Thunderbrd
C2C War Dog
Ok, Faustmouse, I need to know, very concisely, what it is you would need in the dll. I'd be willing to help provided that it isn't like at the level of implementing multimaps as a whole yet.
This wouldn't be TOO hard BUT how do you get the initial units to the moon to build that Habitation Complex? That initial explorative landing would take another mission entirely wouldn't it?I'd need a a machanism that will allow units to only found a city on lunar terrain, IF on the excact same plot is the improvement "Habitation Complex" (yet to make). An alternative approach could be to create a mission that allows only said improvement as a target for the "launch to moon" mission for Space Settlers. If such a mission is possible without dll work than this should work as well.
This is really what multimaps is for. Having two separate maps. You cannot do that any other way really.There is the problem with coordinates on special maps, like a map with both earth and the moon, or a map of only europe.
Is there a way to tell a map file where it should "split" and threat the two maps seperatly regarding coordinates?
Not that I'm 100% sure what the tag is supposed to be... perhaps a prerequisite for the building? But work in this area could easily conflict with the larger plan for multimaps so would have to be taken very carefully. So a lot more exact details would be needed here.A new tag for buildings in the "local" "area" and "global" line. The first two should stay as they are (same city only and continents), but global should be changed to "all cities on this celestial body". And then we could use a new tag for "ALL cities".
This wouldn't be TOO hard BUT how do you get the initial units to the moon to build that Habitation Complex? That initial explorative landing would take another mission entirely wouldn't it?
Would it be enough to make some units that can found cities only capable of founding them on Habitation Complexes (or some other specifiable improvement so that you can specify differing types of the same sort of 'tagged for settlement' improvements) in general?
This is really what multimaps is for. Having two separate maps. You cannot do that any other way really.
Not that I'm 100% sure what the tag is supposed to be... perhaps a prerequisite for the building? But work in this area could easily conflict with the larger plan for multimaps so would have to be taken very carefully. So a lot more exact details would be needed here.
I suppose the first mission would be to make it so you could transport a unit from the city to any of a particular revealed type of specified terrain(s).Yes, in the first case you'd need two seperate missions.
The only unit that can found cities on other bodies is the Space Settler. Normal Settlers have no way in going there. Is it possible to restrict a unit that it can only found cities on certain improvements? That would be extremely handy then!
So this is an issue because not only are we talking about a major project with so many tags to consider but we're also talking about a major project that would differ in nature between the way it must be handled on multi-maps and on a singular map. The way to identify one world from the next on a singular map would be... very difficult to define for the code. Area definitions are already tough to work with. Then to have the code be adaptive to whether we're working with one map or many for multiple worlds... ugh. I'd think it easier to start with working out multi-maps entirely as then the differentiation between maps is already code defined.My bad. I'm a bit rusty on building tags and I thought it would exist for wonders so their effect is applied in all cities, not only the one they are build in. Like this:
<iHealth>
<iAreaHealth>
<iGlobalHealth>
The first gives the health only in the city where the building is built in.
The second gives it to every city on the continent, the last one to every city.
I found it overpowered for a lunar colony when they start of with all the free buildings from various wonders, as well as tons of free specialists.
I just saw this tag exists for specialists as well:
<iFreeSpecialist>
<iAreaFreeSpecialist>
<iGlobalFreeSpecialist>
The "FreeBuilding" tag doesn't have that area and global thingy. It is just global.
Since there is no wonder in game that would place something on every celestial body (yet), I think for it's perfectly ok if the global tag and the FreeBuldings tag is changed so that they only work on the same body (which is with an almost 100% chance earth).
Oh, they do work alright, getting 1 food per river plot almost an era before others is a bit OP in my opinion. It even works for cities not founded by a river, which is another of the buildings prerequisite.I've noticed that the free Irrigation Canals from the Pyramids goes into all cities without checking to ensure that the tech prereq for Irrigation Canals is fulfilled, though I don't think they WORK until it is.)
Oh, they do work alright, getting 1 food per river plot almost an era before others is a bit OP in my opinion. It even works for cities not founded by a river, which is another of the buildings prerequisite.
Oh, they do work alright, getting 1 food per river plot almost an era before others is a bit OP in my opinion. It even works for cities not founded by a river, which is another of the buildings prerequisite.
That is the point of this wonder. Remove it and it is not a wonder. Next you will be asking for the Great Bath not to give an extra pop to new cities because it is two eras before Colonisation! Wonders are wonders they are supposed to be OP or else they are not much use are they - and we have a lot of those at the moment.
I was not suggesting a change (although I would personally prefer a change in what the pyramids do); I was informing TB about a game mechanic.That is the point of this wonder. Remove it and it is not a wonder. Next you will be asking for the Great Bath not to give an extra pop to new cities because it is two eras before Colonisation! Wonders are wonders they are supposed to be OP or else they are not much use are they - and we have a lot of those at the moment.
I suppose the first mission would be to make it so you could transport a unit from the city to any of a particular revealed type of specified terrain(s).
The second then would make it so you could transport a unit from the city to any of a particular type of improvement on a friendly or neutral plot.
Wouldn't be TOO hard. Then the question on the first one would be how do we 'reveal' the plots so they can be launched to? Would this mean we'd need another mission? Like having new stationary units like observatories that can perform recon missions on any plot within certain longitudes? This, of course, would only work for singular map arrangements and would have to somehow be adjusted if we were working with multi-maps.
So this is an issue because not only are we talking about a major project with so many tags to consider but we're also talking about a major project that would differ in nature between the way it must be handled on multi-maps and on a singular map. The way to identify one world from the next on a singular map would be... very difficult to define for the code. Area definitions are already tough to work with. Then to have the code be adaptive to whether we're working with one map or many for multiple worlds... ugh. I'd think it easier to start with working out multi-maps entirely as then the differentiation between maps is already code defined.
And multi-maps, at least for me to work out the rest of the details on, would take a very long and dedicated effort that could span many releases with the cycle length being similar to our last.
The FreeBuilding tag, if I'm not mistaken, does check some prerequisites for the building to ensure it's valid to go into the city (though this may only work for property autobuilds - I've noticed that the free Irrigation Canals from the Pyramids goes into all cities without checking to ensure that the tech prereq for Irrigation Canals is fulfilled, though I don't think they WORK until it is.) So theoretically, you could put some prereqs on the 'free' buildings themselves that could restrict which map they work on.
<ArtDefineTag>ART_DEF_IMPROVEMENT_GRAIN_GATHERER</ArtDefineTag>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_TITANIUM_ORE</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
[COLOR="Red"]<bBonusTrade>1</bBonusTrade>[/COLOR]
<iDiscoverRand>0</iDiscoverRand>
<iDepletionRand>0</iDepletionRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
4. If doing it modular you put them in an art folder in the module. I would use the same structure as in the core art folder that way it is easy to move it into core later.
Currently working on improvments.
1) Is there a way to make an improvment require a bonus to be build?