xienwolf
Deity
Quick question while I am compiling this (trying to help Ploe out by importing it to FfH myself), what happens with Building Requirements?
As I was skimming your code in the DLL, it seemed that it removes the obsolete buildings from the city. So if I have a unit that requires Archery Range, and I make the Bowyer cause Archery Range to go Obsolete... will I be able to build that unit still? Seems to me like the answer will be no.
Can you think of an elegant and easy way to solve this if that is the case? I suppose I could add a loop to check for buildings which make the requirement obsolete when the CanTrain/Upgrade function looks for a valid building.
First inclination was just to set it up so you could have multiple buildings required for a unit, but I'm kinda loathe to write that one myself, and the closest MODCOMP I can find right now is TheLopez's mod from back in Warlords
EDIT: For now I have commented out all your changes in Game Text Manager, as they are causing an issue. But I am not sure if the mechanics are working. An obsolete Building should no longer display as being in the city, correct? If so, then none of it is working just yet for me (have both Archery Range and Bowyers showing in my city with the new DLL)
EDIT 2: Realized I can answer my own questions by just loading your example
It should make the building quit showing, so that means I have some work to do on making it actually work at all. I'll have to peek at how much Kael has shifted Building Requirements around, I suspect it is in there. Also realized that it wouldn't work to have the building recurse all the buildings which it made obsolete and allow the same units, as blocking off units is one of the main reasons behind making buildings go obsolete!
As I was skimming your code in the DLL, it seemed that it removes the obsolete buildings from the city. So if I have a unit that requires Archery Range, and I make the Bowyer cause Archery Range to go Obsolete... will I be able to build that unit still? Seems to me like the answer will be no.
Can you think of an elegant and easy way to solve this if that is the case? I suppose I could add a loop to check for buildings which make the requirement obsolete when the CanTrain/Upgrade function looks for a valid building.
First inclination was just to set it up so you could have multiple buildings required for a unit, but I'm kinda loathe to write that one myself, and the closest MODCOMP I can find right now is TheLopez's mod from back in Warlords

EDIT: For now I have commented out all your changes in Game Text Manager, as they are causing an issue. But I am not sure if the mechanics are working. An obsolete Building should no longer display as being in the city, correct? If so, then none of it is working just yet for me (have both Archery Range and Bowyers showing in my city with the new DLL)
EDIT 2: Realized I can answer my own questions by just loading your example
It should make the building quit showing, so that means I have some work to do on making it actually work at all. I'll have to peek at how much Kael has shifted Building Requirements around, I suspect it is in there. Also realized that it wouldn't work to have the building recurse all the buildings which it made obsolete and allow the same units, as blocking off units is one of the main reasons behind making buildings go obsolete!
