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Empire Species Controls

#2
I once suggested to Haxus that citizens spawning in a particular place should look at a "props list". So, when custom items are done, doctors spawning at a hospital would make sure to spawn with clothing that looks like a medical tunic, or with a knife that looks like a scalpel; administrators spawning near a capitol might find an item that looks like a briefcase on the list, etc.

Adding a tab (to the building screen, presumably?) to control species, clothing and props together might be the most efficient way of handling these choices. That would not rule out a broader, all-empire screen as well - species forbidden for a specific job type on the all-empire screen would be unavailable for local governors to choose on their own building screens.

It may sound like a luxury for roleplayers, but it will obviously be important that a particular building design uses species of roughly the right size. Forbidding a ten-foot-high troop species to spawn in a small retail store and get stuck is a useful function.
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Messages In This Thread
Empire Species Controls - by Deantwo - 11-11-2018, 04:00 PM
RE: Empire Species Controls - by Vectorus - 11-11-2018, 05:17 PM
RE: Empire Species Controls - by Deantwo - 01-06-2019, 11:10 AM
RE: Empire Species Controls - by Snowmantis - 01-16-2019, 04:15 PM

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