Demo Scenario: pre-built Production Queue.
2 identical (save StructureID, of course) Cities was placed on each map.
One City belongs to human player, other belongs to AI opponent.
Independent and AI Wizard versions. ReflectingPool surveillance net allows to see opponent's city and AI Pioneers in action.
See scenario descriptions for details, play scenario to see how it works.
This is the kind of thing we have been waiting for, this opens up a whole new list of possibilities when it comes to scenario design and MOD making..
I bow before your higher intellect..LOL
Seriously, well done for the work involved, it just goes to show what can be done.
When can we start using this for our maps/scenarios/Mods etc...
Turbo Beholder File Author
Posted on 08/04/06 @ 01:40 PM
Note that in Mods (resource sets) we have TCityResource objects. TCity (which have Production Queue) exists only on map (and refers to its resource by slot number - the same is true for all "tiles").
I started thread to discuss Production Queue - http://aow.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=26,4990,,60