Tag requests

Well that sounds like a tonne of work, 4-6 tag - minimum 1 week - 50% of your time not working/sleeping to finish. No way I would impose this sort of thing on anyone.

These tags are simply ripped out of the dynamic traits mod (civilization schema).

Currently the traits we have are limited in terms of what you can do. This is exaggerated a lot by the fact there are too many traits and not enough modifiers. Its difficult to try and flesh out each trait with positive/negative modifiers while keeping them all dissimilar. Already lots of ideas are repeated and its often just a case of varying the strength/combination.

This is the reason I was curious how much effort is required to expand on the modifiers that can be used.
 
AH... ok, so I get the point now. I had thought you wanted new tags for CIVILIZATIONS themselves that were much like ones already available for traits... now I see what you're wanting it for.

One thing we have going for us is the fact that most of those traits are being calculated where they would need to be from other modifier sources already so some of that should be easier than setting up a tag out of the blue. So... I think much of it could be done. It wouldn't be overnight, especially given that I've got to finish my current project here first. But in a month or two I could probably get back to this and see what I can do.

I do understand the frustration of wanting more to work with there. And yes, having the original source codes your discussing should make the job quite a bit easier. So if I was working on this I'd probably want to just do them all. With help from previous code I wouldn't think it'd take quite as long as they would normally take. Maybe one week could do it all.
 
That would be outstanding! In my opinion if we had all these extra modifiers the trait system would be up to scratch and comparable to the rest of this A+ game :)
 
Here's another tag idea I had: enabling a particular civic on a building or wonder. I know there have been some complaints about my Rosetta Stone wonder, and I really don't want to lose the "feel" of the Stone. I would like to have the option to enable just one civic out of a category.

Right now, we have:
Code:
<CivicOption>CIVICOPTION_LANGUAGE</CivicOption>
which enables ALL Language Civics.

I was thinking we could have an <EnablesCivics> tag, which would allow you to specify a particular Civic that would be enabled by a building or Wonder. Something like this:
Code:
<EnablesCivics>
<Civic>CIVIC_EDUCATION_SPEAK</Civic>
</EnablesCivics>
and this would enable ONLY the Language Education civic. This tag would allow more than one civic to be enabled, with one set of <Civic></Civic> tags per civic.

Does this sound like a possibility?
 
Here's another tag idea I had: enabling a particular civic on a building or wonder. I know there have been some complaints about my Rosetta Stone wonder, and I really don't want to lose the "feel" of the Stone. I would like to have the option to enable just one civic out of a category.

Right now, we have:
Code:
<CivicOption>CIVICOPTION_LANGUAGE</CivicOption>
which enables ALL Language Civics.

I was thinking we could have an <EnablesCivics> tag, which would allow you to specify a particular Civic that would be enabled by a building or Wonder. Something like this:
Code:
<EnablesCivics>
<Civic>CIVIC_EDUCATION_SPEAK</Civic>
</EnablesCivics>
and this would enable ONLY the Language Education civic. This tag would allow more than one civic to be enabled, with one set of <Civic></Civic> tags per civic.

Does this sound like a possibility?

Mostly offtopic here, but there was a wonder in Civ III that did that, enabled all civics, and it was the absolute most OP building in the game. Ah, the memories. :)
 
Here's another tag idea I had: enabling a particular civic on a building or wonder. I know there have been some complaints about my Rosetta Stone wonder, and I really don't want to lose the "feel" of the Stone. I would like to have the option to enable just one civic out of a category.

Right now, we have:
Code:
<CivicOption>CIVICOPTION_LANGUAGE</CivicOption>
which enables ALL Language Civics.

I was thinking we could have an <EnablesCivics> tag, which would allow you to specify a particular Civic that would be enabled by a building or Wonder. Something like this:
Code:
<EnablesCivics>
<Civic>CIVIC_EDUCATION_SPEAK</Civic>
</EnablesCivics>
and this would enable ONLY the Language Education civic. This tag would allow more than one civic to be enabled, with one set of <Civic></Civic> tags per civic.

Does this sound like a possibility?

Yes, should be pretty easy.
 
@AIAndy (Or someone who knows the answer)

What is the code for Buildings for resources that doesn't use the default? For example this is the old code ...

Code:
			<Bonus>BONUS_CHARCOAL</Bonus>
			<PrereqBonuses>
				<Bonus>BONUS_COPPER</Bonus>
				<Bonus>BONUS_TIN</Bonus>
				<Bonus>BONUS_IRON</Bonus>
			</PrereqBonuses>

How do I write it with the new code that AIAndy made for both AND and OR?
 
@AIAndy (Or someone who knows the answer)

What is the code for Buildings for resources that doesn't use the default? For example this is the old code ...

Code:
			<Bonus>BONUS_CHARCOAL</Bonus>
			<PrereqBonuses>
				<Bonus>BONUS_COPPER</Bonus>
				<Bonus>BONUS_TIN</Bonus>
				<Bonus>BONUS_IRON</Bonus>
			</PrereqBonuses>

How do I write it with the new code that AIAndy made for both AND and OR?

