| Line 60: |
Line 60: |
| | [[File:SoftwareTypeOverview.png]] | | [[File:SoftwareTypeOverview.png]] |
| | | | |
| − | === Tags === | + | === Element === |
| − | A software type XML file should contain the following tags: | + | A software type TyD table should contain the following elements: |
| | | | |
| | {|class="wikitable" | | {|class="wikitable" |
| | |SoftwareType | | |SoftwareType |
| − | |This is the root tag, which all tags should be a child to. If this tag has the attribute Override="True", all tags are optional and will override the content of a software type by the same name. You can use this to override some values of the built-in software types. Note that if you override the Features tag, you will delete all features from the software type. | + | |This is the root table. If this table has the record '''Override True''', all elements are optional and will override the content of a software type by the same name. You can use this to override some values of the built-in software types. Note that if you override the Features list, you will delete all features from the software type. If you add the record '''Override Delete''', it will delete the softwaretype of the same name, from the game. |
| | |- | | |- |
| | |Name | | |Name |
| | |The name of the software as it will appear in dropdown lists, etc. | | |The name of the software as it will appear in dropdown lists, etc. |
| − | |-
| |
| − | |Delete
| |
| − | |Optional tag which deletes the software type from the game, if it is set to TRUE
| |
| | |- | | |- |
| | |Category | | |Category |
| Line 77: |
Line 74: |
| | |- | | |- |
| | |Categories | | |Categories |
| − | |The categories for the software type. Can be omitted. | + | |The categories for the software type. This can be omitted to make the game create a Default category. |
| | |- | | |- |
| | |Description | | |Description |
| Line 83: |
Line 80: |
| | |- | | |- |
| | |Unlock | | |Unlock |
| − | |Which year this software type will unlock, e.g. <Unlock>1995</Unlock> | + | |Which year this software type will unlock, e.g. '''Unlock 1995''' |
| | |- | | |- |
| | |Random | | |Random |
| | |How much sales will vary. When a product is released, a random number is chosen and it is weighted using this number, and it will be multiplied for all sales. As an example, for games it is 0.5, since you can't count on good sales for a game, but for operating systems, it is 0, since they are generally in demand and necessary for a computer to work, so sales won't vary that much. | | |How much sales will vary. When a product is released, a random number is chosen and it is weighted using this number, and it will be multiplied for all sales. As an example, for games it is 0.5, since you can't count on good sales for a game, but for operating systems, it is 0, since they are generally in demand and necessary for a computer to work, so sales won't vary that much. |
| | + | |- |
| | + | |IdealPrice |
| | + | |How much products of this type should ideally cost at 100% quality and interest. This should be omitted if you want to control the ideal pricing per category. |
| | + | |- |
| | + | |OptimalDevTime |
| | + | |How many months this product should ideally take to make (This is in 1 employee months, meaning the value is not scaled by having a team working on it). This also controls how many features the player needs to select to satisfy a submarket. This is 40 for games and 75 for operating systems. |
| | |- | | |- |
| | |Popularity | | |Popularity |
| − | |How popular a software type is, which limits the maximum amount of income. Computer operating systems have 1 and Role Playing Games have 0.6. (Ignored if software type has categories defined) | + | |How popular a software type is, which limits the maximum amount of consumer reach. Computer operating systems have 1 and Role Playing Games have 0.6. (Ignored if software type has categories defined) |
| | |- | | |- |
| | |Retention | | |Retention |
| − | |How long people will use the product, should be between 0 and 1, not including 1. Computer operating systems have 0.9 and Role Playing Games have 0.7. (Ignored if software type has categories defined) | + | |How long products keep their interest after release and how long people will use the product in months. Computer operating systems have 72 and Role Playing Games have 24. (Ignored if software type has categories defined) |
| | |- | | |- |
| | |Iterative | | |Iterative |
| | |How likely AI companies are to develop sequels for this type of software, between 0 and 1. (Ignored if software type has categories defined) | | |How likely AI companies are to develop sequels for this type of software, between 0 and 1. (Ignored if software type has categories defined) |
| | |- | | |- |
| − | |OSSpecific | + | |OSSupport |
| − | |Whether you need to choose an operating system for this software. | + | |Set to True if this product requires support by any operating system, or if you only want it supported by some operating system categories you can write it out like '''Computer''' or in list form like '''[ Computer; Console ]'''. If your software is not operating system dependent just omit this record. |
| | |- | | |- |
| | |OneClient | | |OneClient |
| − | |Whether this software is for contract work. This does not currently work as expected, so you should probably avoid setting this to TRUE. | + | |Whether this software is for contract work. |
| | |- | | |- |
| | |InHouse | | |InHouse |
| Line 109: |
Line 112: |
| | |The [[Modding#Name generators|name generator]] to use for simulated companies or for when the player clicks the name button in the design document. (Will be used for all software categories which don't have one defined) | | |The [[Modding#Name generators|name generator]] to use for simulated companies or for when the player clicks the name button in the design document. (Will be used for all software categories which don't have one defined) |
| | |- | | |- |
| − | |OSLimit | + | |SubmarketNames |
| − | |If this software is OSSpecific, you can use this tag to limit the software to a specific operating system category. | + | |A list of three submarket names, e.g. '''[ Gameplay; Graphics; Story ]'''. Submarket ratios defined should be in the same order you define the names in. |
| − | |-
| |
| − | |IdealPrice
| |
| − | |Optional. What the AI should aim to price 100% quality software as. This price will also be used as suggestion for the player, but can be overriden by current market trends. The price will be scaled by the current most complex possible version of a software type, so the price doesn't change much throughout the game, but removing features will lower the price.
| |
| | |- | | |- |
| | |Features | | |Features |