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Thread: Ressources, new ones and hidden ones

  1. #1
    Pincushioned Ashigaru Member Poulp''s Avatar
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    Default Ressources, new ones and hidden ones

    Is there a maximum number of ressources?
    Can I add new ones without deleting another?

    My aim is to make available Cretan archers, Rhodian and Balearic slingers to the faction holding Kydonia, Rhodes and Palma.
    This is the same principle than for Sparta and Rome, so it should be easy to reproduce the recruiting system.
    However, these are hidden resources, is there a limit to them?

    Then, I want to create a new ressource; salt.
    Do I need to create a new building, or assign the ressource to the mine building? (the latter seems easier, I just need to follow the gold/silver example)

    I have also to place it on the campaign map, is there a way I can know the exact coordinates?
    Where do I have to place them? Is it only in descr_strat.txt or is there another file I have to rewrite?
    ATM, I'm looking into history books and websites to find places that were known to produce salt and it's taking longer than expected...

    Last but not least, thanks in advance.

    - P -

  2. #2
    Bibliophilic Member Atilius's Avatar
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    Post Re: Ressources, new ones and hidden ones

    Quote Originally Posted by Poulp'
    Is there a maximum number of ressources?
    ...
    However, these are hidden resources, is there a limit to them?
    The Hard-coded limits thread doesn't seem to indicate a limit on the total number resources, but does contain an entry for maximum number of resources present in a single province (9?). It says the maximum number of hidden resources is 63 or 64.

    Quote Originally Posted by Poulp'
    I have also to place it on the campaign map, is there a way I can know the exact coordinates?
    Hit the tilde (~) key to bring up the RomeShell, position your cursor were you want to place the resource and type show_cursorstat.
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  3. #3

    Default Re: Ressources, new ones and hidden ones

    You can't add new resources - you can only reuse the ones CA have already made (which I think is about 14 as there are a couple that were created but unused). Hidden resources max is 64.
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  4. #4
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Ressources, new ones and hidden ones

    26 visible resource slots exist, which can be used for trade or non-value resources. 9 max per region as said.

    Hidden resources are indeed limited to 64 but I honestly cannot see how anyone would need that many. A wise use of combined conditionals (drawing on visible resources too) can limit the number of HRs needed.
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  5. #5
    Pincushioned Ashigaru Member Poulp''s Avatar
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    Default Re: Ressources, new ones and hidden ones

    Quote Originally Posted by Dol Guldur
    26 visible resource slots exist, which can be used for trade or non-value resources. 9 max per region as said.

    Hidden resources are indeed limited to 64 but I honestly cannot see how anyone would need that many. A wise use of combined conditionals (drawing on visible resources too) can limit the number of HRs needed.
    listing ressources in descr_strat, I find:

    iron
    wine
    marble
    timber
    glass
    gold
    silver
    lead
    amber
    textiles
    camels
    silk
    pottery
    grain
    hides
    tin
    olive_oil
    elephants
    copper
    purple_dye
    incense
    wild_animals
    slaves

    That's 23 ressources, what are the other 3?
    The only other I can think of are Rome, Sparta and Marius Reform.
    Are they the remaining 3?

    Quote Originally Posted by Epistolary Richard
    You can't add new resources - you can only reuse the ones CA have already made (which I think is about 14 as there are a couple that were created but unused). Hidden resources max is 64.
    That means I can't create a salt ressource on the campaign map, unless I switch it with silver/gold and relocate those... but it means losing a ressource for a roughly similar one.

    It too bad for the salt ressource, I think I'll skip...

    64 HR, that's a huge number!
    Do you guys think that was some kind of unfinished project CA had to implement specific ZoR like in RTR?

    If I can't create new ressources, I'll just have to find a way around using the existing ones; I'll now focus on silk road.
    Concernig moderation, should I post in this thread or make another one?

  6. #6
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Ressources, new ones and hidden ones

    Visible Resource List:

    gold
    silver
    pottery
    furs
    grain
    timber
    iron
    olive_oil
    wine
    slaves
    glass
    marble
    textiles
    purple_dye
    incense
    silk
    wild_animals
    hides
    tin
    copper
    lead
    amber
    elephants
    camels
    pigs
    dogs

    = 26

    Note that some have a certain hardcoded nature - gold, silver and slaves

    64 is merely the max. size of the memory bit assigned to that part of the code I believe.
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  7. #7
    It was a trap, after all. Member DukeofSerbia's Avatar
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    Default Re: Ressources, new ones and hidden ones

    When you add hidden resources after that DELETE map.rmw in base folder.
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  8. #8
    Pincushioned Ashigaru Member Poulp''s Avatar
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    Default Re: Ressources, new ones and hidden ones

    Quote Originally Posted by DukeofSerbia
    When you add hidden resources after that DELETE map.rmw in base folder.
    thanks
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  9. #9

    Default Re: Ressources, new ones and hidden ones

    dogs and pigs can be re-used for something better if you're not using the dog and pig units.

    I think XGM used them for salt and fish IIRC.
    It's not a map.

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