I'm so glad that my beloved tibweb is more active again. Thanks Hyper, for doing this research here.

One thing we really need when new sides/subfactions work, is a key which works the other way round as prerequisite and forbids to build something, when one object in the specified list is present for this player.
BuildingType.NegativePrerequisite=NATMPL
in this case, if you have already a temple you can't build the thing where this is set.
This would make it possible to forbid Nod to build the MMKII even if it has everything necessary.
In this context it might be also useful to add the Ra2 key
ForbiddenHouses, so you can make one object completely unbuildable for certain houses.
The Ra2 TechnoType key
PrerequisiteOverride would be useful too, as we have only a very limited number of the global PrerequisiteGroups like PrerequisitePower and these are the only way to achieve an "OR" conjunction, while Prerequisite itself is an "AND" conjunction.
However it would be of course useful to have more of the PrerequisiteGroups too like
PrerequisiteGroup1=:
PrerequisiteGroup9= ;9 should be enough imo as you don't have so many different types of buildings like powerplants,factories...
and then you can assign the group on a unit /building with
Prerequisite=GDIFactory,
PrereqGroup1Especially when new sides are fully working, would this be useful for e.g. a group of all refineries, all helipads, all shipyards etc
This post has been edited by Lin Kuei Ominae: Jul 30 2009, 10:01 PM