Solarius Scorch
Posts: 180
Joined: 5/25/2013 From: Cracow, Poland Status: offline
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quote:
ORIGINAL: mensrea I did think of one thing that would make it easier for modders who work with techs, components and resources. Right now the lists work like this 129, missile tubes, yada yada, so on so forth 130, laser beams, yada yada, so on so forth 131, solar panels, yada yada, so on so forth 132, cyclone torpedoes, yada yada, so on so forth Now if I add a 134 to that list it fails to work because there's no 133. That's because DW runs on numerical IDs. Most games I've modded in my life (mostly Civilization: Call to Power and Openxcom) use strings instead; for example you'd have STR_MISSILE_TUBES instead of 129. That's much more comfortable, since you always know what you're dealing with (the only downside is slightly larger text files). But I guess this would be too much of a change to ask for. Now, regarding the files' intertwining: I've always found it rather confusing how racial techs or wonders are. Perhaps it would be clearer - and more modular - if we had each race's special research externalized to separate files? So you'd have a folder named "racialtechs", and inside - racial files, much like the policy files: human.txt, dhayut.txt and so on. Each of these files would contain: - Special research available to the race, - An option to disable certain research from the main research file for this race. The same could be done for other stuff, like wonders (a separate folder for each aspect).
< Message edited by Solarius Scorch -- 7/31/2014 7:29:23 PM >
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Forever Future 1.7 for Call to Power - the biggest mod for the best Civilization-like game ever!
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