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Re: New Action: change-type


>Hans Ronne writes:
> > >  Currently, Xconq only allows type changes to be done manually,
> > >meaning you must use a command for them to occur. Furthermore, the
> > >changes can only occur if the unit has sufficient materials and
> > >ACP (as specified by the game designer).
> > >  I have plans to extend Xconq to allow automatic type changes
> > >upon such triggers as a unit reaching a certain size or gaining
> > >sufficient amounts of one or more materials.
>
> >
> > This is what I had in mind for the advances game. A time.g-like upgrade
> > path tribe->village->town->city->metropolis that would be conditioned both
> > on size and the availability of certain advances and/or facilities. What we
> > would need for that is code in run_turn_start that upgrades (or downgrades)
> > units that fulfil certain conditions.
>
>is type-change upon research possible, like archers becoming crossbowmen
>once the crossbow technology is researched?

Not yet, but it is what I had in mind. We would need two new GDL tables for
this: uu_change_type_into and au_advance_needed_to_change_type. Another
table, uu_occ_needed_to_change_type, would add support for upgrades
triggered by a key facility (such as aqueducts in civ2) while the utype
property u_size_needed_to_change_type would handle upgrades triggered by
unit size.

Hans



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