01.08.2006, 09:53:34
(This post was last modified: 01.08.2006, 11:10:23 by Bobingabout.)
i already need atleast 16 PrerequisiteMisc##= lines.
allied barracks (allied and einstein)
allied war factories (allied and einstein)
soviet barracks (soviet and russia elite)
soviet war factories
yuri barracks (yuri elite/prime and yuri revolution)
yuri war factories
CDA barracks (CDA and Civic Republic)
CDA war factories
construction yards
naval yards
repair depots (and grinder)(for MCVs with cross tree(so i can say your war factory and and repair depot.))
CDA split tree hi-tech laboratories (new negative prerequisite design)
advanced tech centres (for the command tank)
allied tech centres (allied and einstein)
soviet tech centres
yuri tech centres....
as you can see, the AlternatePrerequisite##= would be more usefull to me for most of these. with alternate, i'd change all the 2 building ones to alternate and leave me with const yards, navel yards, repair depots, advanced tech centres and CDA split tech tree hi-tech labs. (which is still 5)
(for this AlternatePrerequisite##= i can't see anyone needing more than about 3 or 4 new lines, because if you need 5 AlternatePrerequisites, either it can be done using PrerequisiteMisc##=, or you have 1 REALLY funky tech tree.)
another, probably important note.
make sure the AI behaves with this. the AI generally follows prerequisites for buildings, so kinda make sure the AI only builds 1 branch of an alternate tech tree. it would be unfair if the player could build only 1 of the 3 branches, but the AI can build all 3.
allied barracks (allied and einstein)
allied war factories (allied and einstein)
soviet barracks (soviet and russia elite)
soviet war factories
yuri barracks (yuri elite/prime and yuri revolution)
yuri war factories
CDA barracks (CDA and Civic Republic)
CDA war factories
construction yards
naval yards
repair depots (and grinder)(for MCVs with cross tree(so i can say your war factory and and repair depot.))
CDA split tree hi-tech laboratories (new negative prerequisite design)
advanced tech centres (for the command tank)
allied tech centres (allied and einstein)
soviet tech centres
yuri tech centres....
as you can see, the AlternatePrerequisite##= would be more usefull to me for most of these. with alternate, i'd change all the 2 building ones to alternate and leave me with const yards, navel yards, repair depots, advanced tech centres and CDA split tech tree hi-tech labs. (which is still 5)
(for this AlternatePrerequisite##= i can't see anyone needing more than about 3 or 4 new lines, because if you need 5 AlternatePrerequisites, either it can be done using PrerequisiteMisc##=, or you have 1 REALLY funky tech tree.)
another, probably important note.
make sure the AI behaves with this. the AI generally follows prerequisites for buildings, so kinda make sure the AI only builds 1 branch of an alternate tech tree. it would be unfair if the player could build only 1 of the 3 branches, but the AI can build all 3.