Changes between Initial Version and Version 3 of Ticket #1358
- Timestamp:
- May 5, 2012, 10:44:48 PM (12 years ago)
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Ticket #1358
- Property Milestone Alpha 10 → Alpha 11
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Ticket #1358 – Description
initial v3 1 The new tech system currently supports applying stat modifications to existing entities. But we often need the stats prior to creating the entity, for information/UI or e.g. using costs to calculate if we have sufficient resources to create the entity. Maybe we can split template access (as in `GuiInterface.GetTemplateData()`) into multiple functions, like `GetBaseTemplateData()` for the unmodified base stats, `GetBonusTemplateData()` for the tech bonuses, and `GetCombinedTemplateData()` for the combined data. The bonus values would be most useful for UI and only have meaning for numeric values like attack/armor/LOS.1 The new tech system currently supports applying stat modifications to existing entities. But we often need the stats prior to creating the entity, for information/UI or e.g. using costs to calculate if we have sufficient resources to create the entity. ~~Maybe we can split template access (as in `GuiInterface.GetTemplateData()`) into multiple functions, like `GetBaseTemplateData()` for the unmodified base stats, `GetBonusTemplateData()` for the tech bonuses, and `GetCombinedTemplateData()` for the combined data. The bonus values would be most useful for UI and only have meaning for numeric values like attack/armor/LOS.~~ 2 2 3 3 I guess something similar is needed for AIs.