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Thread: Discovery - modding resrouces

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  1. #1
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Discovery - modding resrouces

    Huh, afaik it's exactly the opposite... Are you sure?
    I could be mistaken but I think there are some regions that have resources which don't show up on the strat map.

    //Edit: Sorry, didn't read the thread on TWC, this might be interesting...
    Last edited by alpaca; 12-09-2005 at 16:54.

  2. #2
    Assistant Mod Mod Member GiantMonkeyMan's Avatar
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    Default Re: Discovery - modding resrouces

    this works both ways... to see the resource on the map you must add it in descr_strat but to actually gain from the resource it must be in descr_resource... this is shown by the hidden resources used in AOR etc

  3. #3

    Default Re: Discovery - modding resrouces

    No, A_B is right.
    I had a region with both wine and gold as resources in the descr_regions file. I did not have the visible resources in the descr_strat file. That gave me a trade income of 8.
    When I added the visible resources to the descr_strat file in that region, the income rose to 64.
    So this is actually true.
    Good job A_B:)


    The Fourth Age: Total War - Map Manager, Editor and Coder

  4. #4
    Assistant Mod Mod Member GiantMonkeyMan's Avatar
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    Default Re: Discovery - modding resrouces

    maybe you must have both it in descr_regions and on the descr_strat a bit like you having hidden_resources in descr_regions and the top of the buildings file.... has anyone checked if it works with just in the descr_strat?

  5. #5
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Discovery - modding resrouces

    Ya, it works without the resource line in descr_regions
    However I think that the building requirement is linked to the resource existing in the descr_regions file.

  6. #6

    Default Re: Discovery - modding resrouces

    descr-regions definately is the place for hidden_resources, but has no bearing on income/trade resources. this opens up all eight resource slots for hidden_resources, since you don't need to use any for trade resources. This is a pretty major find.

    The only thing i havn't tested are camels and elephents, which are unit building requirements, but are not hidden.

  7. #7

    Default Re: Discovery - modding resrouces

    i tested the elephant thing, by adding them to both of these files but it didnt work. although this does not result in any ctds so far.
    i'll try adding it to just one of the files at a time to see if that works.
    pillage, plunder, burn...

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