2Shadow Wolf TJC: as i've said: each structure should have own set of aviable weapons. My screenshot with X-cannon on tower was just a joke and it should be in game

and better stop work on mod and help me with my patch
i need fit designed structures(defenses) to current WZ balance
for example, if we have Heavy Cannon Hardpoint, then designed one should have same or almost same stats as in current WZ stats. also formula (simple sum of body and weapons) of structure HP and build time should be checked and may be adjusted to fit current balance
2aubergine: i'm not sure what i corrent understand whole your suggestion
in wz code STRUCTURE and DROID is two different objects (classes)
adding propulsion to structures sounds weird for me
what i dont like in your (and Iluvalar's) idea, is using "propulsion" terminology for structures,
so first step should is to provide concept with clean terminology.
current logic of my patch is: 1) create droid template with "structure type" 2) convert droid template to structure_stat object
i'm very new in WZ code, so i'm trying change only minimum necessary lines and use maximum of current working code
i have only one way to learn WZ code - is implement such things,
and may be later, when i will get full understanding of code, i can say is it good idea or not with "propulsion" for all object and how it is implementable or not
so, if you still want push this idea, please provide clear steps, and first what mean word "propulsion" for features, strctures (hills?. how about damagable hills?

)
also i dont understand, why we need use 16-bit mask, i think we can use any data table with any number of columns and rows,
aubergine wrote:@Reg312: Keeping the code clean and consistent is vital IMHO.
some things can be clean for some people and messy for another people, so i dont know ideal code, but i believe in ideal game

in my ideal game structures should be designable