Hrmm... Well, this doesn't exactly answer my questions, though, JBG. Can you switch from one mega-improvement to the other? I.e. Can I switch from a bunker base to a biodome colony? Or vice versa? Is it more expensive to switch over or the same price as building it in the first place? And most important, understanding that we will have to code the decision process for the AI ourselves, what criteria would you like to use for the AI to decide which to build? Or should we make it random for the moment, and develop our criteria after we've played the mod more?
What I have gotten from this, so far, is that a colony can be built without either mega-improvement, and said mega-improvements are built after founding.
I also read a lot about graphics issues, which I'd love to say are not my purview, except that I've read just enough of the Python code in the bowels of the system to know that there is, in fact, some arcane code that deals with city displays. I have no idea how it works, other then it seemed confusing when I glanced at it. Sufficiently that I'm not even sure that's what it really does 8). I haven't looked at modifying it for any purpose, and therein, of all the things we've talked about doing, tweaking that code is sort of the last thing I'd want to do. I know of only one person, I think it's C. Roland, whose played with city graphics to date. Maybe we can get his help on this aspect of the problem. Barring that, I would leave questions about the physical display characteristics of the feature for a later time, after the functionality is in place. It's a question that is relatively unbounded for me :/. I'm not saying I can't figure it out
. I'm just saying it would be "hard". And more significantly a high work to return ratio item. So I'd rather put it off, and do the easier pieces first.
What I have gotten from this, so far, is that a colony can be built without either mega-improvement, and said mega-improvements are built after founding.
I also read a lot about graphics issues, which I'd love to say are not my purview, except that I've read just enough of the Python code in the bowels of the system to know that there is, in fact, some arcane code that deals with city displays. I have no idea how it works, other then it seemed confusing when I glanced at it. Sufficiently that I'm not even sure that's what it really does 8). I haven't looked at modifying it for any purpose, and therein, of all the things we've talked about doing, tweaking that code is sort of the last thing I'd want to do. I know of only one person, I think it's C. Roland, whose played with city graphics to date. Maybe we can get his help on this aspect of the problem. Barring that, I would leave questions about the physical display characteristics of the feature for a later time, after the functionality is in place. It's a question that is relatively unbounded for me :/. I'm not saying I can't figure it out
