Expose tech level to JS API & apply tech level via rules.js

For AI and campaign script related discussions and questions
Post Reply
User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Expose tech level to JS API & apply tech level via rules.js

Post by aubergine » 31 May 2012, 03:47

To this day, I still haven't been able to find an accurate description of what effects T1-T3 have on a game, other than more techs being available depending on the tech level setting of the game, which is somewhat vague and ambiguous.

Would it be possible to expose the tech level via a new "techLevel" constant, which would be set to a number representing the tech level specified for the game, or -1 if not applicable... do tech levels apply to Campaign, Challenge, Fast Play or Tutorial modes?

The rules.js script can then easily enable / complete the relevant research/structures/components/etc for the specified tech level.

This would:

a) Make it clear what effects tech level has on the game
b) Move the code to rules.js which is a more central and visible place for player init
c) Enable effects of tech level to be clearly documented
d) Allow game mods that alter the effects of tech level
e) Facilitate T0 maps which start with scavenger tech
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO

User avatar
Shadow Wolf TJC
Regular
Regular
Posts: 1047
Joined: 16 Apr 2011, 05:12
Location: Raleigh, NC

Re: Expose tech level to JS API & apply tech level via rules

Post by Shadow Wolf TJC » 31 May 2012, 15:54

From what I understand, the different tech level settings for multiplayer/skirmish games seem to affect what technologies players start off with.
Creator of Warzone 2100: Contingency!
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100

User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: Expose tech level to JS API & apply tech level via rules

Post by aubergine » 31 May 2012, 16:38

Yes, but which technologies and where does it get defined?

Currently, the base type setting will give users some techs: baseType effects on starting tech

However, this seems to have nothing to do with T1-T3. It would make sense, to me at least, to have everything defined by rules.js.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO

User avatar
Mysteryem
Global Moderator
Global Moderator
Posts: 728
Joined: 22 Sep 2008, 19:44
Location: UK
Contact:

Re: Expose tech level to JS API & apply tech level via rules

Post by Mysteryem » 31 May 2012, 17:29

Looks like it's mp.wz\multiplay\script\ and then the varying camtech.* files. cam2tech is T2 and cam3tech is T3.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."

User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: Expose tech level to JS API & apply tech level via rules

Post by aubergine » 31 May 2012, 18:51

Mysteryem wrote:Looks like it's mp.wz\multiplay\script\ and then the varying camtech.* files. cam2tech is T2 and cam3tech is T3.
Ah, I thought they were something to do with campaign - thanks for info, will take a look.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO

User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: Expose tech level to JS API & apply tech level via rules

Post by aubergine » 31 May 2012, 20:35

"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO

Post Reply