Request #11
Statistics pulling tags
Problem: Currently, the only statistics I know for sure that can be pulled from the game is Player Mana. I would really like it if I could, in a similar manner pull all of the information from the game, from hidden values, Player resouces, global effects (such as taxes unrest), unit statistics (such as attack, defense, movement), and city statistics (such as resources produced, growth, unrest, food).
UI: Small changes, the UI needs to know how to update propperly (like with the GetMana). The UI already supports this.
AI: The AI will simply check the end results. This will allow easier coding for the AI, too, as resources can be checked. (For example, AI value for growth can be food/population, so the less population it have compared to the max population, the more it will want to increase its growth)
Code Change: This should be a minor code change. The mechanic is there, it just needs to be set up in terms of a game modifier.
XML: UnitOwner_GetGold, PlayerGetGoldPerTurn, City_GetGold or other similar tags.
How it helps the core game: There are alot of buildings and traits you can add with this. It allows a variety of things to affect calculations. Basically any stat could affect any stat.
How I will use it: I want to make buildings and spells that are affected by the state of the player/city/unit. For example, to modify city growth according to the city population/food, making it so that the more food you have the faster it grows, and the more population you have the slower they grow.
Request #12
If/select case
Problem: We cannot check the current status of things, only affect it. Giving us the options to check things, even in Boolean way, will help a lot.
UI: Almost none. Only the option for effect (Yes option= "Possible" No option= "impossible", or whatever the player decides to do)
AI: This will allow us to code the AI much more efficiently. For example, "If unit has poison, then cure poison priority=2*poison damage"
Code Change: I am not entirely sure how much of a code change is required, though I don't believe it to be a huge amount.
XML: If... or... or... and... or... then.. elseif
How it helps the core game: A lot of checks could be used by this, instead/in addition to the current requirements/checks.
How I will use it: I want to create spells that do more than one effect, but the effects are decided by current ones. For example, an ability the grants a unit an ability and applies to melee attackers a debuff. The unit can use the ability on a debuffed unit, and IF the unit is debuffed, it causes the effect.
Request #13
Allowing old implements to work.
Problem: The game files are plagued by things that were being used in previous versions, but no longer apply. Also, allowing us to do things that were possible in old versions, but changed.
UI: The changes shouldn't affect the UI directly, as they change mostly the background data, which is already visible.
AI: Same as the UI, the AI take information from the data. Changing data changes behavior directly.
Code Change: If Stardock is keeping track of older version's code (I assume you do), this should be a small amount of work.
How it helps the core game: By itself not much, but some of the code can be useful: changing the amount of tiles a unit can walk over road (might be working, didn't check), forcing starting locations to be "favorable" (minimum is supposed to be 4 grain and 3 material, but doesn't seem to be working). This will also allow creation of enchantments that don't take essence slot, etc.
How I will use it: Modders will use all of the "new" old tools for their mods. I and some others want the option to ignore the enchantment slots. If I remember correctly, there was at some point the option to build improvements using outposts- I know many people would like to use that option, instead of the current system (or both at the same time!).