Difference between revisions of "The Prerequisite System"
(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.'' | |
− | |||
− | |||
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− | '' | ||
− | |||
==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 00:06, 12 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)