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Thread: The Complete EDB Guide - discussion

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    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by lim_lucky View Post
    I know the code is huge, but I will narrow down for explanation.
    We only need to include this line under upgrades (I have 8 of these for each level):
    upgrades
    {
    won1_god2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
    }

    This code does NOTHING since I did not place the hidden resource not_here at all. But this will
    1) SOLVE the issue of building gaps present upon game exit (not a major problem actually)
    2) Render upgrades for all other unnecessary factions as NULL while actual upgrade are represented as other code lines.
    3) And thus reduce / make the building level requirements unnecessary, hence prevent the culture to break due to not conditions.
    Hehe - I actually use the exact same trick :P

    I've had loads of problems with that annoying gap error... For some trees we even had to add counter HR (like requires HR not_indo_european instead of requires not HR indo_european), Obviousy this is such a shame of all those extra HRs that get lost because of this... this (in my case) "not_used" HR simply opens up a whole new world... Allowing the most complex trees without EDB starting to complain :D

    Oh btw, you can make it look a bit more easy by simply using:
    upgrades
    {
    won1_god2 requires factions { all, } and hidden_resource not_here
    }

    :)

    Quote Originally Posted by lim_lucky View Post
    Hopefully someone has advice on the population_loyalty_bonus issue I face?
    Sorry... can't help you here...
    Last edited by PatricianS; 07-06-2009 at 00:57.

    RTR VII Developer

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