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Abilities decided to die

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Level 14
Joined
Jul 2, 2015
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878
So in TCW you can pick one of 4 factions (each based on an ideology) at your main HQ. To prevent people from researching all of the 4 factions I made it that when you begin researching one it removes the others, and when you cancel them, it makes it available to chose a different one.

As a bonus some factions (depending upon which one) can spawn units at their base as a group (ie you press a button and it spawns like a small squad of troops). These abilities have their own tech tree requirements (to prevent early usage).

However for some reason the requirements are removed after the faction research is completed and I have no clue why.


Upgrades the Break | HIVE

Any, way to fix this?
 
Level 5
Joined
Jun 12, 2018
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149
Could you aso post the trigger you are using when a tech is bought?

Have you tried using
  • Player - Set current research level of (Researched tech-type) to (Researched tech-type level) + 1 for (Triggering player)
 
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