Modder priorities v25

Just make sure the unit can upgrade. They need at least one move left in order to upgrade, and the Tribal Guardian starts at zero moves.

Which probably means that it will have to be done in Python at no cost and automatically when a tech is researched.
 
@DH, please keep the teleport, if animals could be destroyed back on the way to the city hunting would be even harder than it already is sometimes.
 
@DH, please keep the teleport, if animals could be destroyed back on the way to the city hunting would be even harder than it already is sometimes.

I have been asked to make it an option. The AI already knows how to escort its captured animals back as that was the default before v23. I have not had chance to work on it yet. I prefer the difficulty of getting animals back, especially when there is a perilous sea journey involved.
 
@DH, would you like me to establish the gameoption so it can then be modified by you in python? THAT would be a very simple affair and my update is coming fairly soon. It wouldn't do anything but be an option switch for you to work with.
 
@DH, would you like me to establish the gameoption so it can then be modified by you in python? THAT would be a very simple affair and my update is coming fairly soon. It wouldn't do anything but be an option switch for you to work with.

I can make it an option just by adding it to the A_New_Dawn_GlobalDefines XML for now.

Code:
	<!--  Escort - if set to 1 you will need to escort subdued animals back to your lands.
                     if set to 0 they will "teleport" to the nearest city when captured.  
	-->
	<Define>
		<DefineName>ESCORT_SUBDUED_LAND_ANIMALS</DefineName>
		<bDefineBoolVal>0</bDefineBoolVal>
	</Define>
	<Define>
		<DefineName>ESCORT_SUBDUED_LAND_ANIMALS</DefineName>
		<bDefineBoolVal>0</bDefineBoolVal>
	</Define>

What I would like to work on at some time is a proper C2C options screen that comes up on Custom Game with all the options on it like Neanderthal Spawn. Removing the C2C ones out of the Custom Game list. However I have not yet begun to look at what would be involved.
 
The difference should be a matter of whether or not you should have a fixed option that would apply throughout the whole game once set at the beginning, vs one that should be changeable during the game.

I actually think the escort should work as changeable in game so that's probably a better way to go about it.

Setting up a popup like that would be pretty tough and from what I remember about the map, the options themselves had to then be saved and delivered to any other player who wants to join on multiplay (ANNOYING!) I personally would prefer just identifying which options we want as static and which as fixed and just establishing those we want as fixed in the gameoptions list while moving those we want as static over to the C2C bug panel.
 
The difference should be a matter of whether or not you should have a fixed option that would apply throughout the whole game once set at the beginning, vs one that should be changeable during the game.

I actually think the escort should work as changeable in game so that's probably a better way to go about it.

Setting up a popup like that would be pretty tough and from what I remember about the map, the options themselves had to then be saved and delivered to any other player who wants to join on multiplay (ANNOYING!) I personally would prefer just identifying which options we want as static and which as fixed and just establishing those we want as fixed in the gameoptions list while moving those we want as static over to the C2C bug panel.

Options that are changeable in game are trivially done as BUG options which automatically gets you the UI on the BUG option screen(s)
 
Why is it twice LAND_ANIMALS? Shouldn't one of them be SEA_ANIMALS?

Cheers

Probably, after doing the update I went back to bed 'cause my head cold is bad. Not that the options work or anything yet.

Edit Whether or not you escort units back is a tag on the outcome. I am just changing the current value to a global value. If it can be changed in game OK but you will have to ask AIAndy if the outcome system evaluates expressions for bUnitToCity in killoutcomes outcomes at the time the animal is killed or stores the value at the begining. I suspect it is as needed which means it can be put in as a BUG option, but as recent acivities have shown I should not be doing anything at the moment.
 
Probably, after doing the update I went back to bed 'cause my head cold is bad. Not that the options work or anything yet.

Edit Whether or not you escort units back is a tag on the outcome. I am just changing the current value to a global value. If it can be changed in game OK but you will have to ask AIAndy if the outcome system evaluates expressions for bUnitToCity in killoutcomes outcomes at the time the animal is killed or stores the value at the begining. I suspect it is as needed which means it can be put in as a BUG option, but as recent acivities have shown I should not be doing anything at the moment.
bUnitToCity is a boolean expression so you can evaluate it at kill time but I have not yet exposed BUG options to the expression system (although that is on my list and not a hard change).
 
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