[Suggestion] - SetLocalValue system to expand modding possibilities

TheMarshmallowBear

Benelovent Chieftain of the Ursu Kingdom
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So, as I was exploring new toys to play with in regards to the modding (after having succcessfully released two fairly good and useful mods) I started to explore the LUA side of things and discovered a very interesting system that I wasn't aware was in.

It's the GetValue and Get.. something..

Basically, modders have the ability to set custom variables on various objects (namely game configuration and players) that are persistent between save games automatically.

But I was quickly disappointed to find out that both the User Interface and In-Game contexts are not shareable, and if it wasn't for I believe Gedemon (correct me) who created a small plug-in that allows those two to interact.

But it didn't dawn on me how this game is lying on arguably one of the most powerful utilizations of both Lua and Databases that I am surprised Firaxis has not actually implemented.

RequirementSet should be able to reference these values! And as far as I know, it doesn't exist.

Just imagine what you could with the right set up! It could expand what modders could do without necessairly the need of DLL and would be fairly open to "stacking" mods without having to sacrafice one for another.

Am I wrong? Or is there something to this? Would it not be a powerful tool to have if we could create custom systems that could rely on these sort of things? I mean, our possibilities of LUA are limited to only what we dug up ourselves since an official API doesn't exist, and even with an API the ModifierSystem could replace many of the functions we need to create to cause certain effects.

I'm hoping Gathering Storm may have something like that, but chances are it's going to be all LUA.

Anyway, I just had this idea, I don't know what others think of it, it seems to make sense to me.
 
Yeah this a very frustrating element of the Modifier and Requirement systems. You can do this indirectly using dummy buildings. You could do it indirectly with dummy technologies or civics, (arguably a much smoother way to implement it than with a Building) except that screws up the tech and civics trees.
 
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