Joined: Sep 2011
RE: [MOD] Metropicopolis
Truthfully, when I wrote the guide to do this
, the aim was more personal tweaks on things, and to get people interested in looking into what else was going on. Not many people have asked me how upgrades actually work -- they're not magic, there is a fair whack of code involved in them too
For efficiency, the internals of this mod should probably be split into multiple files, one for each building type (you can see the names of the buildings if you extract the Game.hpk file, then look inside Game/Classes/Buildings, and ignore the "Impl" files). You could also distribute it as a zip, as someone else pointed out to me in the music thread, and have users extract it into the Tropico 4 directory (so it creates Game/Thunder, and then puts your files into it). Then people could turn them on/off.
Though I'll again raise issues of balance, not necessarily for your own sake, but bear in mind that you will break your score, and there are ways to irritate people in the game if you don't understand how the internal balance checks work. Also note that breaking your scores deliberately by doing this could result in lock-downs by Kalypso...
As an aside: I have my own method of circumventing any/all lockdowns should they come into play, and intend to re-release Tyrannus on that platform should it come to pass.
"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.
"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
|31-12-2011 06:59 AM