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Re: [Feature Request] Facility produce items[message #337849]
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Wed, 19 November 2014 12:52
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Any news on item producing facilities, yet?
Currently doing Cambria map and had quite a few ideas for producing facilities.
There are a few issues:
I think the production needs to be tied to pre-defined grid-no's (possibly teleporting the merc to the grid if ordered to do produce stuff... it would a bit lame, if the merc can do the assignment from where ever he stands). This however would of course require that the tile is accessible (due to doors being unlocked and the grid not being blocked by someone else). This is obviously mainly cosmetic.
Much more important would be values like "item to be produced" (item ID), "needed resources" (item ID and maybe also quantity), "number produced", "time of a production cycle", "min required stats to produce item", "needed skill"(? I'd say yes, certain items need specialists to be produced), "possible stat gain" etc...
Would also need special tooltips and/or reminders (like: out of cash/out of resources/item XYZ was produced)... you get the point...
I'd really like to see get this coded at some point.
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