Quote Originally Posted by Teleklos Archelaou
-The problem didn't appear in 1.2, it is the result of a new feature that was added in the 1.5 patch.
-This is the only current CTD we know of in our build.
-If we had unlimited building complexes, we might be able to work it in where we didn't need the building conditionals, and right now blacksnail is working hard to find a way around the problem (and he might be able to - it's still in progress), but I'm just asking would this be a big obstacle if we are unable to figure another way around it.
-You would not need to see the description of it for it to function. One way it might work is to move unit recruitment inside this new 'invisible' building and then use building requirements in it to reference the MIC level you would build. You could see the MIC, and the description, but the units available wouldn't be visible in it (but they have been messed up even in 1.2 in EB, so this is not a new thing that we lose by moving recruitment into the 'CTD building').

I was just thinking, if you have too many conditionals, break it up into 2 buildings - up to 8 conditionals each - and then make one a requirement for the other... You might have though of this already, of course, but sometimes you can't see the forest behind the trees as they say...

Personally, if the functions of the building could be explained elsewhere it wouldn't be a game killer for me. Definitely an annoyance though.