Pfeffersack
Deity
My original intention with this thread was just to discuss the used names (more on that in the next post), but while examining the different GP's in the UnitInfos.xml, I stumbled across an issue, which was discussed a while ago - the inability of Hackers to bulb techs. IIRC, the problem was that they just not did it, depite being intended to do so (= fitting techs were already marked for them). The problem seems to be that they just miss the code lines telling the game how many research points they should be worth. I just copied over those lines from the Great Engineer:
First line is the base beakers, next line is what is added to it per passed turn, I believe.
(BTW, here are -intended?- differences between the GP: The Doctor and Scientist are at 1500/3, Engineer/Chaplain/Tycoon have: 1000/2)
It also works for the Great General (the question is we want that, as it would shift balance twoards the warmongers, especially Santiago...)
The pictures show the code in action:
Code:
<iBaseDiscover>1000</iBaseDiscover>
<iDiscoverMultiplier>2</iDiscoverMultiplier>
First line is the base beakers, next line is what is added to it per passed turn, I believe.
(BTW, here are -intended?- differences between the GP: The Doctor and Scientist are at 1500/3, Engineer/Chaplain/Tycoon have: 1000/2)
It also works for the Great General (the question is we want that, as it would shift balance twoards the warmongers, especially Santiago...)
The pictures show the code in action: