01-14-2015, 12:23 PM
I've made more tweaks to sub-components stats. Also adjusted the dimensions of the AI vehicles somewhat. This morning I finished the manual component popularity adjustments code in the TurnEvents.xml file. This means that modders or my self can manually adjust component's popularity through the turn event files. Why is that cool? Well think of it like this. Natural Gas production here in the USA is booming. If it continues at this pace, it would actually be cheaper to run your vehicles off of natural gas than gasoline (petrol.) What if in 2030 natural gas starts to overtake gasoline as the most popular fuel type? We can now manually adjust it to simulate that.
On top of that I've also implemented dynamic popularity changes for fuel types. The more vehicles designed using a certain fuel type, the more popular it will become, likewise, the less a fuel type is used, the less popular it will become.
I still have to work in popularity random events, and get the consumer AI working with the fuel type popularity. Which is what I'll do after "lunch."
-Manual Popularity Change
-Dynamic Fuel Popularity
On top of that I've also implemented dynamic popularity changes for fuel types. The more vehicles designed using a certain fuel type, the more popular it will become, likewise, the less a fuel type is used, the less popular it will become.
I still have to work in popularity random events, and get the consumer AI working with the fuel type popularity. Which is what I'll do after "lunch."
-Manual Popularity Change
-Dynamic Fuel Popularity
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski