30.05.2009, 20:50:23
I just successfully forced the game to load my custom dialog instead of an existing one. This technique can be used to improve other dialogs as well, so yeah, fancy UI additions can happen in the future (Crap Engineers? Harvesters Immune? Destroyable Bridges? A checkbox for the AI Unit Cloning Bug fix? Who knows?)
What already works:
- The checkbox does control the generation of Urban Areas, as it says on the tin.
- RMGMD.ini → [General] → GenerateUrbanAreas=y/n is read and used as the initial value of the checkbox. If it's not set, the checkbox starts unchecked. This didn't work before, and is the reason for a couple RMG IEs that the testers got. The checkbox's state is loaded from the ini only the first time you open the RMG, after that it saves its state until you exit the game.
- The strings used for text/tip are obviously CSF'd. The GUI: vs STT: separation is all over the game, it's not something I came up with.
- The list of buildings/units used for this is still hardcoded to the TS stuff and causes IEs if they don't exist. This will be rectified in the near future.