Open upsidedownLS13 opened 10 years ago
With @53903fb98e157677e9ecbfd8beded271d547867d I added something similar, where the parameters are stored in the careerSavegame.XML file, so the hosting-player could then change the values and re-load the savegame.
If you use that revision (or later) of the mod, start a game and save, then look in careerSavegame.XML to see the parameters.
But yes, I could add a possibility for the map-author to "set the initial value of the parameters" when starting a new career/savegame.
The "slowdown in weed growth" I have not heard of before? Are some complaining that the weed plants propagate too much/fast? - If so, please create a new issue for it.
The weed propagation issue is a direct response to your statement here: http://fs-uk.com/forum/index.php?topic=161700.msg1086560#msg1086560
The propagation of weed will happen every in-game minute - though it will not grow - so it may happen that if the 'growth cycle' is delayed say 5 in-game days, there will be 5 times as many weed plants growing, if no herbicide have been sprayed.
This is why I coupled it to the longer growth period introduced in the sketched hourChange function. Nonwithstanding it could be implemented as an independend parameter though.
And
But yes, I could add a possibility for the map-author to "set the initial value of the parameters" when starting a new career/savegame.
this would be greatly appreciated I think :+1:
Just a suggestion, but I think it would help a lot.
Can you make the gameplay parameters of your mod dependend on a table in g_currentMission?
To illustrate what I mean, lets call it g_currentMission.fmcSoilModParameters = {}
Now I can optionally set fields within the loadMap01Finished()-function of my map. If they are ~=nil they are taken with priority. This way a mapper could e.g. set fmcGrowthControl.disableWithering without touching your code and without influencing other maps - even if they are loaded after the first one.
besides things like fmcGrowthControl.disableWithering; fmcGrowthControl.reduceWindrows etc I am also thinking of two important parameters that are hardcoded at the moment:
Lets say you define g_currentMission.fmcSoilModParameters.growthDays for the current map and also change the fmcGrowthControl:hourChanged function something like this:
and maybe a similar change to accomodate for the slowdown in weed growth:
Just an idea, but I think a lot of folks&mapper would appreciate a feature like this.