Hmm, i'll need to think about that.
Some points in my mind:
* The reverse lookup (bottom-up) for requirements will not be changed.
It works just fine and is pretty slim. I've written a top-down system for another game and it was not as easy to use.
Just see below for more.
* The main point from out discussion:
"You need to have the item collected and all requirements researched."
This is a matter of some code-additions and a tag like
needs_collected true
in the ufo file.
But i need some time to sort that out. don#t expect this to happen in the next time ... but maybe you get lucky
* You don't need to directly 'require' the live_alien_commander from the battlefield.
The plan is to have a tech-entry for _every_ item in the game.
So you just put a requirement to a researchable
tech alien_live_antarean_commander
type tech
upchaper aliens
requires nothing
provides live_antarean_commander
The "type tech" says that it will not be available as a produceable item.
The word "provides" is a bit irritating here since you can't 'produce' the provided item
You can now use "requires alien_live_antarean_commander" in other techs.
* Require multiple 'collected' items -> That's a feature for thze far future, but keep it in your designs. it needs alot of changes to the current system.
* If you haven't seen this yet: Currently you require multiple technologies like this
requires "plasma nano"
If i forgot an issue just ask.
Werner