Geoff the Medio wrote:
The ability to include one text script file in another is useful independent of whether there is a mechanism for assigning a tag special to objects, isn't it?
Well, yeah, I suppose this thread is sort of a mush of two independent topics, but which are useful in similar ways.
Geoff the Medio wrote:
I was pondering a tagging mechanism yesterday, but was unsure how it should work in terms of tags being added to objects (ships, buildings, planets, systems, fleets) or rather added to parts and hulls and transferred to the objects, or whether techs would have some sort of tag as well, and whether species or specials would have tags and if those would transfer to planets or other objects. Should there be an effect for adding a tag, or should tags only be present if written into a script file for a particular bit of content?
If there's an effect for adding a tag then presumably there needs to be an effect for removing the tag as well, in which case it doesn't seem to be functionally very different from using specials. I think tags should probably be solely written into particular bits of content, rather than any arbitrary object being able to attach a tag to any other arbitrary object via effects, and also makes more sense with what the tag is supposed to represent, which is a particular feature of the object that's independent of its environment.
It might be useful for techs to have tags which then transfer to every object owned by the empire - for instance, a tech that makes all the empire's objects non-organic, or telepathic, or something like that, though I feel like that contradicts what I just said to some degree...
Geoff the Medio wrote:
You also mention that specials could be used to achieve a similar result, but that there would be some complications. Could you elaborate on what you mean by the maintenance that specials would require?
For example, if there were a "NON_ORGANIC_SPECIAL" that was applied to ships and planets crewed/inhabited by a particular species, then that special would need to be removed whenever the species was removed from the planet. This requires all the conditions for the special to be removed to be in the description of the special, so whenever you add another non-organic species, you have to go edit the activation condition for that special's self-removal effect. In contrast, if the tag is automatically applied to planets inhabited by the species, there's no need to edit anything outside of the species description when adding a new species, or changing an existing species.