Each upgrade can apparently have only 100 data entries, which isn't enough. Is there a way to research multiple upgrades with one button use, or to fit more than 100 changes into an upgrade?
Do these research instantly? What other capabilities does the tech structure have?
If you don't need the ability to remove the upgrade via triggers you could make the "outsourced" upgrades research instantly and place a buff on the research structure, using the Validator: Remove field to check if the "main" upgrade is researched.
Then, set the Effect-Final field to an Issue Order effect to research the "outsource" upgrade (this should cost nothing, research instantly and be on a seperate Research ability with the Transient flag checked); You'll need a couple additional validators to account for all other ways the buff could be removed, mainly CasterNotDead, on the Issue Order effect.
I was hoping to do it without triggers, because this is meant to be a mod that can be tacked onto any regular map to add units, and I don't want to worry about trigger compatibility. If there's no better solution, I'll add two extra free researches that you can instantly use whenever the main research finishes, but that's not very elegant.
Photoloss, I'm not seeing an "effect - final" field. You say there's a way for the upgrade to trigger a new instant upgrade?
Nope, the Effect-Final field is on Persistent effects and Buff type behaviors. The idea was to place a buff on the tech structure and have it remove itself using the Validator(Remove) field once the main upgrade is done. This would then command the structure to research the "free dummy" upgrades to save the player the effort, and can actually work behind the scenes with no way the player themselves could access the dummy upgrades.
You can just set the buff on the structure itself, since you'll have validators in place to prevent the effect from activating prematurely.
If autocasts update quickly enough that should also work, any setup mainly needs a Requirement to check the main upgrade followed by an automatic system to add the others.
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Each upgrade can apparently have only 100 data entries, which isn't enough. Is there a way to research multiple upgrades with one button use, or to fit more than 100 changes into an upgrade?
Do these research instantly? What other capabilities does the tech structure have?
If you don't need the ability to remove the upgrade via triggers you could make the "outsourced" upgrades research instantly and place a buff on the research structure, using the Validator: Remove field to check if the "main" upgrade is researched.
Then, set the Effect-Final field to an Issue Order effect to research the "outsource" upgrade (this should cost nothing, research instantly and be on a seperate Research ability with the Transient flag checked); You'll need a couple additional validators to account for all other ways the buff could be removed, mainly CasterNotDead, on the Issue Order effect.
You could make a trigger that, when Any Player finished upgrade A, set upgrade B to level of upgrade A for triggering player.
@Demtrod: Go
Yes but that's cheating, this is the Data forum :)
It is by far the cleanest solution if you have no inherent contempt for triggers though.
@Demtrod: Go
I was hoping to do it without triggers, because this is meant to be a mod that can be tacked onto any regular map to add units, and I don't want to worry about trigger compatibility. If there's no better solution, I'll add two extra free researches that you can instantly use whenever the main research finishes, but that's not very elegant.
Photoloss, I'm not seeing an "effect - final" field. You say there's a way for the upgrade to trigger a new instant upgrade?
Nope, the Effect-Final field is on Persistent effects and Buff type behaviors. The idea was to place a buff on the tech structure and have it remove itself using the Validator(Remove) field once the main upgrade is done. This would then command the structure to research the "free dummy" upgrades to save the player the effort, and can actually work behind the scenes with no way the player themselves could access the dummy upgrades.
@Photoloss: Go
Wouldn't I need a trigger to place the buff on the structure in the first place?
I've decided to try making an autocast research ability that will just crank out the free researches whenever the main one completes. Hope it works.
You can just set the buff on the structure itself, since you'll have validators in place to prevent the effect from activating prematurely.
If autocasts update quickly enough that should also work, any setup mainly needs a Requirement to check the main upgrade followed by an automatic system to add the others.