If anyone wants to help out with a bit of non-essential coding the tuner panels need a bit of a re-vamp.
With our reworking of the tech-tree the code for selecting the next tech or the granting of techs based on era is out of whack.
Each tech is given an ID that is stored in the database and the code chooses this to give the player the next tech, or set of techs that match the ID criteria.
Now the problem arises when we shuffle the techs around, or create new ones like 'Carvel Hulls' that they are now out of sync with the next tech.
eg. Carvel Hulls, the addition by us, has the ID 81, the last on the list. Yet it is a prereq for Astronomy, ID 31. Carvel Hulls is in the Medieval and Astronomy is Renaissance.
What this means is if you give yourself Renaissance era techs and beyond, you will still have to research Carvel Hulls manually because its ID is too far removed from the count for those eras.
eg.
Code:
while( pTechInfo~= nil ) do
if (GameInfoTypes[pTechInfo.Era] <= 1) then
pTeam:SetHasTech(iTechLoop, true);
end
iTechLoop = iTechLoop + 1;
pTechInfo= GameInfo.Technologies[iTechLoop];
A simple block of code that increments the ID taken from the Technologies table.
Other techs have a similar problem where the next numerically selected tech is now a prereq for our later tech and if there are too many discrepancies the code just gives up.
Also the Era buttons haven't been changed since the first release and therefore don't show the Atomic & Information eras.
None of these changes are necessary for the game to run and are only mentioned here if anyone wants to fiddle around with the code in the tuner panels.
They are a mixture of XML and Lua, but are very basic, good for testing out your skills.
Best of luck to any who take it up.