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  1. #1

    Default Complex conditionals for recruiting and building

    Sorry in advance if this is already well known. I recently found out that you can use not only AND when concatenating conditionals but OR and NOT as well

    This means you can specifiy that a unit can be built if a building is NOT present of if one of a list of buildings is present for instance.
    There are many other uses.

  2. #2
    Senior Member Senior Member Duke John's Avatar
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    Default Re: Complex conditionals for recruiting and building

    Thanks alot for that information! This will surely come in handy.

  3. #3

    Default Re: Complex conditionals for recruiting and building

    Here are some working examples from the Ptolemaic mode I'm working on:

    recruit "egyptian peltast" 0 requires factions { egyptian, } and hidden_resource egypt and not building_present_min_level hellenic_colony basic_colony


    This will allow you to build egytian peltasts as long as its a native Egyptian Area and you haven't founded a hellenic colony there.

    temple_of_fun_large_temple requires factions { armenia, thrace, seleucid, julii, } or factions { egyptian, } and hidden_resource greeks or factions { egyptian, } and building_present_min_level hellenic_colony basic_colony


    This allows this temple if you are egyptian and either its a ethnic Greek province or you have founded a hellenic colony there

  4. #4
    Wandering Historian Member eadingas's Avatar
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    Default Re: Complex conditionals for recruiting and building

    Can you nest the brackets?
    I'm still not here

  5. #5

    Default Re: Complex conditionals for recruiting and building

    But there is no way to tie certain units to a specific date, or tie them to an event other than Marius' reforms, right?

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    Wandering Historian Member eadingas's Avatar
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    Default Re: Complex conditionals for recruiting and building

    It would be good if somebody posted a list of all possible conditionals... We're wandering in the mist right now, I was trying to find out some requirements not listed in the original files, but to no avail. Is this really all there is? Can't we tie the unit for example to province's tax value or population...
    I'm still not here

  7. #7
    Member Member Turbo's Avatar
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    Default Re: Complex conditionals for recruiting and building

    Quote Originally Posted by tommh
    Here are some working examples from the Ptolemaic mode I'm working on:

    recruit "egyptian peltast" 0 requires factions { egyptian, } and hidden_resource egypt and not building_present_min_level hellenic_colony basic_colony


    This will allow you to build egytian peltasts as long as its a native Egyptian Area and you haven't founded a hellenic colony there.

    temple_of_fun_large_temple requires factions { armenia, thrace, seleucid, julii, } or factions { egyptian, } and hidden_resource greeks or factions { egyptian, } and building_present_min_level hellenic_colony basic_colony


    This allows this temple if you are egyptian and either its a ethnic Greek province or you have founded a hellenic colony there
    Where would I find a list of tags such as your "hellenic_colony basic_colony"?

    Thanks
    When you decide that servicing your core niche is no longer important, you might as well put a gun to your corporate temple. - Red Harvest -

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