Caradoc
Jun 29, 2008, 12:46 PM
No rush. There's plenty in FF to keep me amused. Just wanted to let you know there's still interest out here.
|
View Full Version : Magister Modmod Pages :
1
[2]
Caradoc Jun 29, 2008, 12:46 PM No rush. There's plenty in FF to keep me amused. Just wanted to let you know there's still interest out here. Vehem Jun 30, 2008, 05:33 PM Well, I do have plenty of school stuff to do, but mostly I'm waiting for xienwolf 's xml modcomp and Vehem's Fall Further to be updated to the latest patch. Many of my ideas depend pretty heavily on SDK/schema changes included in one mod or the other. (I'm really hoping that I can convince vehem to go ahead and include all the xml modcomp changes, since my last attemp to merge the mods failed.) No persuasion needed. It's good work and I can use it myself - so I'll be including all of the SDK side, including the new XML fields. MagisterCultuum Jun 30, 2008, 05:59 PM :clap: :bowdown: :worship: :clap: :yeah: All the SDK/xml schema changes? Thank you! I do wonder whether it might be better not to include all the modcomps xienwolf included though. He isn't planning on using most of them himself, since he suspects one of causing lots of WoC errors. Feel free to use include them if you can fix the bugs though. Have you considered implementing anything I had requested of xienwolf that he hadn't added yet too? Especially the ones I mentioned in the FF thread today? How about making things like Broader Alignments inot game options? Do you have an ETA on FF 0.40 yet? I'd be tempted to start my next modmod as soon as you release it, but I should probably focus more on a school project for the next couple weeks. Thus, delaying it a little (especially if that means including more of my requests) would probably be better for me. It might anger most of the fans of Fall Further though. Vehem Jul 01, 2008, 05:21 AM :clap: :bowdown: :worship: :clap: :yeah: All the SDK/xml schema changes? Thank you! I do wonder whether it might be better not to include all the modcomps xienwolf included though. He isn't planning on using most of them himself, since he suspects one of causing lots of WoC errors. Feel free to use include them if you can fix the bugs though. Have you considered implementing anything I had requested of xienwolf that he hadn't added yet too? Especially the ones I mentioned in the FF thread today? How about making things like Broader Alignments inot game options? Do you have an ETA on FF 0.40 yet? I'd be tempted to start my next modmod as soon as you release it, but I should probably focus more on a school project for the next couple weeks. Thus, delaying it a little (especially if that means including more of my requests) would probably be better for me. It might anger most of the fans of Fall Further though. Hmm - I've just got to the point where I was going to start merging these in - but having looked at what Xien has said in his thread regarding a ground-up rewrite, it might not be a good idea at this point. The part that really appealed to me for the future is the exact part he's wanting to keep in the rewrite (and I think that was the part you wanted too). As Xien is sure that theres an intermittent crash problem - I don't really want to introduce that into Fall Further. I can see a lot of future uses for the XML work in the modcomp, but at this moment in time I'm not relying on any of them and I can't justify adding a potential CtD for sake of some future modifications, especially when Xien is planning to rewrite the exact parts I'm interested in anyway. I know that you really wanted it included this time around - but if I did that all of the other FF-players would have to put up with the CtD issue, or wait potentially much longer whilst I tried to isolate it (if Xien can't locate it easily with how familiar he is with the changes, then it'd take me a very long time I suspect). == In anycase - I've PM'd Xienwolf about it - if we can fix it, we will - but I thought I'd better let you know if you were going to be relying on it. MagisterCultuum Jul 01, 2008, 07:54 AM (and I think that was the part you wanted too). Not really. So far not much luck with isolating the intermittent crash, so I am going to re-write the code from the ground up. I'll be dropping the MODCOMPs which I am not personally planning to use as well, so if you want the code for those, save it somewhere. Keeping: Dom Pedro's Food from Animals Bhruic's Trade Fix Ditching: Dom Pedro's Dynamic Unique Units xednix's Technology Affected Buildings TheLopez's Resources from Civics Jean Elcard's Obsolete Buildings Main thing I will be doing while re-writing the code is making certain that WinMerge will actually acknowledge the added code AS added code. The commenting system I use now does this fairly well for most things, but there are some areas where it doesn't work so well. This means I will be changing the format of the code to be slightly different in how you read it (no lines with just a start or end bracket) Most of what I want was written by xienwolf personally, and so won't be removed. While I wouldn't mind having the other included modcomps too, the only one that featured prominently in my plans was xienwolf's version of food from anaimals, which he is keeping. True, Obsolete Buildings could make my life easier when I get around to implementing advanced temples, but it wouldn't be too hard to to use some python blocks instead. LetsBoogeyUp Jul 14, 2008, 02:58 PM I often see you posting things like: "I was planning to add X in my modmod" or "I have altered X in my modmod" and other messages along those lines. So I am curious, how far along are you? I mean this in a purely