PendragonWRB
Prince
- Joined
- Nov 3, 2002
- Messages
- 338
Do you have enough information to just subtract the 'stock' uplift of a specialist? Most of the tiles show the exact same information so you could probably 'infer' what they are but that would be some questionable code.thanks for the feedback. some of that information isn't readily available to the UI. for example, theworker-yields-layer
doesn't get details about the underlying adjacencies that i could show you. that stuff happens inside the game engine, and it only exposes two values, the current and expected yields. the UI calculates the net change and displays it. it's possible to recalculate it, but that's a major undertaking worthy of its own mod (like Leonardfactory's Policy Yield Previews). map tacks are similarly out of scope.
in lieu of map tacks, i do think it would help to highlight bonus yield types the way that Map Trix does. that way the city view would at least give you an overview of where your buildings & quarters are, what building types you're already using, which buildings are obsolete, and which slots are empty. often i just need a reminder of what i've already placed to find where the most likely spots are. it might also be possible to highlight which tiles provide adjacency bonuses (e.g. highlighting resource tiles when placing buildings with resource adjacency).
of course this is all subject to my available time. even small changes typically take a whole work day to investigate, implement, localize, test, and publish.
The other issue is that all the obsolete buildings don't get adjacencies so you have to search for them with the mouse which is quite tedious.