im trying to work with requirements ( upgrades for t1-t2-t3 type thing ) i think i ALMOST got it with a phew problems
basicly what im trying to do is : you start with a basic Race, and if u want to use a T2 race you need to hit a reasearch button to alow u to build that t2 race.
now the probme is : when im in the game : my builder's command card is MISSING does Buttons ( i just need them to be gray out untill researched. ) i dunno why they are missing , and whne i click on the UPgrade button they dont apear :( ! ??
- I have an Abillity type: research
-with an UPgrade that has a Affect Unit aray + : my t2 race
and a requirement : ( i think this is where i messed up , but i have it set up :
Requirement + : SHow :Type Unit Allowed , Alias : the unit that is allowed
then i whent to my builder: abilitis build : and set req for the Building thats needs the upgrade : to my requirement (allow t2 ) and i also Supressed the button.
also i need to have the Research button disapear when u research it.
i want it to always be light up untill research done : you need to pay X amount to research ( takes X time ) that allows t2 build ( once reseach complet button needs to disapear ) and the t2 units need to go from grey to available
this is like any tire req in any game ( best example is: Colonial line wars ) i just have no clue what im doing .
im doing this 100% trial and error so to be honest i might be WAY OFF the boat here
whats the easy way to do this? i mean tier upgrades , ??
just the basics of what i need to do would be great.
I assume you're putting requirements on the abilities, not on units command cards. Also what you need you can pretty much copy from already existing upgrades, i don't know where are you failing.
T2 upgrade expression in show (use is empty) below:
" !CountUpgrade(Tier2,QueuedOrBetter){tooltip if you want custom} "
All units requiring tier 2 upgrade use (show is empty) below:
" CountUpgrade(Tier2,Completed){tooltip etc} "
Note the exclamation mark ( ! ) at the beggining of the T2 upgrade, it negates the CountUpgrade condition so button wouldnt show if u dont put it.
Just went through this myself last night.
If you have the button as restricted / available then it will appear, and when you create the requirements if you put the info under show it will force it to hide until that requirement is met, whereas if you put it under use it will show up but be greyed.
Also if you are using the same button position on the command card for the researching you have to put them as the highest version at top
V4
V3
V2
V1
So if you are doing that I would do a use requirement on T2 of having T1, and so on. This should work.
So a basic expression there is CountUpgrade(PowerGeneratorFixed,QueuedOrBetter)[TechTreeCheat]
If you have that under show it will only show the ability when it is met, whereas if it is under use then it will show and be greyed until it is met, then it is clickable.
When you are in the object values of the requirement there are 2 options at the top tree & expression, so you can click between the 2. I find expression easier to manage.
hey
im trying to work with requirements ( upgrades for t1-t2-t3 type thing ) i think i ALMOST got it with a phew problems
basicly what im trying to do is : you start with a basic Race, and if u want to use a T2 race you need to hit a reasearch button to alow u to build that t2 race.
now the probme is : when im in the game : my builder's command card is MISSING does Buttons ( i just need them to be gray out untill researched. ) i dunno why they are missing , and whne i click on the UPgrade button they dont apear :( ! ??
- I have an Abillity type: research
-with an UPgrade that has a Affect Unit aray + : my t2 race
and a requirement : ( i think this is where i messed up , but i have it set up :
Requirement + : SHow :Type Unit Allowed , Alias : the unit that is allowed
then i whent to my builder: abilitis build : and set req for the Building thats needs the upgrade : to my requirement (allow t2 ) and i also Supressed the button.
also i need to have the Research button disapear when u research it.
i dunno what im doing wrong :(
@Selfcreation: Go
If you want the button to be grey before use, put the requirement stuff under the "Use" section of the requirement.
If you want the button to disappear, put a requirement in the "show" section (for example, show if upgrade not completed yet).
Your criterion for allowing the research is weird. When do you want the research button to "light up?"
@shardfenix: Go
i want it to always be light up untill research done : you need to pay X amount to research ( takes X time ) that allows t2 build ( once reseach complet button needs to disapear ) and the t2 units need to go from grey to available
this is like any tire req in any game ( best example is: Colonial line wars ) i just have no clue what im doing . im doing this 100% trial and error so to be honest i might be WAY OFF the boat here
whats the easy way to do this? i mean tier upgrades , ??
just the basics of what i need to do would be great.
bumb
I assume you're putting requirements on the abilities, not on units command cards. Also what you need you can pretty much copy from already existing upgrades, i don't know where are you failing.
T2 upgrade expression in show (use is empty) below:
All units requiring tier 2 upgrade use (show is empty) below:
Note the exclamation mark ( ! ) at the beggining of the T2 upgrade, it negates the CountUpgrade condition so button wouldnt show if u dont put it.
@Selfcreation:
Just went through this myself last night.
If you have the button as restricted / available then it will appear, and when you create the requirements if you put the info under show it will force it to hide until that requirement is met, whereas if you put it under use it will show up but be greyed.
Also if you are using the same button position on the command card for the researching you have to put them as the highest version at top
V4
V3
V2
V1
So if you are doing that I would do a use requirement on T2 of having T1, and so on. This should work.
So a basic expression there is CountUpgrade(PowerGeneratorFixed,QueuedOrBetter)[TechTreeCheat]
If you have that under show it will only show the ability when it is met, whereas if it is under use then it will show and be greyed until it is met, then it is clickable.
When you are in the object values of the requirement there are 2 options at the top tree & expression, so you can click between the 2. I find expression easier to manage.