I hope you read this here. Spend a lot of time on this not to talk about writing [;)]
This morning and afternoon i played a lot around in the editor
still looking for producing something using multiple different parts.
This is a bit of a bug report and tutorial.
Even I was successful, i runned into several problems.
First i explain what i did:
Task: Creation of a fighter using two parts (fuselage and engine) out of a small random scenario
Steps:
1. Creation of Regimeslots for both parts
Each time a part is produced that Regimeslot is increased by one. Both parts are prerequisite
for ItemType "fighter assembly" that will give a fighter SFTYpe.

2. Creation of Itemtypes for both parts
They are just transferred into the corresponding regimeslots not into sftypes

3. Making both parts prerequisite for a third itemtype i called "fighter assembly"
Fighter assembly is just the process of putting part I and II together.

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So far, so good. Now the problems i had :
1. Missed graphics in production screen
With the regimeslots i produced "virtual stuff". I was able to set it in production screen,
but there was no SFTYpe as a direct result from. Because of this i was not able to set
graphics for production screen (which i don´t like)
So i had the idea to set some dummy SFTypes for nobody to produce and to attach them (beside the Regimeslot)
to ma part SFTYpes. This way i could attach graphics. FORGET IT. Either you have to life with strange display
in your production screen or you can´t use this feature since you can either have SFType OR Regimeslot counting,
but not both. As my screens show.


This is a really sad thing since it should be possible to produce something and count it saem time via Regimeslot.
2. Prerequisited parts should limit the max production.
Means need one fuselage and one engine to produce a fighter i should not be able to set a production
of 50 when i have only 10 engines and 10 fuselages. Here the slider in production screen should not allow
more than 10. Actually you can set as many as you want, but it is wasted then and you have 40 "Left" which won´t get
finished until you produce the needed fuselages/engines
Additional problems i runned into while doing what i explained above:
3. ExecDisableItem not flexible enough
Has only indirect to do with this, but i was surprised about the inflexibility of this Exec compared
to most others. I just can disable a item for all Regimes. This is not enough.
Isn´t it better to be able to ENABLE/DISABLE a Itemtype PER REGIME (single regime or all) ?
That way most execs work. You could do a lot with like forbidding special production for some turns.
4. ExecSetMessage seems to be a bit buggy
I wanted to display two Regimeslots for player 2 in a Overview screen at the turn start.
My Event was configured well i think and showed the Message only for player 2 in the style i had in mind.
BUT: You get always two messages here. The first showed wrong values ->Acknowledge
The second message showed the right values. This is weird. I want one Message with the right values and not
two which are only confusing for the player.
I think this problem has to do with the kind of check.
Round check
Only one message, but not the actual Regimeslot numbers
Late turn check
Right values, but in Message 2, the first showed wrong values.
Annoying stuff again. Late turn check should be the right since i checked for production (my parts),
but nobody need that first message.
Ok, that is it for now. Some parts of this may be a tutorial, that´s why i´ll link this to the Mod section, but
from my point of view it´s more a bug report.
Hope it´s a good overview Vic [:)]
PS:
Flugzeugrumpf = Fuselage
Flugzeugmotoren = Engines

