[messages] [Module Design] Placing counters on counters

JoelCFC25 jkoepp at yahoo.com
Mon Jun 17 16:32:17 CEST 2019

I wouldn't say it's an error, but consider some side effects of making
these indicators full pieces in their own right (bear in mind I know
nothing about the game in question, some of the following may not be
pertinent at all): 

If your game has stacking, and you are going to be using the mouse-over
stack viewer, each of these status indicators will appear in that viewer
as a standalone piece, rather than "locked" with the piece to which they
belong. If you need to unstack a piece with one of these indicators from
other pieces and move it somewhere, you get double the work--you have to
unstack and move both the unit and its indicator. But maybe that's not a
big deal. 

Admittedly there is a lot going on in the Layer trait configuration. An
extremely minimal Layer employs just 3 parts--the Name of the Layer at
the top (leave all the tickboxes below empty), then a name and keystroke
assigned to "Activate Layer", and finally an image assigned. Let's say
you chose "Toggle" and "CTRL T" for your Activation settings. The effect
is to give your piece a right-click command "Toggle" that turns on the
layer (displaying the image) and then turns it back off. You can use
positive/negative numbers in the Offset box to control where in relation
to the base piece this layer image displays. 

Is this CP value fixed at a certain amount? Or can it vary depending on
the turn? And does the number disappear all at once or is it "spent
down" one by one until gone?

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