Maniac
Apolyton Sage
What unity pod results do we want in Planetfall? This affects what new XML tags are needed in CIV4GoodyInfos.xml.
Some unity pod results that were in SMAC:
* Gold/Credits - no additional coding requirements
* Free tech - no additional requirements
* Sonar/part of map being revealed - no additional coding requirements
* Free Unity rover
* Free Unity foil
* Free gun foil?
* Free Former - wasn't in SMAC, but I'd add it.
* Popping bonus resources & monoliths! - needs new XML tag
* Native life spawn - can be done already, unless we want to have Isles of the Deep spawning with a full cargo of land units as in SMAC sometimes - any idea how that could be done?
* Alien Artifact. Include this in Planetfall?
* Materials - completed the production of the nearest city. Was very exploitable, and that exploit required annoying micromanagement. So best to leave out. We could have a unit from unity pods though that provides hammers like a Great Engineer. Either a seperate Unity Supplies unit, or include this function in the Alien Artifact (besides tech popping)?
* Unit cloning?
* Some farms/greenhouses/mines/solar collectors/windmills being created on nearby tiles?
* Fungal Bloom - all surrounding terrain covered by fungus/sea fungus?
* Free commlink?
* Some kelp farms being created on nearby tiles?
* Unity Chopper?
* Some forests being created on nearby tiles? I wouldn't do this, given that forests are technologically more advanced than in SMAC.
* A river being created - wouldn't do this, for making little sense
* Pod causing an earthquake/increasing elevation - wouldn't do this, for making little sense
In reply to Ellestar in the Central List thread:
What other games had sea unity pods?
Do you feel popping alien artifacts and unity rovers from sea unity pods (for which this code would be needed) added nothing to SMAC? Likewise with materials pods.
Personally I fear popping unity pods in the sea might become boring if we don't include a similar variety as for land pods. At the moment the only things that could be popped in the sea are gold, techs (rare), maps, free foil, resources with some coding (but no monoliths), experience and barbarians. Is this enough? At least personally I find popping goody huts in Civ4 quite boring compared to SMAC.
If it can be coded that the game knows which possible results it should and shouldn't take into account depending on the pod's location, that sounds good of course, no matter how exactly it's implemented. I'd suggest then as general rule that units can't be popped in lake tiles.
Some unity pod results that were in SMAC:
* Gold/Credits - no additional coding requirements
* Free tech - no additional requirements
* Sonar/part of map being revealed - no additional coding requirements
* Free Unity rover
* Free Unity foil
* Free gun foil?
* Free Former - wasn't in SMAC, but I'd add it.
* Popping bonus resources & monoliths! - needs new XML tag
* Native life spawn - can be done already, unless we want to have Isles of the Deep spawning with a full cargo of land units as in SMAC sometimes - any idea how that could be done?
* Alien Artifact. Include this in Planetfall?
* Materials - completed the production of the nearest city. Was very exploitable, and that exploit required annoying micromanagement. So best to leave out. We could have a unit from unity pods though that provides hammers like a Great Engineer. Either a seperate Unity Supplies unit, or include this function in the Alien Artifact (besides tech popping)?
* Unit cloning?
* Some farms/greenhouses/mines/solar collectors/windmills being created on nearby tiles?
* Fungal Bloom - all surrounding terrain covered by fungus/sea fungus?
* Free commlink?
* Some kelp farms being created on nearby tiles?
* Unity Chopper?
* Some forests being created on nearby tiles? I wouldn't do this, given that forests are technologically more advanced than in SMAC.
* A river being created - wouldn't do this, for making little sense

* Pod causing an earthquake/increasing elevation - wouldn't do this, for making little sense

In reply to Ellestar in the Central List thread:
Sounds cool but waste of time to code something that complicated for a feature with no gameplay value. Guess why noone ever did it in other games?
What other games had sea unity pods?

Do you feel popping alien artifacts and unity rovers from sea unity pods (for which this code would be needed) added nothing to SMAC? Likewise with materials pods.
Personally I fear popping unity pods in the sea might become boring if we don't include a similar variety as for land pods. At the moment the only things that could be popped in the sea are gold, techs (rare), maps, free foil, resources with some coding (but no monoliths), experience and barbarians. Is this enough? At least personally I find popping goody huts in Civ4 quite boring compared to SMAC.

IMHO "no lakes" condition should be in either both cases or no cases. Or make it 3 conditions - bOcean, bLake and bLand.
But probably it will be easier to remove bWater and bLand. If spawned unit is a water unit then hut should be in the ocean or on the ocean coast. If it's a land unit then hut should be on land. A check if it's a valid plot for a bonus is obvious anyway. Good enough?
If it can be coded that the game knows which possible results it should and shouldn't take into account depending on the pod's location, that sounds good of course, no matter how exactly it's implemented. I'd suggest then as general rule that units can't be popped in lake tiles.