@bc1
I am currently comparing your InfoTooltipInclude.lua with the CEP version to see where we can find a common ground. I have to say, your code is very elegant. Simple but effective, just the way I like it. It appears the way we have set up the tooltip generation is both easier to maintain but harder to setup initially than yours.
Easier to maintain in the sense that we don't rely on TXT_KEY entries to provide the text for the info where yours for the most part does.
Harder to setup because of the different permutations of table entries that are needed to give a clear idea of what each unit/building/etc. does.
Having said that I feel your method is head and shoulders superior.
I would love to find a common ground but the more I look it appears you have nailed the execution of the UI and anything we try and do will be a 2nd rate version.
I think I will push for us to try and use your interface and we will minimize the amount of changes we make to these types of files. Thus easing the need to compromise.
I assume the entries you have in this file that are like:
Code:
InstantMilitaryIncrease = "",
are just placeholders until you get around to defining which TXT_KEYs to use?
Need any help?
Lastly, when running some tests I came across an error with how your setup screen handled just one of our unique buildings, all others showed perfectly.
We have an 'Abbey' as the UB for the Celts but the setup screen showed the Aztec Chinampa in its place. Not sure why that was chosen, they have nothing even closely related in their definitions. The only thing different with this building, compared to anything else I can see is, it uses the EXPANSION_SCEN_BUILDING_ATLAS for it's icon, though the icon showed correctly just the text was off.
Stupid mistake by me. After moving the UI_BC1 folder in and out of the DLC folder I forgot to disable the
TechTree folder.
Keep up the excellent work.
