whoward69
DLL Minion
Post #4 updated to include the parameters for the GameEvents
int CountPlotType(iPlotType)
int CountWorkedPlotType(iPlotType)
bool HasPlotType(iPlotType)
bool HasWorkedPlotType(iPlotType)
Working on the pCity Lua API methods - do we also want
in addition toCode:int CountPlotType(iPlotType) int CountWorkedPlotType(iPlotType)
Code:bool HasPlotType(iPlotType) bool HasWorkedPlotType(iPlotType)
I would say that Player/City.CanConstruct could have the clauses bProduction and bGold. As far as I'm aware - and I could be wrong - CanConstruct can only be used to control whether a building can be produced in a city, which is inextricably tied to whether it can be purchased. I ask if it would be possible to allow the two to be controlled separately, in the same way that units can be.
We need the buildings experts here. You can make a building not purchasable by setting it's hurry modifier to -1 IIRC (same way that wonders can't be bought). Is there really no way to make a building that can only be purchased?
Buildings with a HurryCostModifier of -1 are handled as a special case and can't be bought; it's what stops Wonders being purchased
There is no way to stop a building being constructed from hammers, the equivalent for units is the <PurchaseOnly> column - a la Landsknechts
Simple solution, add <PurchaseOnly> to the buildings table (which I think was suggested in another thread)
Might be beneficial to make <PurchaseWithPolicy> and <PurchaseWithTenet> options as well, for granularity, although you could probably use the existing columns for that.
Added to the code base, should be in the next releaseSimple solution, add <PurchaseOnly> to the buildings table