Comment 23 for bug 895118

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Renegade (renegade) wrote :

Actually, that is exactly what my example had...GASEXS, the Allied Sex Shop.

The point is, that way, you could at least roughly ensure the overall level of prerequisites is met - e.g. at least a Tech Center for high tech units.
Allowing all objects of all type to be built at all times, no matter what else the users owns, is kinda problematic, imo.

Is it possible to derive appropriate prerequisites from the actual ones?
e.g. for each building in Prerequisite, check if it's buildable by the reverse engineering user, and, if so, keep it as a prerequisite; if the building isn't buildable, check if it's part of any prerequisite group, and if that is the case, add that group to the prerequisites; if neither is the case, drop the prerequisite.

That way, if something were listed as needing NANRCT, NAWEAP and NATECH, the reverse engineered unit would drop NANRCT and ask for Factory and Tech instead.
If all else fails, i.e. if none of the prerequisites can be built or we can't come up with a better solution, we could take the prerequisites of the lowest reverse engineering object in the game.

If it takes Tech to build a reverse engineering facility, then we can assume that's a high-tech skill, and that reverse engineering without high tech facilities wouldn't be possible. Thus, if no other prerequisites are available, the "new" unit should have a prereq of Tech.