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Making buildings require x amount of crystals to upgrade


Addictgamer
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Addictgamer

So, I was working on my cfg guide, and when I added the entry for:

BuildingUpgradeCostOre
It made me think of trying to get it to use crystals instead. So, I changed the variable name to:
BuildingUpgradeCostCrystal

Nothing changed.

It even still required 5 ore :0

When, the line had been replaced with BuildingUpgradeCostCrystal

Anyone have any ideas on how to get this to work?

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Probably exe codded to automaticly put it at 5 if nothing is said, and costcrystalupgrade is not recognized.

Assumption only.

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Seeing as how the upgrade icon for builds also shows you how many pieces of ore are needed, I'd say that this is a hard-coded issue. I haven't tested changing the values, but I highly doubt you could make crystals be the upgrade factor. And from the looks of it, if you did manage to make crystals the upgrade material, every building would require crystals to upgrade.

Not worth it unless we find a building-specific variable which doesn't exist.

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Well I guess those overhauls are going to have to conform to what is possible instead of dreaming of the impossible.

Or you could switch the roles of ore and crystals. Cyrem was able to apply a texture to an HP crystal, so all he has to do is tell us the procedure and we could have basic ore as green crystals and refined ore as red crystals. Change the material requirements for all the vehicles and buildings, switch the notifications, tooltips, object names, and basically do a whole lot of work, and you can sorta make this happen.

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[searching through the EXE]

Found BuildingUpgradeCostStuds... o.O

BuildingUpgradeCostOre

UpgradeCostStuds

UpgradeCostOre

... That's all. Nothing about Crystals.

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Addictgamer

Blargh, no parameter for crystals :'(

Hmmm...Well zak...(Don't mind if I call you that? LZ doesn't match in this case.) Nope.

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