Results 1 to 11 of 11

Thread: Hidden Resources

  1. #1

    Default Re: Buildings & Settlements

    I have two questions:
    1. Maybe I missed it but what does hidden_resource mean exactly?
    2. Is it possible to have a condition which checks if the building is in a certain region? For example it should only be possible to make longbowmen in wales.

  2. #2
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    Default Re: Hidden Resources

    Moved to modding questions

    Your second question bears the answer to your first one. Hidden resources can be set in data/world/maps/base/descr_regions.txt, but aren't shown in-game.
    If a region has a hidden_resource that is declared in export_descr_buildings.txt you can check it as a requirement in export_descr_buildings

  3. #3

    Default Re: Hidden Resources

    Tnx for the reply. So I tested the hidden_resource thing and this is how I understand it works: So for example London and Nottingham both have in the descr_regions file the hidden_resource England_Wales. And in the export_descr_buildings file I have a certain unit which has the condition hidden_resource England_Wales. Now when I play the campaign I have to capture both London and Nottingham to be able to recruit that certain unit, but when I capture the settlements I can recruit the unit in every settlement I have.
    That's nice, but is it also possible to have a condition which checks in which settlement the building is. So that a unit can only be recruited in that certain settlement. What I mean is, is there a condition which can be used in the export_descr_building file that does something like this: IsBuildingInRegion London.
    Ohw and another question, I haven't checked it but is it possible to use the 'or' operator in the export_descr_building file?

  4. #4
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    Default Re: Hidden Resources

    No, you got that wrong.
    If you control a settlement with the hidden resource, and you have a unit with this hidden resource as a requirement, you can only recruit that unit in this settlement.

  5. #5

    Default Re: Hidden Resources

    Ok, so clearly I am doing something wrong then. I tested it with the english faction, I picked a hidden resource (from the descr_regions file) which the london province had, and another province of england didn't had (in this case tin). I put it in the row with the other hidden_resources in the export_descr_building file and picked out a english unit and have this as a condition. requires factions { england, } and hidden_resource tin. Also to make things more transparent I made the unit recruitable in every level of castle and city (So I don't have to make a barracks).
    What happens is that every settlement is able to build the unit.

  6. #6
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    Default Re: Hidden Resources

    That's because tin is no hidden resource but a resource... Use resource in your requires clause and it should work

  7. #7

    Default Re: Hidden Resources

    I tested it with the condition: resource tin and that works perfect. But if I use a hidden resource for some reason it won't work. I used an already excisting hidden resource which is in the list and I still get the unit in every settlement. Apart from the stuff which i have to put in the export_descr_building and descr_regions file is there something else I should do?

  8. #8

    Default Re: Hidden Resources

    Is there a limit for total number of hidden resources or hidden resources per region.or is there a limit for normal resources+hidden ones?

  9. #9
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    Default Re: Hidden Resources

    There's a limit for hidden resources of 64

  10. #10

    Default Re: Hidden Resources

    thanks for info.but the otherones are unlimited.normal resources (for trade) and resources per region.

  11. #11
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    Default Re: Hidden Resources

    Quote Originally Posted by noas
    thanks for info.but the otherones are unlimited.normal resources (for trade) and resources per region.
    You can't add trade resources at all, and I don't know if there's a limit on resources per region.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO