Changes between Initial Version and Version 3 of Ticket #1358


Ignore:
Timestamp:
May 5, 2012, 10:44:48 PM (12 years ago)
Author:
historic_bruno
Comment:

Legend:

Unmodified
Added
Removed
Modified
  • Ticket #1358

    • Property Milestone Alpha 10Alpha 11
  • 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.
     1The 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.~~
    22
    33I guess something similar is needed for AIs.