On 18.06.2012 09:11, Stian Grenborgen wrote:
>> Generally, I like options, and IMHO with the tree-view in place we can
>> afford
>> to have some more.  However IIRC ATM the initial goods prices are in
>> the goods-type definition in the spec. That seems like a good place
>> already. Could the game option get its default value/s from the goods-
>> type definition? (Also
>> IIRC) the current variability is hard coded --- if so that should go into
>> the spec somewhere and a game option is a sensible place.
>>      
> I think it would be a good idea marking most of the options as "advanced".
> This would allow a simplified view of the important options, and we could
> have a check box for showing the more advanced configurations.
>    

Sounds sensible. Since we already have an option tree, we could simply 
add an "advanced option group" and move on from there.

> Composite options could also be displayed in such a simplified view -
> options that modifies several other options. For example an option in the
> map generator selecting the type of map: continental, islands etc, and
> implementing this using standard map options.
>    

I don't think we have the necessary infrastructure, yet. However, unit 
list options were a step in this direction, if I understand your 
proposal correctly.

> Another idea (from a couple of years ago) was having visibility and values
> of options being defined by mods :-)
>
> _____
> Stian Grenborgen
>    

As far as I understand, mods can already add options. I'm not sure about 
removing options, however. And options are always visible at the moment.


Regards


Michael



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