Generic Prerequisites: Difference between revisions
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Generic prerequisites are used | Generic prerequisites are used in {{ini|rules}}, under the [General] section, to shorthand specific classes of buildings, so that any captured or [[DoubleOwned|double-owned]] production buildings (or technology buildings) of the type, can substitute for the specific building belonging to that [[Sides|Side]] or [[Houses|House]]. | ||
<br><br> | <br><br> | ||
The tags responsible for setting these, and their equivalent aliases are: | The tags responsible for setting these, and their equivalent aliases are: | ||
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| PrerequisiteTech || TECH | | PrerequisiteTech || TECH | ||
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In short, this means that if <tt>PrerequisiteBarracks=NAHAND,GAPILE</tt> is set, an [[InfantryTypes|infantry]] with a <tt>Prerequisite=BARRACKS</tt> can be built from from either NAHAND or GAPILE, if the player owns it. You may realize this can be a little redundant, at least for the [[Factory]] types, since infantry can only be produced by a building with <tt>Factory=InfantryType</tt>, so the player must have one of them anyway. | |||
In {{fs}}, two additional substitutes are available: | |||
{| class="wikitable" | |||
|- | |||
! Building Category !! Prerequisite Alias | |||
|- | |||
| PrerequisiteGDIFactory || GDIFACTORY | |||
|- | |||
| PrerequisiteNodFactory || NODFACTORY | |||
|- | |||
|} | |||
In short, this means that if <tt>PrerequisiteBarracks=NAHAND,GAPILE</tt> is set, an [[InfantryTypes|infantry]] with a <tt>Prerequisite=BARRACKS</tt> can be built from from either [NAHAND] or [GAPILE], if the player owns it. You may realize this can be a little redundant, at least for the [[Factory]] types, since infantry can only be produced by a building with <tt>Factory=InfantryType</tt>, so the player must have one of them anyway. | |||
==Notes== | |||
[[Ares]] has further expanded on this by allowing the addition of a [GenericPrerequisites] section, where entirely new generic classes can be added, with their own lists of prerequisite buildings. See: https://ares-developers.github.io/Ares-docs/new/prerequisites.html | |||
==See Also== | ==See Also== | ||
[[The Prerequisite System]] | |||
[[BuildCat]] | [[BuildCat]] | ||
Latest revision as of 12:14, 13 April 2025
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Generic prerequisites are used in rules(md).ini, under the [General] section, to shorthand specific classes of buildings, so that any captured or double-owned production buildings (or technology buildings) of the type, can substitute for the specific building belonging to that Side or House.
The tags responsible for setting these, and their equivalent aliases are:
| Building Category | Prerequisite Alias |
|---|---|
| PrerequisitePower | POWER |
| PrerequisiteProc | PROC |
| PrerequisiteRadar | RADAR |
| PrerequisiteBarracks | BARRACKS |
| PrerequisiteFactory | FACTORY |
| PrerequisiteTech | TECH |
In Firestorm, two additional substitutes are available:
| Building Category | Prerequisite Alias |
|---|---|
| PrerequisiteGDIFactory | GDIFACTORY |
| PrerequisiteNodFactory | NODFACTORY |
In short, this means that if PrerequisiteBarracks=NAHAND,GAPILE is set, an infantry with a Prerequisite=BARRACKS can be built from from either [NAHAND] or [GAPILE], if the player owns it. You may realize this can be a little redundant, at least for the Factory types, since infantry can only be produced by a building with Factory=InfantryType, so the player must have one of them anyway.
Notes
Ares has further expanded on this by allowing the addition of a [GenericPrerequisites] section, where entirely new generic classes can be added, with their own lists of prerequisite buildings. See: https://ares-developers.github.io/Ares-docs/new/prerequisites.html