Code:
<ConstructCondition>
	<And>
		<Has>
			<GOMType>GOM_BONUS</GOMType>
			<ID>BONUS_CHARCOAL</ID>
		</Has>
	</And>
	<Or>
		<Has>
			<GOMType>GOM_BONUS</GOMType>
			<ID>BONUS_COPPER</ID>
		</Has>
		<Has>
			<GOMType>GOM_BONUS</GOMType>
			<ID>BONUS_IRON</ID>
		</Has>
		<Has>
			<GOMType>GOM_BONUS</GOMType>
			<ID>BONUS_TIN</ID>
		</Has>
	</Or>
</ConstructCondition>

I believe is how it works.
 
Thanks. I will go try that to see if it works. Since I want to have 7 OR requirements but the other system won't let it.

Koshling increased the GlobalDefine to allow 7, which I think may have been a mistake, but that's another issue. You should probably use the ConstructCondition tag for more prereqs.
 
Well I tried 7 and the 7th one will not show up in the last code. That's why i was asking. This also may be why people have been getting errors.

Also it should be ok to use both right? Such as ...

(Charcoal OR Coal) AND (Copper OR Tin OR Iron OR Lead OR Silver OR Gold OR Platinum)

where the first is the old code while the 2nd part is the new code. Right? OR will it go ...

Charcoal OR Coal OR Copper OR Tin OR Iron OR Lead OR Silver OR Gold OR Platinum

... despite having them in separate codes?
 
Well I tried 7 and the 7th one will not show up in the last code. That's why i was asking. This also may be why people have been getting errors.

Also it should be ok to use both right? Such as ...

(Charcoal OR Coal) AND (Copper OR Tin OR Iron OR Lead OR Silver OR Gold OR Platinum)

Yes, that should work fine.
 
@ls612

So I tried you code and I am getting this ...

attachment.php


(((((((Copper) OR Tin) OR Iron) OR Lead) OR Silver) OR Gold) OR Platinum)

Is this right?
 
Code:
<ConstructCondition>
	<And>
		<Has>
			<GOMType>GOM_BONUS</GOMType>
			<ID>BONUS_CHARCOAL</ID>
		</Has>
	</And>
	<Or>
		<Has>
			<GOMType>GOM_BONUS</GOMType>
			<ID>BONUS_COPPER</ID>
		</Has>
		<Has>
			<GOMType>GOM_BONUS</GOMType>
			<ID>BONUS_IRON</ID>
		</Has>
		<Has>
			<GOMType>GOM_BONUS</GOMType>
			<ID>BONUS_TIN</ID>
		</Has>
	</Or>
</ConstructCondition>

I believe is how it works.
Slight error: There needs to be a single topmost tag. What you probably want is this:
Code:
<ConstructCondition>
	<And>
		<Has>
			<GOMType>GOM_BONUS</GOMType>
			<ID>BONUS_CHARCOAL</ID>
		</Has>
		<Or>
			<Has>
				<GOMType>GOM_BONUS</GOMType>
				<ID>BONUS_COPPER</ID>
			</Has>
			<Has>
				<GOMType>GOM_BONUS</GOMType>
				<ID>BONUS_IRON</ID>
			</Has>
			<Has>
				<GOMType>GOM_BONUS</GOMType>
				<ID>BONUS_TIN</ID>
			</Has>
		</Or>
	</And>
</ConstructCondition>

The help text generation for expression tags is currently a bit heavy on the parentheses and could use some improvements.
 
If it's not too much work I would request these:

<IAGoldModifier> per turn generated :gold: for AI
<IAResearchModifier> per turn generated :science: for AI
<IABaseCommerceModifier> per turn generated :commerce: for AI
<IAProductionModifier> per turn generated :hammers: for AI

<PlayerGoldModifier> per turn generated :gold: for player
<PlayerResearchModifier> per turn generated :science: for player
<PlayerBaseCommerceModifier> per turn generated :commerce: for player
<PlayerProductionModifier> per turn generated :hammers: for player

These would allow more flexible difficulty givin AI and the player different values or if you think there is too much/little of one resource type, for example gold, you could adjust both AI and player values up or down.

Basicly these would be coefficients that would multiply the values(gold, production etc) cities generate per turn. For example default would be 1 and 1.5 would mean 50% more generated per turn than default value, 0.5 would mean 50% less.
 
I have another suggestion for four corporation building tags:

<iCorporationMaintenanceModifier>: +/-X% maintenance for Corporations in the city with this building.

<iGlobalCorporationMaintenanceModifier>: +/-X% maintenance for all Corporations in the same civilization.

<iCorporationProfitModifier>: +/-X% income from Corporate Headquarters in the city with this building.

<iGlobalCorporationProfitModifier>: +/-X% income from all Corporate Headquarters in the same civilization.

The first two tags are taken from the <iCorporationMaintenanceModifier> on civics, but civics apply to your whole civilization. So I thought we should have one tag for just the city that has the building and one tag for the civilization as a whole; the first tag would go on regular buildings, and the Global tag would go on Wonders. The profit tags are the natural flipside of the maintenance tags. All of the Headquarters have SPECIALBUILDING_CORPORATION_HQ, so that would be the easiest way to determine which buildings get the bonus.
 
@AIAndy & Koshling

Could one of you make a building tag that when on a building triggers it to be automatically built in the city when all its other requirements are met?

I would like to convert my houses to do this so you don't have to build them, they just build themselves. Note this is so they don't have to use a property trigger.
 
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