Opened 11 years ago
Last modified 4 years ago
#2128 new enhancement
[PATCH] Let structures deploy units without any cost directly after being built
Reported by: | Palantius | Owned by: | |
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Priority: | If Time Permits | Milestone: | Backlog |
Component: | Simulation | Keywords: | |
Cc: | Patch: |
Description (last modified by )
The idea is to allow structures to deploy units directly after being built. It should not require more resources.
Example of xml:
<ProductionQueue> <BatchTimeModifier>1.0</BatchTimeModifier> <Entities datatype="tokens"> units/{civ}_support_female_citizen_house </Entities> <Technologies datatype="tokens"> unlock_females_house </Technologies> <DirectDeployUnit datatype="tokens"> units/{civ}_support_female_citizen_house </DirectDeployUnit> <DirectDeployCount>20</DirectDeployCount> </ProductionQueue>
Attachments (2)
Change History (7)
by , 11 years ago
Attachment: | diffDirectDeploy added |
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by , 11 years ago
Attachment: | DirectDeploy.diff added |
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comment:1 by , 11 years ago
Summary: | [PATCH] Let structures deploy units directly without any cost directly after being built → [PATCH] Let structures deploy units without any cost directly after being built |
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comment:3 by , 10 years ago
Just referring to the negative population limit: This seams rather like a bug in the way population is counted...
comment:4 by , 5 years ago
Component: | UI & Simulation → Simulation |
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Move tickets to Simulation
as UI & Simulation
got some sub components.
comment:5 by , 4 years ago
Description: | modified (diff) |
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Code-wise it looks rather good, there's still a bit of copy-paste around lines 270. You could make the object to pass on beforehand, add the specific things, and then push it.
Something like (in pseudocode)
Also, I'm not sure if a unit shouldn't cost population. I think it shouldn't. When the unit dies, it would free a population slot, so there's a chance the population ends up negative.