Ticket #1357 (closed enhancement: invalid)

Opened 13 months ago

Last modified 13 months ago

Further Technology Hooks

Reported by: k776 Owned by: quantumstate
Priority: Should Have Milestone: Alpha 10
Component: Core engine Keywords:
Cc:

Description (last modified by leper) (diff)

We would like the following hooks into the technology system. I've attached my work for the first point, but it doesn't work because farms are initialized with a player of -1, and the technology system doesn't like that.

  • Player techs should be able to modify the ResourceSupply/Amount? values for their own structures (namely fields to increase the max supply through technologies like "Irrigation" and "Water Wheel" etc).
  • Modify traders speed and carrying capacity
  • Modify healers range, hp restore amount, and rate of healing r11679

Are the following tricky/impossible?

  • Player techs should be able to modify Gaia resources (trees, animals, mines etc), without affecting another players (this might be hard without causing a desync?). I'm thinking when two different players are harvesting the same tree, and one has a tech that supplies 50 more wood per tree, and the other play exhausts the tree on their end... Not sure how to handle that.

Attachments

farm_supply_tech.patch (1.8 KB) - added by k776 13 months ago.
Initial go at farm supply upgrade - not working

Change History

Changed 13 months ago by k776

Initial go at farm supply upgrade - not working

comment:1 Changed 13 months ago by k776

  • Description modified (diff)

comment:2 Changed 13 months ago by k776

Philips comments on the last point (about modifying a trees max supply):

11:16 <@Philip`> k776: Instead of increasing the amount of wood in a tree (which sounds bad for lots of reasons), maybe it'd be better for units to receive e.g. 1.5 units of wood while the tree loses 1
11:16 <@Philip`> so units will eventually receive more wood than the tree nominally contains
11:17 <@Philip`> (because they're more accurate at chopping and will waste less of the wood, so they can end up with more than an average chopper would expect)
11:18 <@Philip`> Or just increase the gathering rate instead, which seems more intuitive

Seems to me then we need 3 values:

Those three would supply the best combination of possible changes for resource gather.

Last edited 13 months ago by k776 (previous) (diff)

comment:3 Changed 13 months ago by leper

In 11679:

Make some healer modifiable by techs. Refs #1357.

comment:4 Changed 13 months ago by leper

  • Description modified (diff)

comment:5 Changed 13 months ago by Zilcho

Instead of modifying the amount of wood the gaia resource have why not instead give upgrades some sort of modifier so when they gather 1 resource instead they get 2.

comment:6 Changed 13 months ago by k776

Hey Zilcho. Yes, that is probably the way we'll go about it. You're welcome to take a stab at implementing it if you want.

comment:7 Changed 13 months ago by michael

Farms will eventually be totally revamped.

See: #1318

Last edited 13 months ago by michael (previous) (diff)

comment:8 Changed 13 months ago by ben

In 11711:

Implements TerritoryInfluence/Radius? tech modification. Adds C++ interface for TechnologyManager?. Renames its message to MT_TechnologyModification defined in TypeList?.h. Refs #1357.

comment:9 Changed 13 months ago by k776

  • Status changed from new to closed
  • Resolution set to invalid

Closing this as invalid. The remaining techs rely on #1358 to be implemented first.

The remaining tech needed are also listed at https://docs.google.com/spreadsheet/ccc?key=0AgXkx2Fjag5hdDI5bDNUZ3V5UDhvYWhvb2I2b1RJMEE#gid=0

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