I wonder what would happen if in this scenario:
- A changes to B on unit move
- B changes to A on unit move
- a unit ends its turn on the tile
Will the feature keep altering between A and B turn by turn OR will it cause an infinite loop forcing the player to reach out for the sacred salvation of CTR+ALT+DEL?
In the mod Afterworld it is used this way:
<FeatureInfos>
<FeatureInfo>
<Type>FEATURE_AFTERWORLD_WALLS</Type>
<Description>TXT_KEY_EMPTYENTRY</Description>
...........
<OnUnitChangeTo>FEATURE_AFTERWORLD_BROKEN_WALLS</OnUnitChangeTo>
...........
</FootstepSounds>
<EffectType>NONE</EffectType>
<iEffectProbability>0</iEffectProbability>
<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
</FeatureInfo>
With my limited skill I would expect we need this too if we wanted B changes to A on (next) unit move.
<FeatureInfos>
<FeatureInfo>
<Type>FEATURE_AFTERWORLD_BROKEN_WALLS</Type>
<Description>TXT_KEY_EMPTYENTRY</Description>
...........
<OnUnitChangeTo>FEATURE_AFTERWORLD_WALLS</OnUnitChangeTo>
...........
</FootstepSounds>
<EffectType>NONE</EffectType>
<iEffectProbability>0</iEffectProbability>
<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
</FeatureInfo>
But what if this the code behind <OnUnitChangeTo> was changed a bit, so not every kind of unit could do a change like this and it also demanded a certain kind of Tech to do this. Then - say after reaching Modern Era - we could have a worker to "plant" a forest on a tile where we before had a jungle. Or terraform Ice to Plain. Or a GreatEngineer to change Fallout to "nothing"......
Then it actual could be useful in quite a number of ways.