Changes between Version 4 and Version 7 of Ticket #3


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Timestamp:
Aug 19, 2011, 11:51:56 PM (13 years ago)
Author:
historic_bruno
Comment:

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  • Ticket #3

    • Property Owner Matei, Andrew removed
    • Property Status closednew
    • Property Resolution fixed
    • Property Milestone Playability DemoBacklog
  • Ticket #3 – Description

    v4 v7  
    11   * How to reset templates between games; are all entities reloaded from their source files when starting a new game?
    2  * ~~Each player will have to have its own copy of the entity templates (so that a tech upgrade does not affect all players).~~
    3  * ~~To remove techs, could do the same in reverse. eg a player picks up a relic: a tech is triggered to give him a bonus; he loses the relic: an "anti-tech" is triggered that reduces the bonus back to the original value. Conditional techs just rely on having the necessary events to turn them on and off (eg the start and end of a certain season).~~ --> Chose not to allow techs to be removed for now.
    4  * ~~Some techs are triggered by starting the game with a certain civ (eg civ bonuses).~~
    5  * ~~Some techs unlock new content (eg must research City Phase in order to build Fortress).~~ --> Possible through script functions. Maybe we can add an explicit method too, however.
    6  * ~~Define and implement tech XML format; there's an attempt in the Wiki; feel free to expand/modify. [wiki:XML.Tech]~~
    7    * ~~target (list of entity templates entities affected)~~
    8    * ~~prerequisite (list of things that must have already been done in order to be able to research tech)~~
    9    * ~~pair (name of the tech's pair technology; if the player researches this tech, its pair will no longer be available)~~
    10    * ~~list of attributes (property that's modified) and values (the modifier added to that property) ~~ --> now works with percentages too
     2 * Each player will have to have its own copy of the entity templates (so that a tech upgrade does not affect all players).
     3 * To remove techs, could do the same in reverse. eg a player picks up a relic: a tech is triggered to give him a bonus; he loses the relic: an "anti-tech" is triggered that reduces the bonus back to the original value. Conditional techs just rely on having the necessary events to turn them on and off (eg the start and end of a certain season). --> Chose not to allow techs to be removed for now.
     4 * Some techs are triggered by starting the game with a certain civ (eg civ bonuses).
     5 * Some techs unlock new content (eg must research City Phase in order to build Fortress). --> Possible through script functions. Maybe we can add an explicit method too, however.
     6 * Define and implement tech XML format; there's an attempt in the Wiki; feel free to expand/modify. [wiki:XML.Tech]
     7   * target (list of entity templates entities affected)
     8   * prerequisite (list of things that must have already been done in order to be able to research tech)
     9   * pair (name of the tech's pair technology; if the player researches this tech, its pair will no longer be available)
     10   * list of attributes (property that's modified) and values (the modifier added to that property) --> now works with percentages too