Nightinggale
Deity
- Joined
- Feb 2, 2009
- Messages
- 5,281
I managed to split the horseman profession into two where neither has alt equipment. Setting up graphics for the new one turned out to be a hassle and I wrote a script to do that
The new type PROFESSION_CALVARY_LEATHER is a true new type just like any other types. This mean we can use it in other XML files if we want to. In fact it can be used in civics to enable the different subtypes based on different inventions.
I noticed that iPower isn't changed when switching to alt equipment. This is a bug as the AI uses this to determine the strength of a profession. I changed that and the new sub profession has +25 power (to a total of 175).
Next step is to merge the two professions into one in the GUI. I noticed that even though the two units aren't alike in combat power, they have identical pedia pages. That isn't that great as it reveals that the pedia skips important info.
The new type PROFESSION_CALVARY_LEATHER is a true new type just like any other types. This mean we can use it in other XML files if we want to. In fact it can be used in civics to enable the different subtypes based on different inventions.
I noticed that iPower isn't changed when switching to alt equipment. This is a bug as the AI uses this to determine the strength of a profession. I changed that and the new sub profession has +25 power (to a total of 175).
Next step is to merge the two professions into one in the GUI. I noticed that even though the two units aren't alike in combat power, they have identical pedia pages. That isn't that great as it reveals that the pedia skips important info.