They Are Billions

They Are Billions

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Mortal 9 13 Aug, 2023 @ 3:26am
Problem with MaxIntences for upgradable buildings
when i want to make Max number for any building you can upgrade later, it makes the building count back to 0...
example: I do ApplyRules("TentHouse MaxInstances = 5")
when I upgrade this building, the max instance returns to 5.
so it's basically infinite.
I'm not sure how to solve this problem.. unless I could cancel the upgrade as well.
i know there's a hidden code called "UpgradeTo" but I can't find a way to use it.
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Mortal 9 13 Aug, 2023 @ 9:42am 
The only thing i can do is use...

Event 1H cycle:
If: Count(Executor)>=5
So: ApplyRules("Executor GoldCost = 9999999")

Then:
If: (Count(Executor)=5 & Count(Ballista)<=5) | (Count(Executor)=6 & Count(Ballista)<=4) | (Count(Executor)=7 & Count(Ballista)<=3) | (Count(Executor)=8 & Count(Ballista)<=2) | (Count(Executor)=9 & Count(Ballista)<=1)
So: ApplyRules("Executor GoldCost = 1500")

that makes sure that the player can only have 10 executors +5 ballistas and not more. (unless they pause and figure out a way to make some more).

also, not having the ability to build the same building faster is a bit annoying I know.. but I use what I get.
Last edited by Mortal; 13 Aug, 2023 @ 9:45am
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