That is why I suggested a mod with lots of tags. If someone recusively made a whhoollee lot of tags that could make code accessible to XML changes, this mod could be used to make a whole heap of interesting changes without needing to go into the SDK (hopefully). Mind you, my understanding of the limitations of XML is limited in itself, so I don't know how far it can go. Just store values and conditions I guess. But you could make, say, a C++ pop function that just removes a population point. Then add another that gives hammers when a population point is removed and you'd have pop rushing. The point here is that you could then change things around and have a trait that allows you to pop a population and you get gold instead of hammers, etc. Anyway, again I don't know the limitations of XML, but I would like to see many upon many new tags for the traits, units, etc that allow things to be modified through the XML like reduced war warriness as a trait ability, etc.I_batman said: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?
Anyway, this is OT, but this editor sure opens the way for it. Thanks for replying TheLopez with regards to commenting on the special edition. Looking forward to it
