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  1. #1

    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'

  2. #2

    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
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  3. #3

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

    Quote Originally Posted by Epistolary Richard
    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.
    It got worse when I started using Time 5.0 to redo my accelerated startup. The first time I did that I don't remember having so many crashes. This time out though after all the resource adding I was getting to the point where I had to save after every province or it would crash. It was getting a little tedious.

    If you know the ideal tutorial for adding units to the merc pool could you point me in that direction. I assume it's a little more than just knowing a file called descr_mercenaries.
    PatWest the 'Intermediate Level Modder'

  4. #4
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: How to limit recruitment & construction by area (hidden resources)

    Quote Originally Posted by PatWest
    If you know the ideal tutorial for adding units to the merc pool could you point me in that direction. I assume it's a little more than just knowing a file called descr_mercenaries.
    ER wrote a nice tutorial for new units addition:
    https://forums.totalwar.org/vb/showthread.php?t=51750

    For a merc unit you must follow the tutorial with some differences:
    - Put mercenary_unit as an attribute in export_descr_unit
    - Put the unit card and the info pic in folders Data\ui\units\mercs and Data\ui\unit_info\merc
    - Instead of making them recruitable in export_descr_building, you must put them in descr_mercenaries

    I hope I didn't forget anything.

  5. #5

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

    Quote Originally Posted by Monkwarrior
    ER wrote a nice tutorial for new units addition:
    https://forums.totalwar.org/vb/showthread.php?t=51750

    For a merc unit you must follow the tutorial with some differences:
    - Put mercenary_unit as an attribute in export_descr_unit
    - Put the unit card and the info pic in folders Data\ui\units\mercs and Data\ui\unit_info\merc
    - Instead of making them recruitable in export_descr_building, you must put them in descr_mercenaries

    I hope I didn't forget anything.
    If I want to use them as recruitable generic troops wouldn't I want to put them in the export_descr_building txt file? I'm sure I already know that answer.

    Thanks for the info on the Unit cards, Monkwarrior.
    PatWest the 'Intermediate Level Modder'

  6. #6

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

    Well, if you want to make them recruitable in settlements then you put them in edb, if you want to make them recruitable as mercs then you put them in descr_mercenaries...
    Epistolary Richard's modding Rules of Cool
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    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
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  7. #7

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

    Epistolary Richard, I've been doing all my posts from work, so sometimes I sound like a bigger Moron than I actually am. I didn't have high speed at home and I didn't bother with a dial up modem in my new computer. This will be cured in 10 days.

    After I got home I looked at the file you mentioned and realized that I didn't word the question correctly. I wanted to make a few more existing units into mercs so I could then use them as recruitable troops without having to add the unit cards to each faction. That was something you were curious about in one of the earlier posts. I know the easy way to make a unit recruitable for any faction. I just havn't gotten around to learning how to change the faction color or move the unit card to the right place. Making them mercs as we have found out eliminates the need to add the unit card to each faction, if that was necessary in the first place.
    PatWest the 'Intermediate Level Modder'

  8. #8

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

    Something along this line. I added resource horses and camels in desc_region because I just want to make the game dificult to myself where's I can train cavalry if got horses and archers in region that there is wood.

    Just a question , should I put it under hidden_resource ? My only 'workable' slf mod before was adding " and resource timber " in export_description_building for oly ports/shipwright/dockyard with timber in the province can produce any sort of ships. I enjoy it though because now I see less ships around.

    Back to the question , if I want to apply to cavalry & archers ? Is it the same way ?

    1. Add 'resouce' in desc_region

    2. Add " and resource horses / woods " in edb ?

    OR

    3. Add " and hidden_resource .... " in edb ?

    I tried option 2 but it CTD right after start. Maybe because some mistakes / typo error because I tried to re-do the whole lot. This time I'll try one faction first and see how it goes. As for my 'timber' mod it works with save game so I can try it in my mid roman campaign. Maybe try not all cavalry but 'elite' cavalry first.

    Or maybe add a "min_level_barrack " stuff so have to need a forge before I can train sacred band cav or noble heavy cav or somethin ? Any advice / ideas ?

    Cheers.
    Say: O unbelievers, I serve not what you serve, nor do you serve what I serve, nor shall I serve what you are serving, nor shall you be serving what I serve.
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  9. #9

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

    I tried option 2 but it CTD right after start. Maybe because some mistakes / typo error because I tried to re-do the whole lot. This time I'll try one faction first and see how it goes. As for my 'timber' mod it works with save game so I can try it in my mid roman campaign.
    Option 3 is the correct one. This is an example of M/M 2.0's EDB file resource line and the regions txt using the kind of resources your doing.

    hidden_resources sparta rome italy desert road highway farm2 farm3 farm4 farm5

    Tribus_Brigantes
    Isurium
    britons
    Brigantes
    232 41 198
    furs, lead, road, highway, farm2, farm3
    5
    4

    Cimbrica
    Hafnia
    germans
    Cimbri
    232 41 55
    timber, amber, road, farm2, farm3
    5
    4

    Locus_Aestii
    Vicus_Aestii
    germans
    Aestii
    58 177 95
    dogs, amber, road, farm2, farm3

    You would have to delete MAP.RWM after you write in your resources and it would only be effective for future campaigns. Timber was already present, I believe, so it worked in-campaign.
    PatWest the 'Intermediate Level Modder'

  10. #10
    The Philosopher Duke Member Suraknar's Avatar
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    Default Re: How to limit recruitment & construction by area (hidden resources)

    Hello,

    Is there a limit of how many Conditionals, Positive or Negative we can put? is there a specific Order the conditionals can be made or it does not mater...?

    ex: and...and not...and...and not...

    Or

    and...and...and...and not...and not...and not...

    Thank you
    Duke Surak'nar
    "Η ΤΑΝ Η ΕΠΙ ΤΑΣ"
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    ~ Ask not what modding can do for you, rather ask what you can do for modding ~
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