non-confrontational way, I am just wondering what you are up to! MagisterCultuum Jul 14, 2008, 03:35 PM So far I'm just been ideating and playing around with a few changes in modmods like Fall Further and Orbi Modmod. I have several versions of my modmod on my computer, but none were really finished and none are compatible with recent versions of FfH or the BtS 3.17 patch. I managed to break most of them in unexplained ways when I was getting close to releasing it, and I didn't document them as well as I should have/plan to. The main reason I haven't started serious work on my modmod is I'd rather have other people to the hard work for me. Many of my ideas depend on changes made in Broader Alignments and Xienwolf's XML Modcomp. I tried to merge them (actually, I tried to merge xienwolf's and Fall Further, since that includes Broader Alignments) once, but it didn't really work. I have managed to compile my own DLL and to make minor changes, but my C++ skills aren't very good. I've never been able to get xml schema changes to work for me. I have however been able to convince Vehem to include most of the modmods I plan to incorporate in mine into Fall Further. I plan to either borrow the DLL of Fall Further directly or take his source files and make some fairly simple changes to it to use for my modmod. Serious development on Magister Modmod can't continue until I have a DLL that allows the needed schema changes. Also, I am pretty busy with school right now, and will be for the rest of the month. After that, I'll have a little over two weeks off with absolutely nothing to do except work on my modmod. Assuming that Vehem releases a stable DLL including Xienwolf's xml modcomp by the last day of the month, I should have a new version of my modmod ready to release when I move back for the fall semester (we still have dial-up at home, so it would be hard to release between the first and the 17th of August) MagisterCultuum Jul 30, 2008, 01:31 PM I just finished my finals, so its modding time. Should the next version of my modmod include all of Fall Further, or just be based on the same (or only slightly modified) DLL? Shakiko Jul 30, 2008, 02:34 PM Well, it's your time and work, so you should decide... but if you ask in that way ... :p At least for my part, your modmod "just" being based on the same dll would be more appealing. Not b/c I don't like FF, but if really everything from FF is in there, then it might turn into a Modmod's Mod :crazyeye: On top of that you stated that many ideas over the last months: it would be great to actually see them "in action" and as you always got serious problems breaking your modmod all of a sudden, perhaps a fresh start with documented changes would be helpful to avoid this this time. Marksman77 Jul 31, 2008, 04:57 AM I agree with Shakiko. While FF is a great modmod, it's not like everything else should be FF-based. Maybe it's just me, but for me pure FfH is "canon" and FF is an addition. Many of the changes you're going to make (speaking from the info you've been giving on the forums) should be in my opinion applied to "canon". Caradoc Aug 01, 2008, 12:57 PM As far as I'm concerned, you should just take what you like from the other modmods and make your new one a separate creation. Trying to synch up with other modmods that are evolving at their own pace seems to be inviting needless complications. As a player, I am not so interested in having an 'ultimate' mod that has everything as having a selection of mods with different features that reflect different takes on the game. So what I really want is your own vision. Make the game the way you want it and I'm sure I'll enjoy it. MagisterCultuum Aug 01, 2008, 04:07 PM Well, I guess I won't include Fall Further then. So far I've been playing a slightly modified FF, but would probably have to start over anyway after the next xienwolf's modcomp/FF patch was released. Plus, I'd pretty much have to start over to keep decent change log. I do really like some of FF's additions, but not all of it. I was tempted to include the Austrin civ but leave off the Lizardmen, and not include any of his civ specific city art. I guess it would be best just to use the same DLL/Schema. (That is, if I can't easily merge in some things from other modmods and modcomps that change the DLL too. If I suddenly get a lot better at C++ then Snarko's Options Modmod, Conqueror's Delight, JImprovementLimit: Tighter Control, JCultureControl: Beyond City Borders, Obsolete Buildings, and some more SDK changes of my own might make an appearance in my modmod, along with much of ORBI and Marnok's.) arcticnightwolf Aug 19, 2008, 01:50 PM (dead) or !(dead) ... that's question ... MagisterCultuum Aug 19, 2008, 02:33 PM Well, I had meant to get a release ready last week, but that didn't happen. Most of my modding time was spent trying to figure out why my DLLs weren't compiling correctly, even when using files taken directly from xienwolf. I never really got it close to releasing it before moving back started taking all my time. I am back in school now and have a pretty tough schedule, so I won't have a lot of time for a while. I haven't actually gotten any homework yet though, so I guess I could focus on it now try to get something together by this weekend. On the other hand, there are a lot of FfH 0.33 and FF 0.42 changes I'm pretty exited about, so I might wait for some of their bugs and use that as a base instead. Erzherzog Nov 30, 2008, 06:17 PM Well, I had meant to get a release ready last week, but that didn't happen. Most of my modding time was spent trying to figure out why my DLLs weren't compiling correctly, even when using files taken directly