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Thread: How to limit recruitment & construction by area (hidden resources)

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  1. #1

    Default Re: How to...add hidden resources and use them

    Yes, I tried it on Vanilla 1.2 and Mundus Magnus 1.0. All it ever accomplished was to remove the ability to recruit that unit at all. What I've been trying to do for starters is limit 'Uber' units to their respective capitals. I tried it with Macedon, Pontus, Julii it doesn't recognize the new resource. I had already figured out how to write all the entries short of the Regions txt file. The tutorial pointed that out. I'll try again. when I tried it on Vanilla 1.2 . I tried it with the original maps rwm and I tried deleting it. It would never fire up when I deleted the rwm file but it did write a new dat file in the data folder. M/M 1.0 doesn't have a rwm file. I so want this to work, it would be the last, for now, of my personal modding and would make the game much more interesting. Like the Patrician and NTW mod for MTW.
    PatWest the 'Intermediate Level Modder'

  2. #2

    Default Re: How to...add hidden resources and use them

    The map.rwm file is automatically generated by the game when you launch a campaign, no mod should come with a map.rwm file.

    As you're changing the resources in descr_regions you should delete the map.rwm file (from the base folder if you're modding the imperial campaign and the individual campaign folder for provincial campaigns) before launching the game.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  3. #3

    Default Re: How to...add hidden resources and use them

    Epistolary Richard, Myrddraal, Nero

    You were right and I was wrong. I tender my humblest apology.

    Now for some further questions. Epistolary Richard, did you always get it to work the first time, or did it balk on you occasionally? I got it to work on 1.2 , but I did it the same way as before, I think, and it worked this time. Now I'm trying to accomplish the same thing with Mundus Magnus 1.0 , I already have a lot of time invested in modding this one, and would really prefer to keep it and not go back to ground zero. It turns out that M/M does have a maps rwm file but so far I'm getting the CTD's after I delete it. This was the same problem I had at first with 1.2 so I have hope now that it may be doable. Do you have any other clues that might be of assistance?

    P.S. I have one other question indirectly related to this subject. If I make Merc units recruitable by factions will they already come with the correct unit card? Its a lazy question that I can figure out soon enough but if you already know it's only a one word answer.
    PatWest the 'Intermediate Level Modder'

  4. #4

    Default Re: How to...add hidden resources and use them

    The hidden resources have always appeared to be pretty robust to me, they've never had patchy functionality to me. If you're have trouble with the MM map, then you're best of talking to the modder himself Dead Moroz (ngr on TWC).

    As for merc unit cards, to be honest, I don't know. I've never tried it. I'm interested in the answer though, so if you find out let us know.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  5. #5

    Default Re: How to...add hidden resources and use them

    Thanks for the reply. I'll check with Dead Moroz, I have to ask him what that moniker means. I do think its related to the Mod. I kept trying and got nowhere with it. If I get anymore concrete information I'll post it here and at my other posts on this subject.
    PatWest the 'Intermediate Level Modder'

  6. #6

    Default Re: How to limit recruitment & construction by area (hidden resources)

    I have an update, not that anyone is listening. I was able to add all my hidden resources. I added 31, one for each and every region and a some doubled up. It only liked to accept them in small batches around 20 at a time and not much more.

    I now have my own ZOR's running on my M/M 1.0 Mod. I used mercs as my generic troops recruitable outside of a factions own zone. Along with capital resources so each faction can only produce their Uber units there. I added Warspites de-greened merc skins 2.1 now it looks and plays just like I wanted.

    Now I need to learn how toadd a few more units to the Merc pool. I'll get there.
    PatWest the 'Intermediate Level Modder'

  7. #7

    Default Re: How to limit recruitment & construction by area (hidden resources)

    Hmmm... I've never had any trouble adding large numbers of hidden resources. Anyway, you want a file called descr_mercenaries in your imperial_campaign folder.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

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