Changes between Initial Version and Version 1 of Ticket #3522, comment 16


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Timestamp:
Feb 26, 2016, 5:08:38 PM (8 years ago)
Author:
mimo

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  • Ticket #3522, comment 16

    initial v1  
    1  The wonder cost has increased a lot because it is now the sum of the previous wonder + tech costs. IMO that is not what we should do, when there are some cases where you are not interested by the population bonus (when wonder victory for example). I think it would be better to keep the wonder and tech separation, but with the tech effect only enabling the aura. It should be doable relatively simply by adding a requiredTechnology property to auras, and then line 74 to 93 inside Init function would be executed only when it is empty, otherwise they would be executed when the required technologies are researched..
     1 The wonder cost has increased a lot because it is now the sum of the previous wonder + tech costs. IMO that is not what we should do, when there are some cases where you are not interested by the population bonus (when wonder victory for example). I think it would be better to keep the wonder and tech separation, but with the tech effect only enabling the aura. It should be doable relatively simply by adding a requiredTechnology property to auras, and then line 74 to 93 inside the Auras Init function would be executed only when it is empty, otherwise they would be executed when the required technologies are researched..
    22
    33 You've added the GarrisonHolder component to the template_structure_wonder.xml, but be aware that it was already defined in the specific civ wonders. To have them all garrisonable now is certainly better, but is there a reason to give them a Max garrison of 20 (while previously defined had 30) ? some justification about these choices would be good. And while modifying them, also adding some cleaning in these templates (for example the elements like EjectHealth or EjectClassesOnDestroy which are identical for all wonders do not need to be redefined in the civ specific ones).