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Thread: and not hidden_resource doesn't work for buildings themselves?

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  1. #1

    Default and not hidden_resource doesn't work for buildings themselves?

    Code:
            random_building requires factions { sicily, turks, }  and not hidden_resource hills
    This not only prevents the building from being built where the hidden resource hills is located, it prevents from being built anywhere at all.

    Code:
            random_building requires factions { sicily, turks, }  and ! hidden_resource hills
    This one just doesn't seem to have any effect. I can build it anywhere and everywhere.

    Is this normal and documented?
    Or do I have some kind of problem I'm not seeing?
    Last edited by euskingc; April 15, 2016 at 09:17 AM.

  2. #2
    Withwnar's Avatar Script To The Waist
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    Default Re: and not hidden_resource doesn't work for buildings themselves?


  3. #3
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: and not hidden_resource doesn't work for buildings themselves?

    You either have a really good memory or a larger reference list then me










  4. #4
    Withwnar's Avatar Script To The Waist
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    Default Re: and not hidden_resource doesn't work for buildings themselves?

    euskingc has a habit of asking questions that have troubled me too, so I already have the solutions/discussions bookmarked.

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: and not hidden_resource doesn't work for buildings themselves?

    While not inspired by him, it's the same basics for my bookmarks - just not as detailed as I sometimes wish it could be. Maybe a good idea to transfer it from a simple txt file to a simple data base to allow more detailed referencing (the same bookmarked link may have several items).
    Last edited by Gigantus; April 15, 2016 at 11:58 PM.










  6. #6
    Withwnar's Avatar Script To The Waist
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    Default Re: and not hidden_resource doesn't work for buildings themselves?

    Mine are literally bookmarks in the browser. It's a big list and a pain to navigate sometimes, trying to remember what name it might be under. A database would be great, if I could be bothered maintaining one.

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: and not hidden_resource doesn't work for buildings themselves?

    The bother is my problem, too.










  8. #8

    Default Re: and not hidden_resource doesn't work for buildings themselves?

    It is indeed a bug I found out the hard way. It's the one drawback of the hidden_resources approach for building choices, that you can't use "and not". If your hidden_resources are extensive and varied enough, it doesn't matter only being able to use them in the positive. But it's still pretty annoying.

    You can "soft" limit by your recruitment choices in capability; having no recruitment is a pretty strong indication to the player that there's no point building something.

  9. #9

    Default Re: and not hidden_resource doesn't work for buildings themselves?

    Quote Originally Posted by euskingc View Post
    Code:
            random_building requires factions { sicily, turks, }  and ! hidden_resource hills
    This one just doesn't seem to have any effect. I can build it anywhere and everywhere.

    Is this normal and documented?
    Or do I have some kind of problem I'm not seeing?
    Surely the exclamation mark (!) shouldn't be there?


  10. #10

    Default Re: and not hidden_resource doesn't work for buildings themselves?

    Quote Originally Posted by danny X View Post
    Surely the exclamation mark (!) shouldn't be there?
    You mean to say you don't think it's interchangeable with 'not' in the EDB?

    (EDIT: tested and you seem to be right.)


    Even with not instead it doesn't work, as they pointed out above, it's a known issue I'm afraid.
    Last edited by euskingc; April 18, 2016 at 10:35 AM.

  11. #11

    Default Re: and not hidden_resource doesn't work for buildings themselves?

    Code:
    and not building_present arnor_kingdom and not hidden_resource arnor or hidden_resource shire
    
    
    and not hidden_resource arnor or event_counter dummy 1 and not hidden_resource shire or event_counter dummy 1
    
    
    and not building_present arnor_kingdom and not hidden_resource arnor and not hidden_resource shire or event_counter dummy 1
    
    and not building_present arnor_kingdom or event_counter dummy 1 and not hidden_resource arnor and not hidden_resource shire


    Out of curiosity I tried these.
    If it were only one locale I was trying for it to not be available in, the work around 'or' would be fine.
    I can't seem to get it to work with two excluding hidden resources. Either it winds up available nowhere or everywhere.


    Of course before you guys had answered I had already gone ahead and plugged a hidden resource in all the territories I wanted it to be available in, and that works fine.


    Thanks all for the heads up
    Last edited by euskingc; April 18, 2016 at 11:01 AM.

  12. #12

    Default Re: and not hidden_resource doesn't work for buildings themselves?

    If either of you guys get around to making such a database, consider making it public?

  13. #13

    Default Re: and not hidden_resource doesn't work for buildings themselves?

    The second and fourth of those won't work properly anyway, because you've got an "or" in the middle of them. They only reliably work at the very end of a line, due to the bracket-less way the EDB parses the logic.

  14. #14

    Default Re: and not hidden_resource doesn't work for buildings themselves?

    Just a fool's hope was all they were =)

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