Kailric
Jack of All Trades
Ok Night, yeah, sounds good. I've been afk this week mostly dealing with civilian matters. Like my moma said, It's always something Hopefully, I'll be able to work some more on the text file tomorrow.
I just spotted somebody with an interesting idea. http://forums.civfanatics.com/showthread.php?t=549021
I wonder if we should have that feature, possibly in a simplified version. If I add a bool to researchCivEffect telling that it is a wonder civeffect (we need a better name). If it is set, then canResearch() can check if the CivEffect is set in the "was ever researched" array, which is used for gifts to the first to research. If it is there, then canResearch returns false. When this array sets a CivEffect to true, it can check if it has this bool set (and if it is research) and if it is, it loops all players and unsets the research if it is set to that civeffect.
That's it. Nothing else will be needed. XML modders can then make it complete by using other bools, like can't be traded. If we split the features into multiple XML bools, it can be possible to allow only one player to research the tech, but still allow it to be traded and possibly stolen by spies.
The correct location for this would be research CivEffects as that mean it would add this feature to both techs and perks.
If we agree that this would be interesting to add, I will add it. However I don't think I will do it before next release. We really need to release in the near future and we can't just add more features and postpone the release.
Currently it isn't possible to remove techs or perks once a player has gained them. There are a few reasons for that.And timing out Techs could be useful, but there are means to do this somewhat at the moment. When you Invent one item it can obsolete others, while not the same it is similar. Anyway, both would be useful additions.
I see your point, but I didn't think of that eitherWhen I said timing research out, I meant preventing obsolete advancements from being researched, not removing their effects.
Pretty close. The main difference is that FFs remain in teams and CivEffects are in player. This minor difference is a major one when it comes to vassals.Isn't it a Founding-Father-like feature that you can later kidnap a FF from other civ to gain the bonus?
However if that player dies without handing over the tech, the number of alive players with the tech is reduced to 0 and somebody else can research it.
Yeah, that too. However that is more like an addon as it is adding a way to call the function to gain a tech/perk while what I was talking about would be a core feature of CivEffects. Having said that, they would work well together.Or discover it in the ruins of its cities or say an improvement (that gets destroy along with a city. That would be a neat idea, improvements that are attached to cities and are destroyed when the city dies).
Perhaps a profession to examine ruins would be an idea.
If my calculations are correct, he should return this weekend.
Now that you have seen that the time machine actually works, I would like you to give it back to me. I need it to go back to 2004 and convince Firaxis to improve the exe.Your calculations where correct.