We-the-People-civ4col-mod / Mod

This is the repository where the mod resides.
86 stars 36 forks source link

Save options in xml #153

Open Nightinggale opened 5 years ago

Nightinggale commented 5 years ago

Add the ability to save certain data in an xml file. This is settings, which should not be anything, which goes into savegames. It is to replace some settings in globalDefineALT where players can set how they want to filter messages from domestic market or similar GUI stuff. It can also turn certain sounds on and off.

In other words it's settings for various user interface settings, which can then be set ingame and remembered even when restating Colonization.

There is a lot of xml related functions in CvDLLXMLIFaceBase.h. However not all xml functionality is exposed. If it doesn't supply everything we need, the xml editor has a newer version of tinyxml2 set for static linking. It can be found here. It's lightly modified to be able to compile with our makefile (no functional changes), meaning this is the version we want if we want full xml support.

Function to get the path to the mod.

const char* CvDLLUtilityIFaceBase::getModName(bool bFullPath = true)
Alignn commented 5 years ago

filter messages from domestic market

Is this already possible? The "Tavern generated whatever" spam is bad enough mid-game, but come late game when two or three colonies without custom houses are overloaded it just takes forever for all the "whatever was sold for basically nothing due to lack of storage" to finish printing, and I pretty much don't care about any of it (especially if I can't change the behavior, such as by preventing stone & tools specifically from being sold as excess; seems to be impossible without a customs house).