I don't know whether I should ask this question in coding section or in design. Because it has more impact on coding, I'll ask it here:
Are there plans to use an event schedule system instead of actual "forward time, check for events" system? I actually found a bug caused by actual implementation:
at 16:23 I ordered to remove weapon from my aircraft, it states work needs 2 hours. At 18:00 work was finished, expected time ws 18:23. This happens if you choose a slow time progress and hourly update of installation time occurs. This updates installation time to 0 (as only hours are counted) and finishes process too early.
With an event schedule system, a new event could have been added at 18:23, no other checks for updated installation time would be needed and game time stop could have been done exactly at this time.
I know that for such an event system there would be much work to do, but it could enable us to handle some events easier (and more exactly).
From my years of study I remember that such event systems are used in huge simulations, because this way is the easiest to handle many different events. For UFO:AI basically CL_CampaignRun could advance time to a) next time interval (based on actual time progress setting) or b) first event that occurs in this time interval.