Burner 0 Posted June 6, 2016 I would like to make a building that grants cash bounty upon completion. To do this I copied the 'Behavior = CashBountyPower' parts from GLA Command Center codes to AmericaDetentionCamp, renamed some SpecialPowerTemplate and sth like that, and removed the science prerequisite for this cash bounty. However, it doesn't work. So, I am considering adding codes that automatically grant/purchase the cash bounty science upon completion of the AmericaDetentionCamp. Is it possible? If yes, how to do this? If no, then are there other methods to achieve this without really adding the purchase science buttons for cash bounty? Share this post Link to post
Ravendark 43 Posted June 10, 2016 Try Behavior = GrantScienceUpgrade ModuleTag_autoupgrade01 GrantScience = SCIENCE_AutoCashBounty TriggeredBy = Upgrade_AutoCashBounty End Science SCIENCE_AutoCashBounty PrerequisiteSciences = none SciencePurchasePointCost = 0 /** might have to set this to 1, trial and error**/ IsGrantable = No /** might have to set this to Yes, trial and error**/ End Upgrade Upgrade_AutoCashBounty Type = PLAYER End Behavior = GrantUpgradeCreate ModuleTag_freeUpgrade UpgradeToGrant = Upgrade_AutoCashBounty ExemptStatus = UNDER_CONSTRUCTION End SpecialPower SpecialAbilityAutoCashBounty1 Enum = SPECIAL_CASH_BOUNTY RequiredScience = SCIENCE_AutoCashBounty PublicTimer = No End Behavior = CashBountyPower ModuleTag_FreeCashbounty SpecialPowerTemplate = SpecialAbilityAutoCashBounty1 Bounty = 20% End Been ages since i modded gen/ZH so this needs testing. Share this post Link to post