Kailric
Jack of All Trades
Well, if I knew what to do to help you I would
The problem is that it stores the bonus as a float. However I want to read it into an InfoArray, which is hardcoded to store everything in shorts
It does not have to do anything. However because we can end up with a huge amount of CivEffects, I want to cache the combined effect from all CivEffects owned by a player. This will not only be faster than the current code, but also have constant execution time, which is completely independent from how many CivEffects we have in XML.Does it have to be read into an info array? That part can just be left alone for now if not.
JITarray.AddCache(iChange, InfoArray*);
Yeah, we should probably do something like that, except if we call the tag something with percentage, then 20 becomes 0.2. We base most of our code on either int numbers or int percentages (divided by 100).But perhaps it can be done like orlanth says, put in and int of say 2, and have it convert in the dll to 0.2.
<FreeUnitClassPromotions>
<FreeUnitClassPromotion>
<UnitClass>UNITCLASS_TRADER</UnitClass>
<FreePromotions>
<PromotionType>PROMOTION_A</PromotionType>
<PromotionType>PROMOTION_B</PromotionType>
<PromotionType>PROMOTION_C</PromotionType>
</FreePromotions>
</FreeUnitClassPromotion>
<FreeUnitClassPromotion>
<UnitClass>UNITCLASS_SOMETHING_ELSE</UnitClass>
<FreePromotions>
<PromotionType>PROMOTION_D</PromotionType>
</FreePromotions>
</FreeUnitClassPromotion>
<FreeUnitClassPromotions>
Currently I comment out the help text if it causes problems with the new design (that's like 3 lines or something). Other than that, I haven't touched it.Makes me think though, how are these changes effecting in game help text?
I'm not a masochistThat's one hell of a project you got going there. Leave it to Night to find the hardest thing to do I think you like being tested that way
In most cases, the Firaxis naming convention seems to be "change" means a change in absolute numbers, while "modifier" means a percentage change.Now the naming issue: how should we name the two remaining systems to both identify that they modify existing numbers and tell if it is absolute or percentage numbers?
In most cases, the Firaxis naming convention seems to be "change" means a change in absolute numbers, while "modifier" means a percentage change.
That sounds reasonable. In that case the main problem is that the current modded tags doesn't follow the naming convention, not the lack of a convention. I will have to go through every single tag now that I have to apply the cache to CvPlayer get functions. I will rename according to this standard and write something about it on the wiki.In most cases, the Firaxis naming convention seems to be "change" means a change in absolute numbers, while "modifier" means a percentage change.
TIn that case the main problem is that the current modded tags doesn't follow the naming convention, not the lack of a convention. I will have to go through every single tag now that I have to apply the cache to CvPlayer get functions. I will rename according to this standard and write something about it on the wiki.
That makes two of usme on the other hand went with what ever came to mind when I wrote my code.