• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

Goody System Enhancement [IMPLEMENTED]

But what would be the Use Case for having special Goodies to only be triggered if the Plot has a specific Bonus Ressource?

Decrease the pool of goodies/ make aviable only there.

Like:
- GOODY_TREASURE_GREAT can only appear if there are gold, silver, or mineral bonuses
- UNITCLASS_TRAPPER appear as reward on bonuses which provide fur
- UNITCLASS_FARMER appear on bonuses which provide food
- Whaling boat appear on whale resource text= Sir we find a whaling ship afloat. All the crew looks like died from some sort of disease and since then it is floating as a ghost ship.

Did not write texts for the first 3, just examples when a goodie logical if certain bonuses present.
And not logical to get for example a coccoa planter in the tundra.
Or GOODY_HOSTILE_RANGER_IN_THE_WILDERNESS then will appear only in de facto forrests/ bonuses present there, like hunted deers for food, and not on a cotton field.

Also can be used because bonuses already have rules where they can appear.
Like <TerrainBooleans> , <FeatureBooleans> , max/ min latitude, peaks, hills, flatland (like a goodie with "mountain man" then appear only on mountains).

So in short use an existing rule set to more special (and logical) goodies.

@ConjurerDragon
:lol:
Some Easter Egg can be fun.
Still laught on the ones from Fallout 2, like when knights did search for the holy granade, or the "Cafe of broken dreams". :lol:
 
Last edited:
Decrease the pool of goodies/ make aviable only there.

A lot of effort for too little gameplay. :think:

To make this possible, we would need to create new "Goody Huts", with separate configuration that would only become valid / placed on specific Bonus Ressources.
(And most likely they would need new graphics as well.)

Otherwise chances to find a Goody Hut on exactly a Plot with a Bonus Ressource that then als triggers exactly that Goodie out of all valid ones is extremely low.

You would have very very little chances to ever see them ingame ...

Your big mistake here:
You just think in "immersion" like a player. (That completely ignores the technical solution.)
But you also need to think as a modder - think in systems, think in mathematics (e.g. chances), think in logic ....

Summary:
If somebody sends me great new graphics for such "Bonus Ressource Goodies" I might consider it. :thumbsup:
Otherwise would simply not implement it in WTP because the benefit for gameplay is not there.

To Clarify This:

For every single "Bonus Ressource Goody" you want, you will need to create in XML a separate "Bonus Ressource Goody Hut" of its own as well !!!
That is the only way you can match immersion and actually also trigger those goodies.

----

Lessons for modding beginners:

The more complicated / complex / realistic / immersive ... you make things the more effort you will have in design and implementation ... :dunno:
 
Last edited:
A lot of effort for too little gameplay. :think:

Otherwise chances to find a Goody Hut on exactly a Plot with a Bonus Ressource that then als triggers exactly that Goodie out of all valid ones is extremely low.

You would have very very little chances to ever see them ingame ...

This nonsense was not my intent. :shake: :lol:
Did not think with present system (which lead to the above result).



To make this possible, we would need to create new "Goody Huts", with separate configuration that would only become valid / placed on specific Bonus Ressources.
(And most likely they would need new graphics as well.)

To Clarify This:

For every single "Bonus Ressource Goody" you want, you will need to create in XML a separate "Bonus Ressource Goody Hut" of its own as well !!!
That is the only way you can match immersion and actually also trigger those goodies.

:sad:
If there is no other way -> then I cancel it myself. :eek:
To add a separate goody hut for all (used) bonus resource truly do not worth it. :undecide:


(hopefully) can be something like (I did think about cc. this "simple" one):
Goodies get an XML tag which determinates WHERE they can triggered.
Differently from the already existent: <bWaterGoody> which is a simple 1 or 0 bolean.
Something like: <FeatureBoolean> in the bonusinfos.xml which adds a list WHERE that bonus can appear.
But at here something like: <BonusBoolean> -> on which bonuses can the exact goodie triggered -> AND there only that ones can be triggered which have that bonus in their <BonusBoolean>.

Example:
There are 3 goddies which includes BONUS_CORN in their <BonusBoolean>.
So IF there a goodie hut on corn: only that 3 can be triggered (no other goodies) and all will have 33% chance.
But off course if all 3 goddies have different bonus resources in their <BonusBoolean> (near the corn as extra ones) then can be triggered on different bonus resources as well.

Also can be used because bonuses already have rules where they can appear.
Like <TerrainBooleans> , <FeatureBooleans> , max/ min latitude, peaks, hills, flatland (like a goodie with "mountain man" then appear only on mountains).

But all the others: <TerrainBooleans>, etc... (hopefully) - if there is intent - also can be imported to determinate WHERE can certain goodies appear/ which ones can appear on certain (near the) bonus resources: terrains, terrain feautures, plot type, etc...

Don`t bring further the technical part - I am no programmer.


Lessons for modding beginners:

The more complicated / complex / realistic / immersive ... you make things the more effort you will have in design and implementation ... :dunno:

My short life story about games. :mischief:
But will remain the same.

Your big mistake here:
You just think in "immersion" like a player. (That completely ignores the technical solution.)
But you also need to think as a modder - think in systems, think in mathematics (e.g. chances), think in logic ....

Yes I always think about: immersion, historical reality, real life logic (over gameplay too).
Also have "heretic" beliefs like prefer player only features (comes from crusader kings 2 where needed to ADD a line ai_will_do = yes for even make really easy things available for ai, because by base any added stuff were player only).
And about 2 dozen similarly heretic.
 
Last edited:
See, the Goody Huts define the "subsets" of Goodies they can trigger.
Also the Goody Huts are placed on the map not Goodies.

All the Goodies themselves do:
Execute some specific effects and write put some text on the screen.
  • Goody Huts --> Define "valid Goody Subset" / Define "Map Placement"
  • Goodies --> Effects Execution + Text Message
So if you want to triggger Goodies under very specific conditions and very specific places on the map,
then you simply need to create both: new Goody Huts and new Goodies.
 
Also, I think it could be possible to code something in a map script using python if you’d like a special goody hut addition rule for that map.
I can easily create everything I need in DLL.

Especially since Goody Huts / Goodies are fully DLL based.
(Including their placement after Map was loaded / after Map was generated.)

It will thus work for both: existing Maps and also MapScripts.
And it will be much more performant.

The questions are simply:
  • Does it make sense for gameplay?
  • Do I have enough time and motivation for it?
  • Do community and team like it?
  • Do I get graphics or not?
------

Summary:

I already have 2 more Goody Hut / Goody System Enhancement on my "long term todo-list".
Having "Bonus Ressource specific Goodies" was not on my planned changes though ...
 
Last edited:
Back
Top Bottom