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 Post subject: Re: Homeworld vs Cultural Archives
PostPosted: Fri May 04, 2012 1:12 am 
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eleazar wrote:
What other means do you suggest to visual indicate which planets are homeworlds?
A similar visual indicator can be used without making an actual homeworld special.

Given that species tracking their homeworlds is implemented, I'm not inclined to rewrite specials to be able to track state info such as which species they apply to.


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 Post subject: Re: Homeworld vs Cultural Archives
PostPosted: Fri May 04, 2012 1:42 am 
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Geoff the Medio wrote:
eleazar wrote:
What other means do you suggest to visual indicate which planets are homeworlds?
A similar visual indicator can be used without making an actual homeworld special.

Given that species tracking their homeworlds is implemented, I'm not inclined to rewrite specials to be able to track state info such as which species they apply to.

OK- whatever is most efficient for you.

I may build it as a special in the meantime to get the feel functionality. That will give you text/visual content to co-opt when you are ready.

EDIT: i'm getting pretty excited about where the growth/population system is going.

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 Post subject: Re: Homeworld vs Cultural Archives
PostPosted: Fri May 04, 2012 10:47 am 
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Geoff the Medio wrote:
I've tracked down the problem, and it's complicated...
I think that's fixed now. I also should have added homeworld tracking for native species.


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 Post subject: Re: Homeworld vs Cultural Archives
PostPosted: Fri May 04, 2012 10:17 pm 
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Geoff the Medio wrote:
Geoff the Medio wrote:
I've tracked down the problem, and it's complicated...
I think that's fixed now. I also should have added homeworld tracking for native species.

Yep, works perfectly now. :)

revision 4877
"accounting lables for homeworld and homeworld supply population bonus. Now the homeworld gets the population bonus no matter its foci."

How do we disentangle the effects that are supposed to rely on homeworlds, not archives? Do the effects need to be moved elsewhere?

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 Post subject: Re: Homeworld vs Cultural Archives
PostPosted: Fri May 04, 2012 11:06 pm 
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eleazar wrote:
How do we disentangle the effects that are supposed to rely on homeworlds, not archives? Do the effects need to be moved elsewhere?
I'm not sure what you're asking or what the problem is... Is it a technical question, or a content organization issue?


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 Post subject: Re: Homeworld vs Cultural Archives
PostPosted: Fri May 04, 2012 11:22 pm 
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Geoff the Medio wrote:
eleazar wrote:
How do we disentangle the effects that are supposed to rely on homeworlds, not archives? Do the effects need to be moved elsewhere?
I'm not sure what you're asking or what the problem is... Is it a technical question, or a content organization issue?

Both, but mostly the former.

As it is, the effects only work when the homeworld also has an archive. I'd like to give archives only to empire's homeworlds (conferring some boni on whoever lives there), but have the homeworld population bonus part work with or without an archive.

I don't know how to script that. I tried commenting out "contains source", but that didn't do the trick.

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 Post subject: Re: Homeworld vs Cultural Archives
PostPosted: Fri May 04, 2012 11:34 pm 
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If you're writing an effects group as part of a species, and you want to select the planet the species is on, it'd be just "Source". If you also want to select only planets that are the species' homeworld, you'd do "Homeworld name = Source.Species." And those together and I think you'll get the planet on which a species resides if it is also that species' homeworld. If this is a scope condition, you'd need both. For an activation condition, it only tests the source object anyway, so you don't need the Source or And conditions.


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 Post subject: Re: Homeworld vs Cultural Archives
PostPosted: Sat May 05, 2012 1:24 am 
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OK, thanks, that explains how to do the effect for the homeworld.

What need to change in this one, so it can reside in species.txt?
Code:
scope = And [
                Planet
                OwnedBy TheEmpire Source.Owner
                ResourceSupplyConnected empire = Source.Owner condition = Source
                Number low = 1 condition = And [
                    Contains Source
                    Planet       
                    Homeworld name = RootCandidate.Species
                ]   
            ]

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 Post subject: Re: Homeworld vs Cultural Archives
PostPosted: Sat May 05, 2012 3:04 am 
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eleazar wrote:
What need to change in this one, so it can reside in species.txt?
Code:
scope = And [
                Planet
                OwnedBy TheEmpire Source.Owner
                ResourceSupplyConnected empire = Source.Owner condition = Source
                Number low = 1 condition = And [
                    Contains Source
                    Planet       
                    Homeworld name = RootCandidate.Species
                ]   
            ]

If it's still supposed to match planets, owned by the empire that owns the source planet, resource connected to that planet, and with a species on them for which the source is a homeworld, then that doesn't need to change. You might want to have an activation to restrict it to working when the source is a planet with growth focus, though... (species can also be on ships).


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 Post subject: Re: Homeworld vs Cultural Archives
PostPosted: Sat May 05, 2012 5:11 am 
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eleazar wrote:
OK, thanks, that explains how to do the effect for the homeworld.

What need to change in this one, so it can reside in species.txt?
Code:
scope = And [
                Planet
                OwnedBy TheEmpire Source.Owner
                ResourceSupplyConnected empire = Source.Owner condition = Source
                Number low = 1 condition = And [
                    Contains Source
                    Planet       
                    Homeworld name = RootCandidate.Species
                ]   
            ]

You'll probably need to replace Contains Source with Source, since Source will match the planet itself, rather than an object (like a building) contained by the planet (I think...).

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 Post subject: Re: Homeworld vs Cultural Archives
PostPosted: Sat May 05, 2012 12:08 pm 
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Excellent.

Thanks guys, as of revision 4882, all the basic functionality of growth works.

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