Hmm then I think that was even before the period when I was the building coordinator for EB... prehistory :)
Hmm then I think that was even before the period when I was the building coordinator for EB... prehistory :)
I'm still not here
Does using "or" as a building conditional necessitate restating "factions (x,y,z,)"?
In other words is example 1 the same as example 2?
1. requires factions (x, y, ) and buildingalpha or buildingbeta
2. requires factions (x, y, ) and buildingalpha or (x, y, ) and buildingbeta
Last edited by Teleklos Archelaou; 10-02-2005 at 20:57.
Depends how it's parsed. If it's simple left-to-right parsing, what you'd want is "requires buildingalpha or buildingbeta and factions { x, y, }", because it would get parsed "requires ((buildingalpha or buildingbeta) and factions { x, y, })". It could also be right-to-left, in which case you'd want "requires factions { x, y, } and buildingalpha or buildingbeta" = "requires (factions { x, y, } and (buildingalpha or buildingbeta))". If it's using some other kind of parsing, God only knows.
You'll have to try it out for yourself, really. And post the results here.
Well I just tried out:
requires factions { x, y, } and buildingalpha or { z, } and buildingbeta
and the second part seems to work right now. But it ignores the restriction on the first part when I add that.
When I said:
requires factions { x, y, } and buildingalpha or factions { z, } and buildingbeta
the first part worked but the second part was totally ignored. Gah.
Aha. I found a way to get a second set of factions into a requirement line in constructing a building, but it still isn't nearly what I would like. The "or" apparently will keep two things together, so this would work:
buildingalpha requires factions { greek_cities, romans_brutii, } or factions { parthia, } and building_present_min_level hinterland_roads roads
I had been unable to get any second grouping of factions to work. So one set can have no requirements, while the second set has some. But this doesn't do a lot, as I was wanting to have different sets for multiple different factions. If anyone has any idea how to achieve this, please let me know. But the above appears to work. The first two factions have no requirements, and work immediately, but the last one, parthia, has to have roads built first before it will be buildable. But once they are constructed you could build it.
(It appears as if someone else in EB figured it out too, earlier. Probably Angadil, but not sure. But I see this same structure used in another building's requirements that I hadn't seen before.)
I noticed a weird outcome.
When I put the "and not building_present" (or the "and not hidden_resource") condition for a building, the building tree is affected in ALL settlements.
Lets say I put a "not hidden_resource" condition to build a market, the markets disappears in ALL settlements building tech tree.
The condition works perfecltyperfectlyperfectperfectaperfectoperfectsperfectasperfectedperfecterperfectosperfectersperfe ctingperfectionperfectibleperfectionsperfectness - the market is buildable where the hidden resource is not present and cannot be built where the hidden resource is present, but the catalog of available buildings is impaired everywhere the same, no matter if the condition is satisfied or not.
On the contrary, if I put a "and building_present" (or "and hidden_resource"), tech tree is correctly affected - the market disappears - only where the resource is not present.
Is it just me or it happens to everyone?
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