 1 requires faction { ..., ..., } and hidden_resource x and not hidden_resource y and not hidden_resource z
or
spy 1 requires hidden_resource x and not hidden_resource y and not hidden_resource z
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Well, you can add several lines of those kinds as d2-d3 below a building to the capability sections of buildings in edb.
Hope this helps.
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