13.05.2005, 02:13:59
Bobingabout;date=May 12 2005, 03:11 AM Wrote:look up, if you can't read that, here it is in words.A RequiresStolenTech tag appears to simply be an additional condition to meet. I haven't tried them in conjunction with RequiredHouses= either, but I do know that they work as expected with ForbiddenHouses=, and TechLevel= affects them as you would expect too.
Everything on Prerequisite= is anded together, meaning you must own everything, things in the PrerequisiteOveride are ord then ord to the Prerequite= tag.
so its anything on the PrerequisiteOveride= tag, or Everything on the Prerequisite= tag
then theres other things to take into account like Country SPacifics, Stolen units, and Secret Lab units(which Turns off the Country Spacific)
I imagine that its the prerequite and overide first, then Country Spacifics Domanant over that.
and stolen tech, I've never tried with overides and country spacifics... But i think its considered as just between the prerequisite buildings part, and the country spacifics. so its Must own all these buildings, or any of these, need to have spied on these, and must be of this side.
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The secret lab logic overrides everything sort of like PrerequisiteOverride= does, except it seems to escape the NCO bug. Secret Lab stuff can be TechLevel=11 and ForbiddenHouses=YourHouse and RequiredHouses=NotYourHouse and Prerequisite=SomethingYouDon'tOwn and you can still build it.
Wouldn't it be nice if the Secret Lab logic worked as it was originally intended - where the boon you get is determined at the moment you capture the lab, instead of being set in stone for the building when the map loads. Then SecretHouses= could be made to work and be useful.
C-GEN: The site with the 'log the f*ck in' forum. And now we make you validate your f*cking e-mail address too.
CannisRules: It's a YR mod.
CannisRules: It's a YR mod.