Because dev time doesn't grow on trees. You want to make your own fork of OXCE with researchable Chryssalid sales, Power Plant tiling, blackjack and hookers, go ahead. Finnik did exactly that when he felt the confines of OXCE becoming too limiting for himself.
Please read the P.P.S. of my first post.
Your only one so far is that it'd explain why it costs money to 'sell' items. This issue will not go away with 'requiresSell'. You will still need to explain why it costs money to 'sell' and why it requires research to sell.
You misunderstood what was said.
Yes. And the point being raised is why are these not sufficient? What does adjacency as a requirement, not a bonus, do for gameplay? Except make it more convoluted for little benefit?
Are mods to be a bonus or are mods to be a change?
If mods are to be a bonus then everyone would objectively agree that every mod is useful to everyone.
Why does everything have to be next to the PP? What happened to power cables?
Issue #4 has nothing to do with requiring adjacency.
If you required me to tile all my bases with regularly placed Power Plants, I would immediately go and disable that silliness. I don't think I'm alone in this.
If your ideal of base building is making them out of relatively fixed blocks of adjacency-required buildings, I think your idea of fun is quite distant from most others'.
As already stated, this is a customizable value, it's up to the modders to implement and users to enjoy. As with all other customizable values, some will and some won't.
You are not alone in not enjoying the example I mentioned and I'm not alone in not caring if I had to deal with the example I mentioned. Thankfully, subjective opinions shouldn't have a place in whether or not a customizable value should objectively be added.
OK, I don't want to keep going around in circles.
I don't either but I can't explain things better than I already have.
Actually, I'll try again. The basic features I requested have a lot of flexibility, especially if you use some together. Look at the example you gave:
- in the XCOM2012, when you build two facilities of the same type next to each other, you get better overall performance:
* Gameplay benefit: player gets a new option of increasing performance (for the cost of some early planning)
* Experience improvement: happiness when rewarded for learning and doing something more efficient
So, you can use the building adjacency feature (issue #3) to build two facilities next to each other.
Then you can use the service change feature (issue #4) to increase performance.
This is not how I intend to use the features I mentioned but they are generic and bland enough that modders can come up with interesting combinations.
- in your general stores example:
* Gameplay benefit: ?? (the player doesn't get any new option, as far as I can say)
* Experience improvement: ?? (sadness, disappointment and frustration that they have lost storage capacity and additionally now have a completely useless facility?)
So here you can reduce storage and increase something else. The way I worded the issue doesn't prevent this.
The example I gave is also not how I intend to use the feature, it's just a possible implementation.
Can you name the benefit and/or experience improvement or not?
No benefit/improvement = feature is not going to be implemented.
Except for issue #1, I worded every issue to allow for more possibilities, the examples I gave are bland and uninteresting but that doesn't mean the modder's implementations have to be.
Obviously, for my case, I want to mix things up even if others see it at convoluted (obviously, they should seek another implementation aside from mine since the basic feature itself does not lean towards being convoluted or not, it, like any other customizable value simply allows for being convoluted or not).
But if you want something to be implemented, you do need to provide arguments why it should be implemented.
(I'm sorry, but "I want it this way" is not a reason for me to do anything)
The thing is that the impression I'm getting for some issues is that the response is "but I don't want it this way" and that's one reason why we are going in circles.
However, what I did was thought about the issues I had then broke them into pieces that other modders can use separately or together.
That's the benefit/improvement, it is for modders.
How they choose to use the pieces can be very interesting or very uninteresting.
I wanted to implement this, but I see that hidePediaInfoButton already does what you want.
Do you have an example where/when it works differently?
With both options on, the INFO button still shows up for Stingyrays, Avalanches and Cannons in UFOpedia.
Clicking said button leads to another window that says, "This feature is disabled."
I have a practically endless list of requests by now, many of which are never going to be implemented.
I forgot to mention, I understand this, I really really do.
So, if you see something I wrote
and your first reaction is this, then have at it.
If not, no big deal, really.