Lonecat Nekophrodite
Deity
- Joined
- Jan 10, 2019
- Messages
- 2,833
About Technology and Civic adjustment effects on units, buildings, districts and improvements.
1. Does it takes effect on every player units that fits a certain criteria based on what he/she has now or also effect future units as well? particularly value adjusting effects like what Square Rigging does to all ships. How to calculate such effects?
2. If a tech (preexisting or new additions) is to take effect on every specific buildings and improvements owned by player. (For example, TECH_STEAM_POWER adds one more production points to every owned mines and quarries regardless of tiles and adjacency, and this tech adds 2 housings to Aqueducts, +1 Production point to Workshop and Factory (two buildings of the same district respectively), TECH_METAL_CASTING +2 Production points to Armory when building unit). How to mod code these?
3. If... I want to add unit combat strenght adjustment to the TECH_RIFLING that affects the following units (lists shown here refers to both existing and mod units)
- Pike&Shot*
- Musketman
- Redcoats*
- Imperial Guard*
- Cavalry
- Cuirassier**
- Explorer**
- Line Infantry *
* These unit belongs to Infantry class unit, which i created for my mod, this class is actually 'Gunpowder' class of previous civ games except that I use 'Infantry' term instead
** Another mod unit belongs to existing classes, Cuirassier is Heavy Cavalry and Explorer is Recon.
What are coding methods and/or technics available WITHOUT affecting other units particularly those that becomes available AFTER the tech is researches including those that the tech unlocks?
1. Does it takes effect on every player units that fits a certain criteria based on what he/she has now or also effect future units as well? particularly value adjusting effects like what Square Rigging does to all ships. How to calculate such effects?
2. If a tech (preexisting or new additions) is to take effect on every specific buildings and improvements owned by player. (For example, TECH_STEAM_POWER adds one more production points to every owned mines and quarries regardless of tiles and adjacency, and this tech adds 2 housings to Aqueducts, +1 Production point to Workshop and Factory (two buildings of the same district respectively), TECH_METAL_CASTING +2 Production points to Armory when building unit). How to mod code these?
3. If... I want to add unit combat strenght adjustment to the TECH_RIFLING that affects the following units (lists shown here refers to both existing and mod units)
- Pike&Shot*
- Musketman
- Redcoats*
- Imperial Guard*
- Cavalry
- Cuirassier**
- Explorer**
- Line Infantry *
* These unit belongs to Infantry class unit, which i created for my mod, this class is actually 'Gunpowder' class of previous civ games except that I use 'Infantry' term instead
** Another mod unit belongs to existing classes, Cuirassier is Heavy Cavalry and Explorer is Recon.
What are coding methods and/or technics available WITHOUT affecting other units particularly those that becomes available AFTER the tech is researches including those that the tech unlocks?