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That's tottaly fine as a temp setup, I don't know if @esbudylin is working on something similar at the moment, or it's fine to merge |
esbudylin
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LGTM, with the exception of this minor comment. Feel free to merge.
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| globalState.SaveGame = save; | ||
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| Civilization player = save.Civilizations.FirstOrDefault(x => x.name == "Netherlands") ?? save.Civilizations[1]; |
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Since these strings ("Netherlands" and "Regent") are also used as default values in the PlayerSetup class, should we extract them into constants?
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Yeah, I considered constants, but actually, what we want to do is make Quick Start conform to the original.
I was reading the manual again and noticed that Quick Start is supposed to run a game with the same parameters as what was set by the user when a New Game was last creates. So this setup information should be stored in a file somewhere. This file can then be initially set with some defaults, which may or may not not match the New Game defaults.
I'll open a separate issue for this behaviour, I think it would be useful for testing.
Looks like Quick Start broke during the base game / save file consolidation effort.
Git bisect suggests it was one of these commits:
19aada8
42c3696
This patch adds a dedicated class that does some default inits, enough to launch a Quick Start game.