Opened 12 years ago

Closed 12 years ago

#1357 closed enhancement (invalid)

Further Technology Hooks

Reported by: Kieran P Owned by: Jonathan Waller
Priority: Should Have Milestone: Alpha 10
Component: Core engine Keywords:
Cc: Patch:

Description (last modified by leper)

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 (1)

farm_supply_tech.patch (1.8 KB ) - added by Kieran P 12 years ago.
Initial go at farm supply upgrade - not working

Download all attachments as: .zip

Change History (10)

by Kieran P, 12 years ago

Attachment: farm_supply_tech.patch added

Initial go at farm supply upgrade - not working

comment:1 by Kieran P, 12 years ago

Description: modified (diff)

comment:2 by Kieran P, 12 years ago

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 12 years ago by Kieran P (previous) (diff)

comment:3 by leper, 12 years ago

In 11679:

Make some healer modifiable by techs. Refs #1357.

comment:4 by leper, 12 years ago

Description: modified (diff)

comment:5 by Zilcho, 12 years ago

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 by Kieran P, 12 years ago

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 by michael, 12 years ago

Farms will eventually be totally revamped.

See: #1318

Last edited 12 years ago by michael (previous) (diff)

comment:8 by ben, 12 years ago

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 by Kieran P, 12 years ago

Resolution: invalid
Status: newclosed

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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