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> : rectangles in the block
>> : Block/Give Unit/etc related to the previous block
Create an Event, then switch to execute tab.
Block
>Condition: Count(LookoutTower)=1
>>Give Tech
You can also set the condition in the schedule tab and create a single block with the given tech only in the execute tab.
In order to avoid the player to research the tech:
Create an other Event.
Block
>ExecuteCode: ApplyRules("YourTech GoldCost = 100000");
Hopeflly it will help.
[Scheduling] >ID Optics
Start time 0h
Condition (Count(LookOutTower)==1)
[Script]
{Block}
>ApplyRules:("Sniper WatchRange +3; SniperAttack ActionRange +3; SniperAttackVeteran +3")
>ApplyRules:("Ranger WatchRange +3; RangerAttack ActionRange +3; RangerAttavkVeteran ActionRange +3")
>ActionRules:("SoldierAttack ActionRange +3; SoldierAttackVeteran +3")
this currently makes it so that "If there is 1 LookOutTower built, give Range Bonus to Units(sniper, ranger, soldier)"
I want this: "If LookOutTower research is complete, Give Range Bonus to units). and your work out will do that?
Here is the spread sheet that Chabz made. This summarizes all the values in the game, hopefully, it will help you.
https://docs.google.com/spreadsheets/d/1rrTvMw9P932Q7kcZXQvS4MMcHfiNbYtEdN4dTRA516Q/edit#gid=1795838926
In your case, maybe Count(TechLookoutTower) = 1 could work. I'm not sure though as I never dealt with the research in the game.
Yes, I tabbed the srpeadsheet, it has been helpful.
I'm just following the guide on <Operator><Value>, it isn't spaced (+3).
[condition] (count(TechLookOutTower)=1) does not work, it gives me an "Unknown Variable" popup. same with double '='