Pazyryk
Deity
- Joined
- Jun 13, 2008
- Messages
- 3,584
I'm not sure if this helps with the fix that whoward69 and PawelS have been experimenting with, but I just realized that we have a lot more control over graphic objects than I previously thought. See my reference: Events are a Two-Way Street. (Perhaps this is old news to some. It was a discovery for me.)
The gist if it is that we should be able to control an improvement's art asset, art style, era or state via Events.SerialEventImprovementCreated (invoking it, not subscribing to it). I haven't tried it specifically for that event, but the approach worked fine for SerialEventCityCreated. It allows you to alter a graphic object on the map "after the fact". I.e., the engine adds a graphic object, your listener code caches that info, then another function comes back and changes it.
The gist if it is that we should be able to control an improvement's art asset, art style, era or state via Events.SerialEventImprovementCreated (invoking it, not subscribing to it). I haven't tried it specifically for that event, but the approach worked fine for SerialEventCityCreated. It allows you to alter a graphic object on the map "after the fact". I.e., the engine adds a graphic object, your listener code caches that info, then another function comes back and changes it.