It is wonderful that Final Frontier is finally getting the opportunity to become the great mod that it can be.
Are you accepting requests for new/different features? These are mainly of use to modders rather than players.
Could you remove or comment out the python which is no longer used? I am a novice at programming and it would help me to see what I need to change to port my mod to the FF+ codebase.
I would prefer iCostModIncrease for buildings to work on a percentage basis, so a value of 100 has the same effect as a standard building in FF and 200 for factories, etc. This would allow additional flexibility for modders to use other values. In the mod I am creating, for example, I have different tiers all the way from 50% up to 250%.
When pirates were generated in python, it was possible to have some units more common than others, by putting them in the arglist more than once. Is there some way to achieve this using the current method?
It would be nice if the map script read the grid_sizes from the xml rather than being hardcoded.
Since the xml already contains options for NeverCapture and ConquestProb, it might make sense to use these values rather specifying them for each building in python.
It might require a disproportionate amount of work for little gain, but instituting xml tags for planet yield/population limit increases and using these values instead of hard coding them in CvSolarSystem.py would simplify things for modders and make it less likely to accidentally break them.
Now this is getting really picky, but since the base terrain section of the civilopedia is empty and BTS concepts is the same as normal concepts, these two could be removed for no real loss. I tried to do this myself, but it just messed up the whole interface.
Please don't feel that I am being critical of the existing FF+: I think it is a remarkable achievement and great advance over the original version and would like to thank all involved.
Are you accepting requests for new/different features? These are mainly of use to modders rather than players.
Could you remove or comment out the python which is no longer used? I am a novice at programming and it would help me to see what I need to change to port my mod to the FF+ codebase.
I would prefer iCostModIncrease for buildings to work on a percentage basis, so a value of 100 has the same effect as a standard building in FF and 200 for factories, etc. This would allow additional flexibility for modders to use other values. In the mod I am creating, for example, I have different tiers all the way from 50% up to 250%.
When pirates were generated in python, it was possible to have some units more common than others, by putting them in the arglist more than once. Is there some way to achieve this using the current method?
It would be nice if the map script read the grid_sizes from the xml rather than being hardcoded.
Since the xml already contains options for NeverCapture and ConquestProb, it might make sense to use these values rather specifying them for each building in python.
It might require a disproportionate amount of work for little gain, but instituting xml tags for planet yield/population limit increases and using these values instead of hard coding them in CvSolarSystem.py would simplify things for modders and make it less likely to accidentally break them.
Now this is getting really picky, but since the base terrain section of the civilopedia is empty and BTS concepts is the same as normal concepts, these two could be removed for no real loss. I tried to do this myself, but it just messed up the whole interface.
Please don't feel that I am being critical of the existing FF+: I think it is a remarkable achievement and great advance over the original version and would like to thank all involved.