View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0020487||AI War 2||[All Projects] GUI||Oct 11, 2018 7:56 pm||Oct 11, 2018 7:56 pm|
|Product Version||0.781 Destruction Diversity|
|Fixed in Version|
|Summary||0020487: Construction patterns in xml.|
|Description||Thanks to Trien, here: https://steamcommunity.com/app/573410/discussions/0/3397295779064718547/|
In theory something that is based on xml and not on code, and that has just a list of entities and their offsets from the mouse cursor would be ideal. The quick defenses approach is completely programmatic, where you just push the button and it fortifies the planet.
I suppose that we could have "preference lists" of turret types or whatever in each slot, where it wants to put X, and if there aren't any of that available, then put Y, and if that's not around, then put Z, and if that's not there then skip that slot but do the other slots. That would be less brittle of a way to handle it.
The interface for that wouldn't be too terrible, either, in the end. I think that might be something to explore over the coming months. I'm going to drop that on mantis.
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