prerequiste override is ignoring techlevel

Bug #1702511 reported by Ollerus
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
New
Undecided
Unassigned

Bug Description

When a techtype has PrerequisiteOverride= code, even if you set its TechLevel to make it unbuildable (like 11), it could still be built once you have that override building.

Revision history for this message
AlexB (alexander-b) wrote :

I checked with the original game and the Ares documentation (see the first blue box on the big diagram on the Prerequisites topic), and they both concur that this is the expected behavior. If you don't want to override the TechLevel but still make the TechnoType buildable when the player owns a certain building, wouldn't an alternative Prerequisite.List work there?

To post a comment you must log in.
This report contains Public information  
Everyone can see this information.

Other bug subscribers

Remote bug watches

Bug watches keep track of this bug in other bug trackers.