Author Topic: Upgrades/effects enhancing produce and repair speeds.  (Read 1157 times)

John.d.h

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Upgrades/effects enhancing produce and repair speeds.
« on: 10 December 2010, 21:50:50 »
Currently, effects and upgrades can enhance production and harvest speed, but (AFAIK) not build or repair speed.

Zoythrus

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Re: Upgrades/effects enhancing produce and repair speeds.
« Reply #1 on: 10 December 2010, 21:58:36 »
nor can it affect morph speed (this would come in handy with my mod)

silnarm

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Re: Upgrades/effects enhancing produce and repair speeds.
« Reply #2 on: 11 December 2010, 03:25:37 »
Code: [Select]
case SkillClass::PRODUCE:
case SkillClass::UPGRADE:
case SkillClass::MORPH:
speed =  speed * prodSpeedMult + prodSpeed;
break;

case SkillClass::BUILD:
case SkillClass::REPAIR:
speed =  speed * repairSpeedMult + repairSpeed;
break;

So, enhancing 'production speed' enhances produce, upgrade, and morph skills. Enhancing 'repair speed' enhances repair and build skills.

Seems ok at first glance, but maybe a bit restrictive ??
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John.d.h

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Re: Upgrades/effects enhancing produce and repair speeds.
« Reply #3 on: 11 December 2010, 04:06:48 »
So, enhancing 'production speed' enhances produce, upgrade, and morph skills. Enhancing 'repair speed' enhances repair and build skills.

Seems ok at first glance, but maybe a bit restrictive ??
Hmm... depends on if anyone would want to enhance a unit's repair speed without enhancing build speed, or vice versa.  Personally, I'd be fine with keeping them together, but I don't know how others might want to use it.

Maybe have a set of meta-multipliers (production-speed and construction-speed), and also allow the modder to specify individually (build-speed, repair-speed, morph-speed, etc.)?  Does that sound sensible?

"shiny_new_hammers" => +50 construction-speed
"autocad" => +100 build-speed
"duct_tape" => x3.5 repair-speed

"sophisticated_tool_use" => +100 production-speed
"steroids" => x1.5 morph-speed
"leeches" => +30 repair-speed
"assembly_lines" => +300 produce-speed

 

anything