Hi Arlborn, already working on it...and unlike any other mod, this time everything will be done in the SDk, and forget about the pythons!
pythons will only be there for graphics, and possible user input/output functionality..core codes will be pure SDK to keep the game fast and reliable!
as for functionality, a complete new genuine city radius implementation is added now. There is no:"either city radius =2 or extended =3" option anymore(personally i don't like the either this or that option anyway)
instead, it's added as a module(copying out the module or better, using the new implementations which impaler is working on now to just put any module to 1=true or 0=false to disable or enable them) so you can either load something, or completely leave it out of the game if not wanted...the original city radius (dunno who wrote it) was hard coded 2city radius or 3city radius.
the new city radius implementation now included in WoC has several agorithms:
- calculate the actual plotvalues properly from radius=0 up to radius=larger then gamemaps..so noone has to bother about larger radiusses(could be interesting for people who like to play 1city only games or people who prefer less cities in a game, therefore larger cities)
- city radius can be set a MAX value of radius=3, but you don't start the game with radius 3..instead, at the beginning your city only has a radius of 1=9plots for your citizens to work on..when you build i.e. granaries, they enlarge your radius for your citizens to work on to radius=2(21plots)..later in the game, when you build hospitals, your cities can use the max radius of 3 for your citizens to work on(37plots) or if you set max =4 (57plots) or max=5(81plots) etc..it's now unlimited and automatically calc's the proper values so any scenario/map maker can use WoC as he/she pleases..or any player as well..
you might wanna checkout the new city radius modification, and of course, everything is optional..if you set any tag to 0 = disable this function.
tags are automatically set to 0 when they are missing.
personally i like the (radius grow by buildings) but you could easily add to have the city radius grow as well with technologies, wonders, etc..those codes aren't added right now...but, the core is there, just some minor SDK tweaks are needed if anyone wants to add that ass well..
also, in WoC we abandon the while ini settings thing..
mods used to be:"SDK->python call->read ini->python call->SDK"
we now have this method:"SDK->read XML"
all xml's are in their corresponding module, there will be a general XML to either enable/disable a specific module, any settings of the specific modules will be inside the modular dir..this will be more easier for players/scenariomakers to work with and find the tweaks they want to do themself..
we will make a stand alone program(civ3 modintereface alike) to cope with this stuff ..but that's an issue for later when the project has evolved a little bit
