Opened 12 years ago
Last modified 3 years ago
#1404 new enhancement
Add starting phase and max phase to map files and Atlas
Reported by: | Erik Johansson | Owned by: | |
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Priority: | Should Have | Milestone: | Backlog |
Component: | Atlas editor | Keywords: | gui, simple |
Cc: | Patch: |
Description
It should be possible to specify starting phase for each player in the map file. This should be implemented so that it's possible to set starting phase for each player separately in Atlas as well (just as well to implement that ability as well at the same time the map file support is implemented). Since it's so closely related a way to set a "highest reachable phase" should probably be implemented at the same time.
Attachments (3)
Change History (23)
comment:1 by , 12 years ago
Keywords: | simple gui added |
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comment:2 by , 12 years ago
Milestone: | Alpha 11 → Backlog |
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comment:3 by , 11 years ago
comment:4 by , 10 years ago
Owner: | set to |
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Status: | new → assigned |
comment:5 by , 10 years ago
Component: | UI & Simulation → Atlas editor |
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comment:6 by , 10 years ago
Owner: | removed |
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Status: | assigned → new |
Unassigning due to lack of progress.
comment:7 by , 10 years ago
Owner: | set to |
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Status: | new → assigned |
comment:8 by , 10 years ago
Keywords: | review added |
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comment:9 by , 10 years ago
Keywords: | review removed |
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Code should follow the coding conventions, should have a check for cmpTechnologyManager in Player.js. The patch is also missing a way to add those starting/disabled techs, and doesn't have an example either.
comment:10 by , 9 years ago
Owner: | removed |
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Status: | assigned → new |
comment:11 by , 9 years ago
I've attached a new version of the patch, using the same logic as for initialisation of garrisoned units (see #2984). Maps can have starting techs and disabled techs, possibly different for each player. In the patch, the changes in the map xml files are only for test purposes, and as example of how this patch works.
by , 9 years ago
comment:12 by , 9 years ago
Keywords: | patch review added |
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by , 9 years ago
Attachment: | tech-v2.diff added |
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comment:13 by , 9 years ago
To ease the interface with Atlas, the info is now directly read from the map settings (although the scripted approach still works). Look at the demo change in Alpine_Valleys_(2).xml to see how it is done: in this example, player 1 start at town phase, can neither research city phase nor build temple, and starts with 4 units garrisoned in its cc.
comment:15 by , 9 years ago
Milestone: | Backlog → Alpha 19 |
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r16270 implements the readings of the new JSON properties (StartingTechnologies, DisabledTechnologies, DisabledTemplates (in PlayerData) and Garrison. The simulation can now use this info if present in the map. The interface with Atlas to write these properties will be done after A18 is released..
comment:16 by , 9 years ago
Keywords: | patch review removed |
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comment:18 by , 9 years ago
Milestone: | Alpha 19 → Backlog |
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Backlogging due to lack of progress for the original request.
comment:19 by , 3 years ago
Keywords: | simple removed |
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severity: | → simple |
comment:20 by , 3 years ago
Keywords: | simple added |
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"Phase" is very data-dependent. How about instead doing "starting techs" and "unallowed/unavailable techs"? To set Town Phase as starting phase, you would simply set the "Town Phase" tech as a starting tech (i.e. researched from the outset of the game). To set Town Phase as max phase, you would set the "City Phase" tech as unallowed/unavailable.