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Question regarding the "condition" command-Update?

Posted: Sun Mar 30, 2008 9:08 pm
by Lestradae
Hye,

Does someone know if it is possible to add something like ...

Code: Select all

<key>conditions</key> 
                <array> 
                <string>techlevel lessthan 10</string>       
                </array>
... into a shipyard.plist? My idea being, that would that make ships not only become available from a certain tech level onwards, but in a span of tech levels, for example the above followed later by ...

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<key>techlevel</key>
         <integer>4</integer>
... effectively making a ship appear in tech levels 4 to 9 (actually, 5 to 10 with those numbers in)?

Question 1: Would this work as intended?

Question 2: Is this even desirable ingame in terms of game balance & atmosphere?

I am, obviously, considering this for the next version of my Realistic Shipyards OXP ... it would, for example, mean that a standard Cobra MkIII is available in shipyards with a TL of 6 to 10 and so on.

My rationale behind this would be that really high tech level systems won`t usually sell some cr*ppy ships (perhaps their consumer laws are too far overboard for something like that), similar to some low-level agricultural world won`t be able to sell you an Anaconda (who has such a big hangar so as to build this ship?)

Feedback welcome,

L

EDIT:

I added something along the lines of ...

Code: Select all

<key>conditions</key>
                <array>
                        <string>systemTechLevel_number greaterthan 3</string>
                        <string>systemTechLevel_number lessthan 7</string>
                </array>
... into the shipyard.plist, but that doesn`t seem to work. Testing shows a whole sequence of weird results, sometimes the shipyard only contains Cobra MkIII`s if I do that.

What is going wrong here? In theory, this should make something available in Tech Levels 4-8 ... but nothing.

Anyone an idea? Would be grateful :(