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Thread: Complex conditionals for recruiting and building

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  1. #1

    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.

  2. #2
    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..."

  3. #3

    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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