Trying to work through how some of the new systems interact
What I want to accomplish is having a new gamerule that works based on reinforcement points (we can proxy RUs right now for simplicity or just say that the player is buying the ships)
the idea being that when the rule is selected the player has a starting fleet of a carrier and a navigation bouy
when they build from the carrier the construction works normally, requiring subsystems as prerequisites and being slow ru based build
When the player builds from the navigation bouy they are either A) initially simply deducting the rus at a marked up price and getting the ship instantly or B) deducting from a pool of reinforcement points set up in the game rule and getting the ship instantly (future)
ship selection would still be limited by research requirements if they were turned on, but the nav bouy would not be limited by subsystems
The intent is to allow the player to either build their fleet up front to get an advantage or to get reinforcements later in a large wave that are tailored to a threat.
It is relatively easy to grant a build speed increase for just the bouy in the game rule initially, what I can’t figure out is how to eliminate the subsystem requirements on the hiigaraans and vaygr. It does not look like build prerequisites can have logic statements (and/or)
It looks like there is a deathmatch override in the scripts/race folder, I would assume my new game rule could have an override folder in there as well so I don’t need to modify the def_research/def_build.
Is this someplace where properties would help to limit which ships would get loaded based on game type or is that still using the restrict functions?