I_batman said:In Civ III, the editor (in Improvements and Wonders Tab) would allow a wonder to auto-produce units (lower right corner of the window, and you could select the type of unit and frequency it was produced).
Certain of the scenarios that came with vanilla Civ IV had python script that had units being autoproduced, so it was hardcoded into the scenario, not something that could be altered in separate XML files.
I curious how you plan on getting your editor to alter existing python or C++ code. One can edit the XML files and add flags to describe this functionality in a wonder/improvement, but how do you get the base code of the game engine to check for those flags?
I used to build a form of editor in Perl that would alter text files and other Perl scripts, but nothing as sophisticated as what I am talking about for Civ IV.
Then again, you are 100 times the coder I am, so I am sure you will figure it out, or have already figured it out.
And now is the time to celebrate the first part of your editor, and let you do your thing with the rest of the editor in peace and quiet. And this thread is about the tech editor, and I am getting way O/T.
Great job!
Ah, ok, I see what you are getting at. Well, the stock versions of the Tech Tree Editor and Civilizeditor only handle the standard tags included in the game.