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Build improvement redesign

Discussion in 'Civ4Col - Medieval: Conquests' started by Nightinggale, Jun 5, 2017.

  1. Nightinggale

    Nightinggale Chieftain Supporter

    Joined:
    Feb 2, 2009
    Messages:
    3,987
    I collected this in a new thread because we are nowhere near a design, which can be implemented.

     
  2. Nightinggale

    Nightinggale Chieftain Supporter

    Joined:
    Feb 2, 2009
    Messages:
    3,987
    I think we need to take a step back and figure out the first important thing: what do we want to be able to do. In other words how should this be set up in xml?

    Forget about coding difficulty, performance and all that. Just brainstorm on how should this be controlled in xml.

    We have 3 tasks: building improvements, building routes and feature removal. Technically we could add build feature as well for completeness. From this point this is what is referred to when speaking about improvements, unless explicitly mentioned as only improvements.

    The ability to build an improvement should depend on some base setting, something which can be modified by CivEffects as well as unitInfo and professionInfo.

    Using promotions have been mentioned, also the possibility of worker promotions (to keep the code simple)

    It's possible to make a tag, which can take types from multiple files, meaning we have write say either an improvement or a route.


    Now brainstorm on how to set up the xml file(s) to make it possible to do everything we want without making it overly complex.
     

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