In the rules code for research.rul there is the code
dependencies: *ALL_ALIVE_MEDICS
or it might say
dependencies: *ALL_ALIVE_ENGINEERS
what does that dependency mean?
Those are YAML anchor calls. They are designed further in the beginning of the tree.
If you look at my ruleset you will see those very often.
Just helps to simplify things, especially if you would have double definitions.
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FYI
In looking over what you have, Hellrazor, you may wish to
--pull out the tanks and
--the alloy ammo for the cannon and auto cannon ;
As a separate mod to enhance the main game
This will
--to keep vehicles relevant to the end game
--as well as updating the AP capability two cannons to keep up with the other weapons, maybe adding the smoke to the cannon from the grenade launcher
The rifles are pretty much upgraded by the lasers and plasma, and yes the stat change on the heavy laser is good as I usually play with some kind of mod to fix that.
Why should i remove tanks?
I added some extra ones, which are useable throughout the game and in lategame you want Hovertanks instead of tracked ones right?
Their is even a converted Sectopod, very powerful.
Tanks/Drones/Soldier Armor is also repairable, if you recover the corpse.
And i am adding production topics to upgrade them.
Weapons in my mods become slowly obsolete due to the nature of enemies you encounter.
Enemies will become nearly immune to AP weapons, later then immune vs lasers.
You can always compensate with explosives.
Grnade Launcher already has a smoke ammo and a followup, the Small Launcher.