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Negative Requirements?

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Level 7
Joined
May 11, 2010
Messages
278
Is there a way of adding "negative" requirements for researches?
Like this: Research 1 and 2 are both available. Once you research one of them, the other one becomes unavailable.
A solution that removes the other Research is very welcome, but preferably, i want the research to be there, but unable. (like "Requirements: No points in Research 1" or something)
But if just removing it is a lot simpler, go for that.
 
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Level 17
Joined
Nov 13, 2006
Messages
1,814
cant disable things for player because u cant decrease or remove a research what is already researched
  • Player - Disable Trueshot Aura for Player 1 (Red)
  • Player - Make Farm Available for training/construction by Player 1 (Red)
  • Player - Make Rifleman Available for training/construction by Player 1 (Red)
 
Level 11
Joined
Aug 31, 2011
Messages
297
Well, i've got a really insane idea. You create a dummy unit for every upgrade that can be disabled and then place them on the map, add them to the requirements of the upgrades and if you research upgrade A you remove the dummy unit requirement for upgrade B.
If you need a test map to illustrate i'll try and get one up. Haha.
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
Well, i've got a really insane idea. You create a dummy unit for every upgrade that can be disabled and then place them on the map, add them to the requirements of the upgrades and if you research upgrade A you remove the dummy unit requirement for upgrade B.
If you need a test map to illustrate i'll try and get one up. Haha.

i use something like that where the requiment is dummy unit but the problem if multiplayer map and have alot techtree then u must make alot (useless) unit...

its good ideea only if 1-2 dummy unit exist/player
 
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