I think you figured this out, but by 'x' I meant any building. "dummyHR" just means a hidden resource that isn't used in descr_regions.
From my quick testing, a dummy building did not function in the same way as a dummy hidden resource, that is it did not cause the building to appear in the browser.The only problem is that the building may not appear on the building browser because the conditions may not suit the format as stated by CaesarVincens below:
Using a dummy building in the upgrades should provide similar benefits to the coding above (regarding culture break, building gap n stuff in my earlier post) AND will allow the 'building' to be present in the building browser.
I haven't done any testing with using requirements in both the upgrade line and building line. My thought is that it might mess things up, otherwise if more generic requirements are used it might work. Let me know if you've tested it and anything is contrary to my thoughts. I like using a dummy building in another line so it shows up in the browser. I'll do some testing with that and see what I can get done.upgrades
{
;GENUINE upgrade lines - it is better for hidden resources to be used here
building_name requires factions { all, } and hidden_resource x and not hidden_resource y ;and blah blah
;to allow building browser to display buildings EVERYWHERE irregardless of eligibility I guess - I view this option as a better alternative than not having a building browser at all.
building_name requires factions { all, } and building_present_min_level dummy dummy1 ;or building_present dummy depending on the building constraits, as dummy 1 can be any vacant and unreachable level in any building tree like the smiths, mines or roads or whatever.
}
;Actual building line - it is advisable to use building_present/_min_level here to allow players to see requirements
building_name requires factions { all, } and building_present_min_level market market
A dummy hidden resource would prevent the building from showing up unless there is an alternate requirement, even a negative one. However, it will maintain the illusion that any faction could build that level and prevent the gap error.Again, pertaining to upgrade coding to display buildings in the building browser,
I am not sure whether a dummy hidden_resource works... i.e.
upgrades
{
;to prevent building gap error ...
won1_god2 requires factions { all, } and hidden_resource not_here
}
It's amazing to think that RTW has been out for so long an this is still very new information!
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