Difference between revisions of "Talk:Wish List (EU)"

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Good point Zombie. The solution is a good one and I like the example from Seb76. The good thing about this mod is that is doesn't unbalance the game at all, it just makes the game easier to use. [[User:Spike|Spike]] 19:06, 14 September 2008 (PDT)
 
Good point Zombie. The solution is a good one and I like the example from Seb76. The good thing about this mod is that is doesn't unbalance the game at all, it just makes the game easier to use. [[User:Spike|Spike]] 19:06, 14 September 2008 (PDT)
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:[[User:Seb76#Base_Building_Stacking|Off we go...]] [[User:Seb76|Seb76]] 00:50, 15 September 2008 (PDT)

Revision as of 07:50, 15 September 2008

Concerning Base Building Stacking:

At the moment you are only allowed to build next to a finished module, and you aren't allowed to plan ahead in your base construction. It would be nice to at least be able to plan more than one phase of construction in advance. This would be pretty easy to implement. There is no need to code any new "queuing system". Just place the new module next to an existing under-construction module, but increment the build time to the normal build time + the time remaining on the under-construction module (the lowest time remaining that would make the square you are building in, a legal square to build in). As a premium for build stacking, you have to pay the costs up-front. As with normal construction, all costs are non-refundable if you change your mind. (There would probably need to be some on-screen feedback for how long the module would take to build, before you were committed to building it.) Spike 12:06, 3 September 2008 (PDT)

There may or may not be an issue with this as you could technically construct the whole base in one sitting and thus overflow the 255 days to build variable. It's a single byte in FACIL.DAT so it would stand to reason that it is the same size in the executable. --Zombie 07:32, 14 September 2008 (PDT)

What *might* be possible:
  • if you try to place an unconnected module, update BASE.DAT for the module part, but keep the time of constuction to 0xFF
  • when a module is done, check if there is an adjacent square whose module type is different from 0xFF, but whose construction time is 0xFF, and start construction if it's the case
  • modify the executable to do that
Seb76 10:00, 14 September 2008 (PDT)
What about something like that?
Buildqueue1.png
You can build anywhere, but it is "queued" if not adjacent to an already built square. Build starts when an adjacent square is complete. Seb76 15:45, 14 September 2008 (PDT)

Good point Zombie. The solution is a good one and I like the example from Seb76. The good thing about this mod is that is doesn't unbalance the game at all, it just makes the game easier to use. Spike 19:06, 14 September 2008 (PDT)

Off we go... Seb76 00:50, 15 September 2008 (PDT)