If you're adding hidden resources, I think you have to delete the map.rwm file in the campaign folder which corresponds with whatever campaign you're using after you've made the changes to the descr_regions.txt file, and then load the game up. If you don't do this, I believe the game doesn't update the whereabouts of the hidden resources. At least, that's what I think happens. I pretty much have the same thing going on in my mod with recruitable mercs, and I too got stuck with the hidden resources for a while there.
Also, you do not have to create a clone unit to make mercs recruitable in the campaign. In the export_descr_units.txt file, where it says 'ownership' for the particular merc, add the faction name you want to be able to build the unit in the campaign game. Unfortunately that will also make the unit available to the faction in custom games, which may or may not be an issue to you. The Greeks probably already have cretan archers and Illyrians in custom games anyway, so you might not even need to change anything.
Regarding 'clone units', I find Caligula a bit buggy at times so I stick to using a text editor. I suggest loading up your export_descr_units.txt file with notepad or whatever, finding the entry for the Merc unit you want to clone, then copy it, then paste it underneath the current one (or at the bottom of the file if you don't want to mess up savegames). Now on the copied unit, where it says 'type merc some unit', change the name to something else like 'merc cretan archer recruit'. Make any other necessary changes to the 'clone' unit like ownership. Then in export_descr_building.txt, you need to add a line that recruits 'merc cretan archer recruit' instead of the original cretan merc unit. And that's about it - although it may be necessary to tweak the descr_model_battle.txt file if you remove the mercenary attribute.
Still you shouldn't need to clone the unit at all.
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