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