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  1. #1

    Default Re: Adding hidden resource units to Vanilla?

    It's not clear from your response, so I'm just making sure. After adding the code for the new units, did you delete map.rwm again?

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  2. #2

    Default Re: Adding hidden resource units to Vanilla?

    Did you add 'and hidden_resource' to the unit in all possbiel recruitement buildings (for instance : cavalry stable , hippodrome , circus maxima , ..)

  3. #3
    Member Member highspirits217's Avatar
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    Question Re: Adding hidden resource units to Vanilla?

    Quote Originally Posted by PopePopo View Post
    Did you add 'and hidden_resource' to the unit in all possbiel recruitement buildings (for instance : cavalry stable , hippodrome , circus maxima , ..)
    Yes I have done that also, plus Added it to the Hidden_resources at the top of export_descr_buildings. It should be working. Do any of you think it may be because none of the units oginally existed in the game? They have different model-flexi's & .tga files made by other modders.
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    Member Member highspirits217's Avatar
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    Question Re: Adding hidden resource units to Vanilla?

    Oh This question just dawned on me. Does a resource script such as this count as a hidden_resource?

    - recruit "east camel cataphract" 0 requires factions { parthia, } and resource camels

    And I heard that the hidden_resource limit is around 64, give or take. Does every recruit unit script with a "and hidden_resource" or "and marian_reforms" count in adding up to that limit? For example If you find this in the script with in export_descr_buildings:

    - recruit "roman infantry auxillia" 0 requires factions { roman, } and marian_reforms

    Does it count toward the hidden_resource unit limit every time you find it in the File?
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  5. #5

    Default Re: Adding hidden resource units to Vanilla?

    The limit of 64 refers to the list at the top of EDB, not the number of instances of each HR requirement in the file.

    Well, I can't see anything wrong with your coding there. Try adding a "and not hidden-resource larissa" to the peasant recruitment line, and check if you have available peasants in that settlements after that. If you don't, then it means the resource hasn't been made available to the region.

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    Member Member highspirits217's Avatar
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    Question Re: Adding hidden resource units to Vanilla?

    Quote Originally Posted by Aradan View Post
    Try adding a "and not hidden-resource larissa" to the peasant recruitment line, and check if you have available peasants in that settlements after that. If you don't, then it means the resource hasn't been made available to the region.
    Ok, I did as you instructed above, but now the game just CTD's every time I try to boot the game. Does this mean anything?
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  7. #7

    Default Re: Adding hidden resource units to Vanilla?

    You deleted map.rwm after that change ? and be sure to use an underscore "_"

    Your coding should look somthing like this (don't know if it's exactly correct :) )

    recruit "roman peasant" 0 requires factions { romans_julii, } and not hidden_resource larissa

    Also use -show_err command :)
    Last edited by PopePopo; 03-18-2009 at 20:35.

  8. #8
    Member Member highspirits217's Avatar
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    Default Re: Adding hidden resource units to Vanilla?

    Quote Originally Posted by Aradan View Post
    It's not clear from your response, so I'm just making sure. After adding the code for the new units, did you delete map.rwm again?
    Yes I have deleted map.rwm
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