WanderingHead -> RE: patch update (1/2/2008 3:36:51 AM)
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ORIGINAL: Lebatron Brian, In an email discussion with you back in January of 07(I remember this date because a friend of mine had died and I dropped off the map for a while)when you were working on adding moddibility features, I remember suggesting to you to try an add extra damage levels to resources to give modders greater flexibility. At the time I think you said you liked the idea but didn't know if you'd get it done. You made no indication to me that you already thought of it. So to be fair, I think I can claim it as my own. And to be honest Brian do you think you would be adding this new feature right now if it wasn't for my recent post @here@ that outlines why GG is basically flawed in making the Middle East richer without making repairing more time consuming and expensive. You went full steam ahead to fix that because you knew I was 100% right. Going back one year earlier, when I was brought on to help with AWD alpha back in January of 06, two years ago, I made the suggestion to Joel to allow damaged infrastructure to be placed into scenarios. One example I gave him was that some of China's infrastructure should start damaged in the 1940 scenario. He said he would have Keith work on it given time, but it never happened till you added it. And I never read any modders asking for it before I did, so I think it's fair to say its been done because I pushed for it. To comment on the method you used to implement my suggestion I found your description hard to follow. Had to read it over and over, maybe I'm just tired from last night. And why use a new icon instead of sticking with the damage stars? A purple and black star or whatever color would blend in better. You make it seem as though to discuss things with you one must document them. If you thought of it way back in Jan 07 then I honestly don't know who thought of it first, all I know is that it has been on my mind for as long as I can remember. I also know that just because one person says something first doesn't mean that person thought of it first. I just get tired of hearing "my idea" everywhere. I don't really care who's idea it is. Most good ideas are synthesized from discussion and don't have a single parent anyway; standing on the shoulders of giants as it were. Read carefully and you'll see I didn't even claim this idea was mine. Can't we ditch that and just start talking about "good ideas"? As to your post here, yes it prompted me to reconsider it. It always bothered me that it wasn't there. This is like the straw that broke the camel's back, not like "wow I never thought of that before". I'll try another way to describe the current implementation. There are 8 available "damage" levels: 0) undamaged, producing resources. 1) single damaged 2) double damaged 3) 0 level undeveloped 4) 1 level undeveloped 5) 2 level undeveloped 6) 3 level undeveloped 7) 4 level undeveloped Resources can move around between 0 and 2 as we are all familiar, bombing and capture etc. Resources never move downwards into state 3,4,5,6,7. Capture, bombing, etc never move a resource beyond the standard double damaged. Capturing or bombing a resource that is at level 3,4,5,6,7 does not change the status of the resource, it goes neither up nor down. A resource is automatically promoted from state 3 to state 2 (double damaged) at the end of the production phase. This imposes another 1 turn delay before it can be fully repaired (the player can _not_ expend supply to force the promotion from 3 to 2, the player must wait). Resources may be advanced from states 4,5,6,7 at cost of 5 supply per step. The number of such steps allowed per turn is configurable, but never past state 3 ("0 levels undeveloped") This implementation was pretty easy to glue on to the existing system, with minimal impact. I think I only had to touch 4 pieces of code: the data file read, the icon display, the repair screen display, and the repair execution. Hence high confidence it works (unlikely to introduce a bug). So I do hope you will find it acceptable as is. Why knew icons? I thought about color coding but it doesn't convey enough information. If we have 4 levels, IMO we need to use numbers to denote the level. If there is a limit to how much advancement you can do in a turn, then you also need something to denote how much you have already done this turn (the green and orange checks), or you'll be frustrated not knowing which ones you can still advance. We could replace the hammer and pick with a dark grey explosion to symbolize undeveloped resources, with the numbers and checks. Thinking about it now, I would change the check color coding. Green for advanced by some amount (less than maximum) this turn, red for advanced the maximum allowed amount this turn. That way the colors match the supplied/fueled icons.
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