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Added the feature to resurrect extinct species found in ancient ruins… #340
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… with the Xenoresurrection Lab.
Information: http://www.freeorion.org/forum/viewtopic.php?f=15&t=6570&start=26 AI doesn't need any immediate updates, but should use the building in the future (and then the Banforo will need a little adjustment for their light sensivity). |
A Banfo looks like a teddy bear made of white stone with two large black crystal eyes. It's likely that the Banforo species was artificially created, but information that could show proof was lost in history. The eyes are their most important organs, not only do they serve for perception, but also for communication by showing light patterns around their frames. Banforo can distinguish colors and patterns of even very dim light, as well as focus on light sources far away. Very bright light on the other hand is very hard on their eyes and disturbs their communication. Thus the evening is the favorite time for the Banforo and a defining ritual of their civilization is collectively gazing at the stars once the sun has set. | ||
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Social Structure: | ||
The Banforo are very social towards each other and share strong bonds. Ressources are always shared and private ownership doesn't exist for goods with material value. The form of government can be called communistic. |
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I love this idea, glad you've had time for it, and you've put way more work in than I would've, I'd have just had them have crashed cryonic colony pods and create a ship in the same way as the Dragon Tooth. I wasn't sure about the use of "good chance" in the ruins description but if I'm reading the script right it actually is an accurate description and although I don't like the language I can't think of anything better. Fix the typos I'll merge it, I need to recompile at some point soon anyway and these guys look fun. |
Rather than add a new version of ANCIENT_RUINS_DEPLETED_X for every species, it seems to me it would be a much better structure to leave the ANCIENT_RUINS_DEPLETED as it was, and simply add a new special for the possibility of resurrecting the given species. That seems like a much cleaner (and more flexible) way to maintain things, both from the pure scripting perspective, and from the AI adjustment perspective. As it stands this would break the AI's understanding of ANCIENT_RUINS_DEPLETED, for no good reason it seems to me. The adjustment for that limited aspect of it wouldn't be hard, but it just doesn't seem like a good structure to me. |
That's a good idea Dilvish. That would indeed be a lot cleaner and flexible. |
- The Remains of extinct species will now be separate specials in addition to the Ancient Ruins depleted special. - Added additional SitReps for finding extinct species.
Update has been added. In addition to the change suggested by Dilvish, i've also added SitReps (including Rumors) for finding extinct species and updated the Kilandow icon. |
Looks like the special icons should be in |
Since the icons are downsampled by the engine the specials icon folders other than huge are obsolete. They should probably be removed at one point in the future (and the specials_huge folder can be renamed to just specials). |
@Dilvish-fo , just checking you're OK with this going in, I'm going through old PRs and this one looks good to me, testing it a bit at the moment. |
I haven't tested it, but have no objection to it now that it's been restructured (and I agree the idea is nice). |
Cool, I'm playing now and got Misiorla first off, given I had 4 Mu Ursh homeworlds that wasn't as big a boost, it looks fine, I want to do a few tweaks, give the sitreps a priority, then I'll commit the lot. I don't have a strong opinion on the balance of the species yet but that can come later, species overall need a proper balance pass once the priority system is bedded in (which I'll get back to soon). |
effects = SetTargetResearch value = Value + Target.Population * 5 * [[RESEARCH_PER_POP]] | ||
] | ||
graphic = "icons/specials_huge/ancient_ruins_excavated.png" | ||
''' |
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I'm probably missing something, but after going over all the changes of this PR I can't find where this macro is being used... so what's the purpose of this new macro? Or is that a leftover of the first draft, where you had several versions of the ANCIENT_RUINS_DEPLETED_SPECIAL?
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Good catch, I'm finishing off a few polishes to it to commit at the same time (minor tweaks in wording, sitrep priorities), it does appear to not being used, I'll confirm that and delete it
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Gah, got distracted, committed then saw this, I'll fix tomorrow.
Looks good as far as I can see 😃 |
Closed with 3e239a1 |
… with the Xenoresurrection Lab.