from xienwolf. I never really got it close to releasing it before moving back started taking all my time. I am back in school now and have a pretty tough schedule, so I won't have a lot of time for a while. I haven't actually gotten any homework yet though, so I guess I could focus on it now try to get something together by this weekend. On the other hand, there are a lot of FfH 0.33 and FF 0.42 changes I'm pretty exited about, so I might wait for some of their bugs and use that as a base instead. I am a huge Amurite fan, let's say I play them all the time... Could you make a mini patch/mod in the meantime with your Govannon's new teaching mechanic, while we're (im)patiently waiting for the final release of your mod? Amongst other great stuff, I liked that one in particular. I know the popular opinion's that Govannon is strong by himself, but being able to teach high arcane skills sounds quite astonishing! Ekolite Dec 01, 2008, 02:37 AM I am a huge Amurite fan, let's say I play them all the time... Could you make a mini patch/mod in the meantime with your Govannon's new teaching mechanic, while we're (im)patiently waiting for the final release of your mod? Amongst other great stuff, I liked that one in particular. I know the popular opinion's that Govannon is strong by himself, but being able to teach high arcane skills sounds quite astonishing! Sounds quite astonishingly overpowered! :p Erzherzog Dec 01, 2008, 10:00 AM Sounds quite astonishingly overpowered! :p You bet!!! :) But since they (Amurites) suck in everything else (relative to others) at least they can have an overpowered Archmage. EDIT: By 'suck' I don't mean balance, just FUN! Govannon's micromanagement is a pain even for micromanagement lunatics like myself! civ_king Dec 06, 2008, 05:40 PM 0.34 version? MagisterCultuum Dec 06, 2008, 08:22 PM I've been playing around a bit but haven't started the real work on my next version. I have a final exam Monday at 8am, Wednesday at 8am, Wednesday at 11:30am (this one is optional, but I haven't turned in a lot of the homework in that class so I'll fail the class if I don't take it; I also have homework due on the day of the final which I haven't figured out how to do yet), and Thursday at 2:30pm. I don't think I'm really ready for any of them, and I only have a good grade in one of the classes right now. Also, I'm sick. I don't really plan to make a FfH 0.34 version. I plan to make a FF 0.43 version instead, although I'm not sure yet whether I'll leave the FF content in or just use the SDK/Schema. I find some of those changes invaluable, but still strongly dislike some of the new civs, especially the Lizardmen. I think I'm leaning towards leaving it in but making all FF civs unplayable--which would actually mean that you could still play them if you wish using Xienwolf's Limited Civilization Selection option, but they would never appear in a typical random game. I may have to change them slightly to fit some changes to how spells and promotions work (my seperate divine and channeling promotions, for instance), but they would generally be untouched. I'll try to focus on getting a new version ready starting Thursday night. Ice comes out 5 days latter and I'll probably want to try out the scenarios, so if I don't have something close to release ready by then I may quit working on it for a while. It is unlikely that Ice will be stable enough to use as a base for my next version, so I'll be sticking to using FF0.43. It is possible that I'll add some Ice content, and also possible but unlikely that I'll rush through and release it before or at the same time as Ice. This of course would only be if I decided not to even touch Xienwolf's C++ to see if I can get some of my more difficult ideas to work. civ_king Dec 06, 2008, 11:19 PM ice comes out in 10 days? cool Caradoc Dec 29, 2008, 02:10 PM So...are we finally going to see this thing or are you headed back to the academic grind? MagisterCultuum Dec 29, 2008, 04:44 PM Well...If Ice hadn't come out I would probably have released something by now. I think I was only a couple days away from releasing something, but haven't dealt with it at all since Ice came out. There are some things in Ice I'd hate to loose, but the same could be things FF made possible. I'd rather stick with modding Ice (including the scenarios), but I guess I could be convinced to go back to by FF 0.43 based modmod for a couple days. I certainly won't release anything as in depth as I would have if Ice hadn't come out, and I won't be delving into the SDK this time around. I'd rather wait until FF 0.44 comes out and base it on that, but I wouldn't really have time to mod then you people might not be that patient. School starts again 1 week from today, and even though I'm taking fewer classes than usual they are hard ones with a lot of writing so I doubt I'll have much time for FfH for quite some time. I should probably get started on the first essay for one of those classes early, as I dropped that class the last 2 semesters because of really bad writers block on that assignment. Caradoc Dec 30, 2008, 10:29 AM I don't mean to push, your magistery, but I worry you are caught on a treadmill where just about the time you have something ready, a new release comes out and you have to rework it. Or something appears on the horizon and you decide to refocus on that. I don't much care what base you use, as long as you can manage to put something out before you get involved with your classwork again. But even if I have to wait till you graduate, that will be OK. The main thing is for you to enjoy what you are doing. |
vBulletin® v3.6.8, Copyright ©2000-2009, Jelsoft Enterprises Ltd.