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  1. #1
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: Complex conditionals for recruiting and building

    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.
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  2. #2

    Default Re: Complex conditionals for recruiting and building

    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.

  3. #3

    Default Re: Complex conditionals for recruiting and building

    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.)

  4. #4
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: Complex conditionals for recruiting and building

    This would suggest that the requirements are parsed right-to-left, although it's not certain. If that is indeed the case, I suspect what you want would be unattainable.
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  5. #5

    Default Re: Complex conditionals for recruiting and building

    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?

  6. #6

    Default Re: Complex conditionals for recruiting and building

    Did u try using the _min_level variation (of course using the first level as parametre)?

    Never happened to me/fatw anyway, at least with "not hidden_resource". Can't remember an instance with the other atm.
    Last edited by Aradan; 04-30-2008 at 00:31.

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  7. #7

    Default Re: Complex conditionals for recruiting and building

    Quote Originally Posted by Aradan
    Did u try using the _min_level variation (of course using the first level as parametre)?

    Never happened to me/fatw anyway, at least with "not hidden_resource". Can't remember an instance with the other atm.
    Mmm can you check it please to be sure?
    I made lots of tentatives, changing the buildings involved, the resource, the faction, and I always have that same outcome.

    Be sure to check the building catalog tree of the settlement, because its only there that it can be noticed: the building conditions works in the game, you see the icon of the new level to build. Its just if you check the tree that you see its not there.

    Mmm let me post a few screens.

    CONDITION:
    red_eye1 requires factions { romans_julii, } and not hidden_resource barad_dur

    OUTCOME:

    >> CITY WITH RESOURCE:
    Correclty, not shown and not able to be built.



    tech tree:
    Correctly, not shown.



    >> CITY WITHOUT RESOURCE:
    Correclty, shown and able to be built.



    tech tree:
    NOT CORRECTLY, NOT SHOWN





    CONDITION:
    red_eye1 requires factions { romans_julii, } and hidden_resource barad_dur

    OUTCOME:

    >> CITY WITH RESOURCE:
    Correclty, shown and able to be built.



    tech tree:
    Correclty, shown.



    >> CITY WITHOUT RESOURCE:

    Correclty, not shown and not able to be built.



    tech tree:
    Correclty, not shown.


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