Well, a dual system (putting the likes/dislikes either in the Species focs files or in the buildings/policies focs file) would allow to create a Policy focs file and let the system manage the likes and dislikes resulting from it.Geoff the Medio wrote: ↑Wed Dec 22, 2021 9:23 pm How should an automated system know which species should like or dislike your arbitrary new building or other content?
An automated way of modifying all the Species files from the new Policy/Building file would have a similar result I guess.
Thing is, when one updates the game and simply copy the files to the folder dedicated to his modded versions, new FOCS files are not overwritten but the modified FOCS files are, so one has to re-copy all the modified ones to the specific folder they belong to, which can be tedious if there are a lot to change - and if the new files differ from the old files, then the new get overwritten if the player doesn't do a diff before the copy. So basically, it's a complete mess.
Interesting idea.Geoff the Medio wrote: ↑Wed Dec 22, 2021 9:23 pmYou can add a macro to like / dislike lists and add your building to the macro definition.
But I'm not sure that I get it entirely...
The macro would be different for each Species ?
Or it would be a general macro used by all Species ? Then what would be its syntax ?
Is there a "case" in FOCS ?
Code: Select all
Dislikes [
Case Species =
Scylior : Neutronium Forge
Etty : Interstellar Lighthouse
]
I meant that a lot of the new Policies (those created after the initial release of the Influence version) have no likes/dislikes from Species, and my hypothesis is that it's because the creator of these Policies (and buildings) did not care to go to each Species file to add a like or dislike.Geoff the Medio wrote: ↑Wed Dec 22, 2021 9:23 pmNot sure what that means, but most species were semi-randomly given a few policies to like or dislike, along with various other types of liked or disliked content.