Nothing big, but...I think it would be a bit better without the time and the @(I think webchat only does the @)
<johndh> How difficult would it be to implement different levels of upgrades, á la *craft or Age of...? I.e., you research upgrade A and upgrade B appears in its place. I've got a boatload of upgrades in Solunar and most of them are meant to stack.
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<johndh> Like, let's say we want three levels of "armor crafting", then we could have armor_crafting_meta.xml, which pulls together armor_crafting_1.xml with *_2.xml, and *_3.xml
<silnarm> hmmm... maybe a couple of extra XML elements could do it...
<silnarm> actually, a little logic could probably do it automagically.
<silnarm> if Upgrade B required upgrade A, dont show the icon for Upgrade B until upgrade A is acquired
<silnarm> and then hide the icon for Upgrade A.
<silnarm> if upgrade C requires upgrade B ... etc, etc
<silnarm> I'll think about it for a bit .... Wink
<johndh> Sounds good as long as it doesn't do that by default.
<silnarm> ahh, ok.. an explicit system is better?
<johndh> I think so. If you've got two upgrades that are only quasi-related, then I think it would be better to show both.
<johndh> I mean, you wouldn't automatically know that polymers will eventually lead to airplanes. However, if it's something like "basic ballistics", there's an assumption that there's going to be intermediate and advanced.
<silnarm> ok, maybe UpgradeB: <supersedes upgrade="upgrade_a" /> or something along those lines?
<johndh> Sounds good to me.
<johndh> or in Upgrade A: <next-upgrade name="upgrade_b"/> would work, I suppose.
<silnarm> just links them up, yeah, that's good
Anyways, sounds cool.