The Prerequisite System: Difference between revisions
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Some rephrasing, layouting; removed NCO note, 'cause it's called NCO rather than "Jump to top" bug for a reason. Revision below rolled back for Wishlist Order Violation |
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The Prerequisite System controls the conditions required to build a certain object. Those conditions | The Prerequisite System controls the conditions required to build a certain object. Those conditions are: | ||
:{|style="border: 1px solid #aaaaaa; background:#e5e5e5; border-spacing: 5px;" | |||
| | |||
; Is this object's TechLevel valid? | ; Is this object's TechLevel valid? | ||
: Checks if the TechLevel of the object is above -1 and below [{{TTL|MultiplayerDialogSettings}}] {{TTL|TechLevel}}. | : Checks if the TechLevel of the object is above -1 and below [{{TTL|MultiplayerDialogSettings}}]→{{TTL|TechLevel}}. | ||
; Can this house own this object? | ; Can this house own this object? | ||
: Checks if the house is listed in {{TTL|Owner}}. | : Checks if the house is listed in {{TTL|Owner}}. | ||
Line 10: | Line 12: | ||
; Does this house own all the prerequisite structures? | ; Does this house own all the prerequisite structures? | ||
: Checks if the house owns the prerequisite structures listed in {{TTL|Prerequisite}} | : Checks if the house owns the prerequisite structures listed in {{TTL|Prerequisite}} | ||
|} | |||
If all conditions are met, the house is ''theoretically allowed'' to build that object, signaled by a [[EVA_NewConstructionOptions|"New Construction Options"]] announcement.<br> | |||
Next, the game determines whether the house ''actually can'' build the object: | |||
:{|style="border: 1px solid #aaaaaa; background:#e5e5e5; border-spacing: 5px;" | |||
| | |||
; Does the house own a {{TTL|Factory}} of the appropriate type? | |||
: Checks whether the house has at least one structure with {{TTL|Factory}} matching the object's type. | |||
; If the object in question is a VehicleType, does the house have a {{TTL|Factory|VehicleType}} with the same {{TTL|Naval}} setting as the object? | |||
: Checks whether the house has a War Factory if it's trying to build land-based ({{TTL|Naval|no}}) vehicles, and whether it has a Shipyard if it's trying to build water-based ({{TTL|Naval|yes}}) vehicles. | |||
|} | |||
'''Note:''' If you do not have the appropriate type of {{TTL|Factory|VehicleType}}, but all other prerequisites are fulfilled, you will probably experience the [[NCO-Bug]]. | |||
If | ==Overrides== | ||
*If an object has a {{TTL|PrerequisiteOverride}} BuildingType set, a house will be allowed to build the object as soon as it possesses the overriding BuildingType, no matter what prerequisites the object usually requires. (Hence the name.) | |||
*The same applies to objects from a [[Building:Secret Lab|Secret Lab]]: If a house gains an object through a Secret Lab, it will be allowed to build that object immediately, no matter what prerequisites the object usually requires. | |||
*In addition, AI players do not check {{TTL|Prerequisite}} and {{TTL|TechLevel}} tags when they're trying to build the Power Plants listed under {{TTL|GDIPowerPlant}},{{TTL|ThirdPowerPlant}} and {{TTL|NodRegularPower}}. | |||
''All cases under the presumption that the house owns a factory of the appropriate type.'' | |||
'' | |||
==Prerequisite Groups== | ==Prerequisite Groups== | ||
A "prerequisite group" refers to a list of structures, and any single one of them is sufficient to fulfill the "prerequisite group". The following "prerequisite groups" are valid: | A "prerequisite group" refers to a list of structures, and any single one of them is sufficient to fulfill the "prerequisite group". The following "prerequisite groups" are valid: | ||
* POWER (corresponds to {{TTL|PrerequisitePower}}) | * POWER (corresponds to {{TTL|PrerequisitePower}}) | ||
* PROC (corresponds to {{TTL|PrerequisiteProc}} and {{TTL|PrerequisiteProcAlternate}} | * PROC (corresponds to {{TTL|PrerequisiteProc}} and {{TTL|PrerequisiteProcAlternate}}{{yro}}) | ||
* BARRACKS (corresponds to {{TTL|PrerequisiteBarracks}}) | * BARRACKS (corresponds to {{TTL|PrerequisiteBarracks}}) | ||
* FACTORY (corresponds to {{TTL|PrerequisiteFactory}}) | * FACTORY (corresponds to {{TTL|PrerequisiteFactory}}) |
Revision as of 22:06, 11 August 2006
The Prerequisite System controls the conditions required to build a certain object. Those conditions are:
- Is this object's TechLevel valid?
- Checks if the TechLevel of the object is above -1 and below [[[:Template:TTL]]]→Template:TTL.
- Can this house own this object?
- Checks if the house is listed in Template:TTL.
- Is this house not forbidden from owning this object?
- Checks if the house is not listed in Template:TTL.
- Is this house allowed to own this object?
- Checks if the house is listed in Template:TTL.
- Does this house own all the prerequisite structures?
- Checks if the house owns the prerequisite structures listed in Template:TTL
If all conditions are met, the house is theoretically allowed to build that object, signaled by a "New Construction Options" announcement.
Next, the game determines whether the house actually can build the object:
- Does the house own a Template:TTL of the appropriate type?
- Checks whether the house has at least one structure with Template:TTL matching the object's type.
- If the object in question is a VehicleType, does the house have a Template:TTL with the same Template:TTL setting as the object?
- Checks whether the house has a War Factory if it's trying to build land-based (Template:TTL) vehicles, and whether it has a Shipyard if it's trying to build water-based (Template:TTL) vehicles.
Note: If you do not have the appropriate type of Template:TTL, but all other prerequisites are fulfilled, you will probably experience the NCO-Bug.
Overrides
- If an object has a Template:TTL BuildingType set, a house will be allowed to build the object as soon as it possesses the overriding BuildingType, no matter what prerequisites the object usually requires. (Hence the name.)
- The same applies to objects from a Secret Lab: If a house gains an object through a Secret Lab, it will be allowed to build that object immediately, no matter what prerequisites the object usually requires.
- In addition, AI players do not check Template:TTL and Template:TTL tags when they're trying to build the Power Plants listed under Template:TTL,Template:TTL and Template:TTL.
All cases under the presumption that the house owns a factory of the appropriate type.
Prerequisite Groups
A "prerequisite group" refers to a list of structures, and any single one of them is sufficient to fulfill the "prerequisite group". The following "prerequisite groups" are valid:
- POWER (corresponds to Template:TTL)
- PROC (corresponds to Template:TTL and Template:TTL)
- BARRACKS (corresponds to Template:TTL)
- FACTORY (corresponds to Template:TTL)
- RADAR (corresponds to Template:TTL)
- TECH (corresponds to Template:TTL)
In Firestorm, two additional groups were available:
- GDIFACTORY (corresponds to Template:TTL)
- NODFACTORY (corresponds to Template:TTL)