Feature Requests item #1220850, was opened at 2005-06-14 17:29
Message generated for change (Comment added) made by lmpeters
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Category: None
Group: None
Status: Open
Resolution: None
Priority: 5
Submitted By: Eric McDonald (eric_mcdonald)
Assigned to: Nobody/Anonymous (nobody)
Summary: Unit-Private Advances and Tech
Initial Comment:
Currently all advances researched for a particular side
belong to the side as a whole. Similarly for tech that
is developed.
It would be nice for certain kinds of units
(spellcasters in a fantasy setting, or perhaps
scientists in a modern/futuristic setting) to be able
to privately accumulate advances that cannot be shared
with their side as a whole. Likewise for tech (think
private companies, for example).
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Comment By: Lincoln Peters (lmpeters)
Date: 2006-07-05 17:13
Message:
Logged In: YES
user_id=127097
(Seems I forgot to log in before posting that comment
earlier.)
I'd have to agree with your ideas; they would make it much
easier to address a few issues I'd faced designing games
in the past, and they'd allow for more creativity later.
The only concern I can think of is that it should be done
in such a way that games like postmodern.g would not have
to have an advance defined for every single unit. But I'm
probably just stating the obvious at this point.
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Comment By: Eric McDonald (eric_mcdonald)
Date: 2006-07-05 15:29
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What you say is largely true.
However, in the context of some of the other feature ideas
that I posted around the same time, the basic notion is that
I am seeking to open up more options regarding tech and
research, while trying to streamline the code. I think the
fact that toolup/tech/research have so many similarities
(though slightly differnt application domains) suggests that
they should be a common, more flexible mechanism, rather
than 3 separate ones. That is what I was getting at with the
handful of related feature ideas; see:
https://sourceforge.net/tracker/index.php?func=detail&aid=1220847&group_id=124062&atid=698375
https://sourceforge.net/tracker/index.php?func=detail&aid=1220849&group_id=124062&atid=698375
https://sourceforge.net/tracker/index.php?func=detail&aid=1220871&group_id=124062&atid=698375
As an xConq hacker, I think there is an advantage to
maintaining one mechanism rather than 3. And from the game
designer perspective, it would be nice to have the
additional ability to apply it to either sides or units, as
relevant and makes sense.
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Comment By: Nobody/Anonymous (nobody)
Date: 2006-07-05 14:04
Message:
Logged In: NO
You might look at the toolup mechanism, as per future.g.
It's missing a lot of functionality (e.g. can't make
toolup depend on materials), but it might come close
enough to what you envision that it could be made to work
more easily than rewriting the tech and/or advances code.
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