Since I finished my additions to AND to flesh out my new techs, I want to start another thread for my next project. I'm still interested in adding more stuff to AND, but I want to add stuff with a plan in mind. Ideally, I want to add new buildings either to give content to a tech with very little content of its own right now, or to create or enhance a building line. So I went through each tech and listed what it offered, but while I was doing this, I noticed there were many redundant prerequisites on units and buildings that I think should be cleaned up before I add anything else. I don't think redundant prerequisites really add anything to the game and can be misleading, so I'd like to have this cleaned up in order to give a true picture of what each tech really has to offer.
This first post is specifically limited to cleaning up existing prerequisites. I have a few actual changes in mind for a later post.
Some of these redundancies came about because of my not-yet-uploaded Tech Tree changes. I would ask that we don't make any of these changes right now. I have new BuildingInfo and UnitInfo XML files ready to go, so I can make these changes as part of adding the new techs and content.
The list of redundant tech prerequisites on units is quite long. I've spoilered it to keep the space down.
Buildings aren't as bad, but there are a few redundancies that can be trimmed.
Does this sound fair? I can explain any of this if you want. Some of these units might actually need their final prerequisite changed to something else instead. I worked only with the prerequisites as they currently stand.
This first post is specifically limited to cleaning up existing prerequisites. I have a few actual changes in mind for a later post.
Some of these redundancies came about because of my not-yet-uploaded Tech Tree changes. I would ask that we don't make any of these changes right now. I have new BuildingInfo and UnitInfo XML files ready to go, so I can make these changes as part of adding the new techs and content.
The list of redundant tech prerequisites on units is quite long. I've spoilered it to keep the space down.
Spoiler:
Buildings aren't as bad, but there are a few redundancies that can be trimmed.
Spoiler:
Does this sound fair? I can explain any of this if you want. Some of these units might actually need their final prerequisite changed to something else instead. I worked only with the prerequisites as they currently stand.