It won't validate if you have trade_lvl_2 which is a tier2 trade building in the current system.
Each building reference in missions needs to be reevaluated essentially case by case.
I'm using the province_has_building_of_group scripted trigger to replace building references. This way, if in the future we decide to change the building system to something new (introduce a new tier for example) but keep the ME missions, it will be a much simpler adaptation.
Types of buildings:
[x] Trade
[x] Taxation
[x] Production
[x] Manpower
[x] Forcelimit
[x] Government
[x] "Light Ships"
[x] "Heavy Ship"
[x] Fort
Probably won't be affected, but still need double checking:
[x] Infrastructure
[x] Fleet Base
[x] Fortress
Methodology:
The scripted trigger for province_has_building_of_group is described in the file missions_expanded_buildings_scripted_triggers.txt but here's the basics:
building groups (trade, government, navy, production, army, taxation, defense, all)
examples of usage:
province_has_building_of_group = { group = trade all = yes }
province_has_building_of_group = { group = trade equal_or_more_advanced_than = trade_depot }
province_has_building_of_group = { group = government all = yes }
province_has_building_of_group = { group = government equal_or_more_advanced_than = townhall }
province_has_building_of_group = { group = all all = yes }
when using "group = all", you have to use "all = yes", "equal_or_more_advanced_than" is not accepted here
If you put just province_has_building_of_group = { group = trade all = yes } as a check for trade buildings, tooltip looks like this:
so this syntax is required:
custom_trigger_tooltip = {
tooltip = PROVINCE_HAS_BUILDING_OF_GROUP_TRADE_ALL
province_has_building_of_group = { group = trade all = yes }
}
To see a tooltip like this:
To count several instances of existing buildings in a province use:
ME mission system is referencing only vanilla buildings while we have the IV building system. If a mission trigger references a building by name:
It won't validate if you have
trade_lvl_2
which is a tier2 trade building in the current system. Each building reference in missions needs to be reevaluated essentially case by case. I'm using theprovince_has_building_of_group
scripted trigger to replace building references. This way, if in the future we decide to change the building system to something new (introduce a new tier for example) but keep the ME missions, it will be a much simpler adaptation.Types of buildings:
Probably won't be affected, but still need double checking:
Methodology: The scripted trigger for
province_has_building_of_group
is described in the filemissions_expanded_buildings_scripted_triggers.txt
but here's the basics:If you put just
province_has_building_of_group = { group = trade all = yes }
as a check for trade buildings, tooltip looks like this: so this syntax is required:To see a tooltip like this:
To count several instances of existing buildings in a province use:
And the coolest, if the mission trigger calls for an upgraded building use this:
Work so far: https://github.com/TheDivexz/excelmakesbelhappypack/tree/building-missions