Natives shouldn't start with disliked buildings

Creation, discussion, and balancing of game content such as techs, buildings, ship parts.

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wobbly
Cosmic Dragon
Posts: 1880
Joined: Thu Oct 10, 2013 6:48 pm

Natives shouldn't start with disliked buildings

#1 Post by wobbly »

I'm looking in high-tech natives specials at this:

Code: Select all

        EffectsGroup
            scope = Source
            activation = Turn low = 1 high = 1
            effects = CreateBuilding type = "BLD_CULTURE_LIBRARY"

        EffectsGroup
            scope = Source
            activation = And [
                Random probability = 0.2
                Turn low = 1 high = 1
            ]
            effects = CreateBuilding type = "BLD_SCANNING_FACILITY"
maybe a small check in there to stop it building a disliked building?

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Oberlus
Cosmic Dragon
Posts: 5715
Joined: Mon Apr 10, 2017 4:25 pm

Re: Natives shouldn't start with disliked buildings

#2 Post by Oberlus »

Like this? Untested.

Code: Select all

        EffectsGroup
            scope = Source
            activation = And [
                Turn low = 1 high = 1
                (SpeciesContentOpinion species = Source.Species name = "BLD_CULTURE_LIBRARY") >=0
            ]
            effects = CreateBuilding type = "BLD_CULTURE_LIBRARY"

        EffectsGroup
            scope = Source
            activation = And [
                Random probability = 0.2
                Turn low = 1 high = 1
                (SpeciesContentOpinion species = Source.Species name = "BLD_SCANNING_FACILITY) >=0
            ]
            effects = CreateBuilding type = "BLD_SCANNING_FACILITY"

wobbly
Cosmic Dragon
Posts: 1880
Joined: Thu Oct 10, 2013 6:48 pm

Re: Natives shouldn't start with disliked buildings

#3 Post by wobbly »

I'll test it. I might try it out with an alternative option of a translator for species that dislike the culture library.

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