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    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: How to limit recruitment & construction by area (hidden resources)

    Quote Originally Posted by Bernhard of Clairvaux
    Well I can confirm that there are something buggy about hidden_resources. As I get it you should first add the hidden_resource in region.text and at the top of descr.buildings.txt then delete the rmw.map, then launch the game. First when this is done you should start adding the resource to the actual unit or building.

    I have had a lot of problems when doing everything at once and then deleting the rmw.map. Basically the game don´t load or you get weird results like not being able to recruit a unit.
    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.

    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

    ---

    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.
    Last edited by DaVinci; 10-24-2006 at 02:32.
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