DistantRainbow
Chieftain
- Joined
- Apr 16, 2015
- Messages
- 81
I went looking through the new files because I was curious what features the new version would have. Just the text for the most part; I believe many others would be more qualified to look at the actual coding.
I found some stuff that I might have to ask you about and/or bring to your attention. Might mostly be about typos or such:
- Particle Accelerator: 'Requires a Laboratory in every city'. Does this refer to Research Labs?
- Metal Gear wonder: Strategy/Civilopedia entries are, oddly, about oil refineries. While it seems a mistake, are you planning to implement new oil refinery buildings in this mod? Also, the quote/blurb upon completing the wonder seems to be identical to the one for the new 'Mecha' tech. Is this intended? Finally, it says it enables construction of Metal Gear Rex units yet I don't seem to be able to find references for that new unit elsewhere...
- Miapolis wonder: '+1 Free Great Merchants' should be just '1 Free Great Merchant', right? Also, the quote/blurb is identical to the Buenos Aires Forum wonder. Is this intended?
- New resource: It seems you've added manganese as a new resource in this version, but there's no reference to it whatsoever except a passing mention about it in the description for the Undersea Mining Platform. FutureResources.xml shows manganese having the same help/text as Nanomaterials, though apparently classified as a Luxury resource. Looking around, it seems that the new Offshore Mining Platform improvement seems to be exclusively designed for this new resource. Am I right? Finally, it seems to yield 2 gold as base, but given its use in real-life, wouldn't it make sense to have it yield production as well?
- 'Megabuildings': Several of the wonders are listed/referred to both in files in the new Megabuildings folder, and in Wonders.xml. Won't this result in conflicts/crashes?
- Supertank: Is this new unit intended to replace the Railgun Armor in previous versions? But I think I still see the Railgun Armor in the files? So is this a completely new unit outright, not a replacement?
That much for now, I guess; I was mostly looking at the features newly added in the new version. A fair number of them might be merely unfinished/placeholder stuff you're planning on editing, anyway.
I'll post again if I come upon other things I find curious.
PS. When the new version is actually finished and formally uploaded to the Workshop/this site, could you post a detailed new features/changelog list on this thread? I'd appreciate that, and I think other users of previous versions of this mod will as well.
I found some stuff that I might have to ask you about and/or bring to your attention. Might mostly be about typos or such:
- Particle Accelerator: 'Requires a Laboratory in every city'. Does this refer to Research Labs?
- Metal Gear wonder: Strategy/Civilopedia entries are, oddly, about oil refineries. While it seems a mistake, are you planning to implement new oil refinery buildings in this mod? Also, the quote/blurb upon completing the wonder seems to be identical to the one for the new 'Mecha' tech. Is this intended? Finally, it says it enables construction of Metal Gear Rex units yet I don't seem to be able to find references for that new unit elsewhere...
- Miapolis wonder: '+1 Free Great Merchants' should be just '1 Free Great Merchant', right? Also, the quote/blurb is identical to the Buenos Aires Forum wonder. Is this intended?
- New resource: It seems you've added manganese as a new resource in this version, but there's no reference to it whatsoever except a passing mention about it in the description for the Undersea Mining Platform. FutureResources.xml shows manganese having the same help/text as Nanomaterials, though apparently classified as a Luxury resource. Looking around, it seems that the new Offshore Mining Platform improvement seems to be exclusively designed for this new resource. Am I right? Finally, it seems to yield 2 gold as base, but given its use in real-life, wouldn't it make sense to have it yield production as well?
- 'Megabuildings': Several of the wonders are listed/referred to both in files in the new Megabuildings folder, and in Wonders.xml. Won't this result in conflicts/crashes?
- Supertank: Is this new unit intended to replace the Railgun Armor in previous versions? But I think I still see the Railgun Armor in the files? So is this a completely new unit outright, not a replacement?
That much for now, I guess; I was mostly looking at the features newly added in the new version. A fair number of them might be merely unfinished/placeholder stuff you're planning on editing, anyway.
I'll post again if I come upon other things I find curious.
PS. When the new version is actually finished and formally uploaded to the Workshop/this site, could you post a detailed new features/changelog list on this thread? I'd appreciate that, and I think other users of previous versions of this mod will as well.