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    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by lim_lucky View Post
    I think I'm quite confused with the dummy building and dummy HR now... I missed out this reply from much earlier with regards to the dummy building.


    I am not sure how you tested it, but I meant the dummy building to be used in the upgrade lines. So far I have quite a few building trees that can display the buildings in the browser based on using dummy buildings in upgrade lines. A simple example for my upgrade lines is show below:

    upgrades
    {
    ;ACTUAL upgrade lines using hidden_resources only
    building_name requires factions { all, } and hidden_resource x and not hidden_resource y
    ;Dummy building line to allow building trees to be displayed
    building_name requires factions { all, } and building_present_min_level dummy dummy1
    }
    I meant using a dummy building as an alternate to a not condition. Like so: requires building_present dummy or not building_present real. That didn't work as I had hoped. Using a dummy building in a separate upgrade line of course should and does work as you have shown.

    I used a dummy building to allow highways2 to show up on the browser. I was trying to show up on the browser. I was trying to show that there were some "exceptions" especially when factions { all, } is used throughout the building lines.
    Before I explain what I mean by exceptions, I have some questions for you regarding dummyHR used in upgrade lines. I understand that you have used the 'dummyHR or' function in main building lines to allow buildings to be be displayed in the browser, however, have you tested the dummyHR in the upgrade lines?

    The reason for this 'exception' that I stated is because I have a vague idea that dummyHR used in upgrade lines may not cause the buildings to be present in the browser. This is why I frequently use dummy buildings, but factions { all, } seem to disregard whether any dummy buildings was used and will show the building in the browser even when I used dummyHR.
    I see now. Using a dummy building in the upgrade lines works because that shows up whereas a dummyHR shouldn't unless followed by an "or." The idea for a dummyHR is that it will prevent the gap error while giving proper conditions to the building. A dummy building used in upgrade lines is good for making the building show up for the desired factions regardless of other conditions. So, the end result is two sides of the same coin, both should stop the gap error, but one shows up while the other hides.

    I checked the city details scroll when I upgraded the roads (I do know that the scroll shows the positive or negative effects of a building in queue), and there are no increase in trade bonuses whether its road_level 0 to 1, or 1 to 2, or 2 to 3. That was one of the reason why I placed trade_base_income bonus some years back when I started editing my own mod. Perhaps my game is broken?
    That is strange. I know with certainty that road level affects trade income. I don't know why it's not working for you. Just to check, you do have 1.5, correct?


    One more thing, I don't know if I mentioned this before, but I have heard from another forumer, dvk, (I don't know whether he frequents these forums under that name or another) that for whatever reason, tabs are bugged in EDB. CA in their infinite wisdom decided to not put tabs into the acceptable coding for EDB and so using them can cause problem, whether non-working code, as SubRosa can attest to, to even crashes if there are enough tabs.

    Edit:
    I just found something new also. Dummy buildings aren't needed for building conditionals. I tried using the level I was building as a condition and it showed up in the building browser.

    Like this:
    Code:
    Building Example
             Building_x requires building_present_min_level Example Building_x
    Obviously that is an unfulfillable condition, but used as an upgrade line will cause the building to appear in the browser despite not conditions.
    Last edited by CaesarVincens; 08-18-2009 at 22:43. Reason: Discovery

    Expand your borders, a mod based on XGM 5.

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