honing the Imperial Stockpile design
Re: honing the Imperial Stockpile design
I mean the current PP in imperial stockpile should be accessible via scripting. E.g. as an empire meter.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: honing the Imperial Stockpile design
I mean that scripting should be able to change the current amount of PP in the stockpile. At least for prototyping and for whatever we come up with in the future.Geoff the Medio wrote:What do you mean by "the stockpile value" ?Ophiuchus wrote:Any objections to making the stockpile value into an empire meter...
Or the other way round - Is there a reason why storing the empire's stockpile PP directly in the c++ objects is (significantly) better than storing it in an empire meter?
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
- Geoff the Medio
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Re: honing the Imperial Stockpile design
There is fully-implemented effect and scripting code for setting stockpiles, though it's presently set up to do so for a non-existant trade stockpile. Switching it to work for production shouldn't take long...Ophiuchus wrote:I mean that scripting should be able to change the current amount of PP in the stockpile. At least for prototyping and for whatever we come up with in the future.
Or the other way round - Is there a reason why storing the empire's stockpile PP directly in the c++ objects is (significantly) better than storing it in an empire meter?
Edit: Done.For example, add this to Laefna to give empires that start with them 20 production stockpiled at the start of a game:
Code: Select all
EffectsGroup
scope = Source
activation = And [
Turn high = 0
Planet
]
effects = SetEmpireStockpile value = Value + 20
Re: honing the Imperial Stockpile design
Wow, thank you
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: honing the Imperial Stockpile design
Ok, i need some design input relating to the waste indicator Issue-2029 in the aftermath of adding stockpiling projects to the game.
In the wasted resources browse window, we show waste, which currently will be below zero if you build a stockpiling project.
Q1: Does anybody oppose removing the limited input rule for stockpile?
Playing with unlimited input waste should always be zero. If we allow limited input then waste makes sense, but you also need to restrict stockpile transfer projects. So it would be probably more sensible to drop the limited input rule.
Note: I added an implementation PR-2066 which fixes input limits restricting stockpile transfer.
Q2: Which values should be actually shown - one (verbose) suggestion:
In the wasted resources browse window, we show waste, which currently will be below zero if you build a stockpiling project.
Q1: Does anybody oppose removing the limited input rule for stockpile?
Playing with unlimited input waste should always be zero. If we allow limited input then waste makes sense, but you also need to restrict stockpile transfer projects. So it would be probably more sensible to drop the limited input rule.
Note: I added an implementation PR-2066 which fixes input limits restricting stockpile transfer.
Q2: Which values should be actually shown - one (verbose) suggestion:
- Output
- Output Used for Buildings and Ships
- Stockpile Input Capacity (if we keep input limit)
- Output Transferred To Stockpile
- Excess (if we keep input limit)
- Excess To Stockpile
- Excess Wasted (if we keep input limit)
- Output
- Used (Buildings, Ships, and Transfer)
- Excess
- To Stockpile (without Transfer)
- Wasted
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!