> Was awaiting a growing world for long :) That'll add, imo, much fun to the game, and many opportunities to do other things than monster-bashing :) (which *is* fun, but sometimes you need some rest from that) > So to conclude: > - no need for an extra storing tag for the last time it got a turn. There is > already logic for that (the tag is named lastxxx don't have code here) Didn't know that tag, will look for it. > - no need for such things as an overlay map I'll disagree here. Imagine a beehive generating honey, at approx 1 volume per 10 minutes (random thoughts), holding max 10 volumes. When first time map is loaded, you'll have nothing - wait 10 minutes, 1 volume. Map gets swapped out, you need to remember that 1 volume, even if you happen to run all turns. Oh, I forgot to say that: the idea is that growth is randomized (ie for instance need 500 food for 1 volume, growth rate 5 to 10 food units per turn). So you can't just fastforward from the initial settings, you need to remember a few values. > Now concercing weather interaction. This is abvious values like humidity and > temperature, when available, should influence the growing process :) > And the type of ground too! I'm not that far in the thinking yet :) That could be done, but I'll first do a basic thing, then we'll think about new more behaviours (*gets ready to make a 'plant' file in lib <grin>*) Ryo Accédez au courrier électronique de La Poste : www.laposte.net ; 3615 LAPOSTENET (0,34/mn) ; tél : 08 92 68 13 50 (0,34/mn)