Tech Tree Availability Constants

Upload your latest creations here.
Please note that by posting comments to posts in this forum you forfeit your personal copyright on whatever you post. AI Scripters reserves the right to re-use objective comments in script reviews without requiring the posting author's permission. Credit, where appropriate will be given in such cases.
Post Reply
User avatar
Leif Ericson
Waheguru
Posts: 1318
Joined: Wed Dec 09, 2009 8:15 pm
Location: United States

Tech Tree Availability Constants

Post by Leif Ericson »

I created code for The General with defconsts to specify which units, techs, and buildings were available for each civ, and I figured this code could be helpful for others as well. I believe the info is correct across all game versions. I'll try to keep this file updated as new DE updates are released. Why am I releasing this days before the new DLC? 11

With an AI that loads this file, you can use up-compare-const to check if the object or tech is available in the player's civ tech tree without having to use #load-ifs or (civ-selected):

(defrule
(up-compare-const PALADIN-AVAILABLE == YES)
=>
(chat-to-all "Paladin is available in my civ's tech tree!")
)
Attachments
Tech Tree Constants.zip
(5.61 KiB) Downloaded 14 times
Currently exploring the vast oceans and intelligence of Age of Kings.

Happy Scripting!

Post Reply