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Partial V6 refactoring

Open TheSleepyCraftsman opened this issue 3 years ago • 2 comments

It's not perfect, but it appears to be working, including research points.

FYI:

Campaign progression doesn't work. Manually unlocked the maps. No clue how to refactor old zone content objectives to V6 rules. Not all maps have been added to serpulo.js.

TheSleepyCraftsman avatar Mar 16 '21 01:03 TheSleepyCraftsman

  1. Sectors mustn't be always unlocked. It will be fixed immediately once I find out how to add objectives.
  2. Why did you remove some of turrets' properties?
  3. I don't see any reasons to merge planet scripts to a single file.
    • What is that .idea folder? (Just asking bc I have no clue what it is)

Slotterleet avatar Mar 29 '21 14:03 Slotterleet

Let me review this again. First time I have ever attempted to do a pull request, etc.

  1. Hmm. I thought I had fixed that. I know research objectives don't work. Unlocks based on sectors should.
  2. Compatibility with V6. Couldn't determine what the equivalent parameter name should be.
  3. I tend to agree. I only did this because of my limited experience with javascript. I couldn't figure out how to reference something from another file. Yes, I have no idea what I am doing.
  4. IDE Settings I guess. I used JetBrains IntelliJ IDEA as my editor.

On Mon, Mar 29, 2021, 10:44 AM TheSlaylord @.***> wrote:

  1. Sectors mustn't be always unlocked. It will be fixed immediately once I find out how to add objectives.
  2. Why did you remove some of turrets' properties?
  3. I don't see any reasons to merge planet scripts to a single file. 4)* What is that .idea folder? (Just asking bc I have no clue what it is)

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TheSleepyCraftsman avatar Mar 29 '21 14:03 TheSleepyCraftsman