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  1. #1

    Default Re: Complex conditionals for recruiting and building

    Quote Originally Posted by Dol Guldur
    You need to reverse the thinking to make it a postive; this is why mods have such hidden resources as not_road etc.

    This is a known issue.
    Glad to see Its not my mistake then :)

    Yes making it positive was my first idea, but seems not appliable to my nedds.

    That is: the goal is to make such building availabe in all settlements BUT one. That will mean to add that hidden resource to all regions fo the game but one.

    Moreover, there are such unique temple buildings for EACH culture, so I'd need one hidden resource for ALL cultures added to ALL buildings but the one they don't have to build that temple - and for each culture the "free" region is different.

    In facts, making it positive would mean to add 14 new resources to more then 80 regions... sounds a bit too complex to limit a building :(

    O well, I'll think some workaround for that... maybe I'll put a undestructable placeholder in the building slot so to prevent it. That will leave the tech tree there but sounds better then removing it from all the settlements.

  2. #2

    Default Re: Complex conditionals for recruiting and building

    I know it's a bit late, but I thought it would worth telling about another way around the "not" conditional.

    As stated above coding a building like so:

    Code:
    building requires factions {whatever, } and not hidden_resource x
    will cause that building to never appear in the tech tree.

    However, this coding, where "never" is a HR that does not appear in any region:

    Code:
    building requires factions {whatever, } and hidden_resource never or not hidden_resource x
    will correctly show the building in regions without hidden resource x, but not in regions with it.
    Last edited by CaesarVincens; 08-18-2009 at 18:48.

    Expand your borders, a mod based on XGM 5.

  3. #3
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Complex conditionals for recruiting and building

    Did you miss out an "or"?
    "One of the most sophisticated Total War mods ever developed..."

  4. #4

    Default Re: Complex conditionals for recruiting and building

    Quote Originally Posted by Dol Guldur View Post
    Did you miss out an "or"?
    No


    Thanks for catching that.

    Expand your borders, a mod based on XGM 5.

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