| 12-20-2007, 05:53 PM | #1 |
Using requirements with charge gold and lumber doesn't seem possible. I've created upgrades and made them requirements for 3 charge gold and lumber abilities. I've also made them requirements for 3 other abilities (heal, dispel, and inner fire). The 3 normal abilities use the requirements fine, the charge gold and lumber abilities don't seem to realize they have requirements. Is there a reason for this (other than you just can't do it)? Thanks in advance. EDIT: unit requirements also seem to be ineffective. Tested by similar methods as upgrades. |
| 12-27-2007, 07:21 AM | #2 |
use triggers and dummy spell. |
| 12-27-2007, 09:50 PM | #3 |
Thanks for the response. The Charge Gold and Lumber ability is the dummy spell. What is was trying to do and why I came to the conclusion I did is as follows: The basic idea was that various abilities (eight or so) had requirements to be met and that you bought those abilities with a resource.
With this thread, I was looking for a way to make charge gold and lumber work properly. Maybe instead there is an alternate way of doing it that would suffice. I hope I've made myself more clear. If anyone has a suggestion for either I'd be grateful. P.S. If it turns out we cannot make Charge Gold and Lumber use requirements then perhaps it should be mentioned in this Ability Tutorial |
| 12-27-2007, 10:34 PM | #4 |
There are multiple abilities that don't work with techtree requirements, item armour and damage bonuses don't, for example. Perhaps you only forgot to check the "check dependancies" boolean on the ability, if you didn't then it's very likely that charge gold&lumber is one of those abilities that don't work with requirements as well. I can't think of a good alternative at this moment; perhaps have a fake ability (one that is affected by requirements so that it displays them) on the unit until the upgrades are researched, then replace it with the charge g&l ability? |
