Nightinggale
Deity
- Joined
- Feb 2, 2009
- Messages
- 5,281
Within the last few days it has been questioned if modmods of RaR should be merged into a single modmod. This thread is meant as a place to debate if it should be done and if it's done, how should it be done.
Right now there is quite a number of people, who have their own modified version of RaR and keeping them all up to date is time consuming and counter productive.
One major drawback with a single modmod is that everybody will end up with the same mod, which mean we would have to agree on designs were we have a history of not agreeing. I propose making new features/addons optional. That way features can be turned on and off to fit the taste of each person.
We have 3 ways to make features optional:
Name:
We should agree on a single name. I used RaRE (Religion and Revolutions Extended), but it died when more or less everything from it ended up in RaR 1.6. It sounds like a decent name for what is basically RaR with a number of optional extensions.
Source:
We should put the source somewhere where everybody can reach it. I propose using sourceforge because it has unlimited storage space. They support both svn and git and I would prefer git because it is superior when it comes to stuff like branches, which could be very useful. Also since git stores a clone of what is on the server itself, you can pretty much do anything while being offline except for syncing commits. Svn needs an internet connection for more or less anything, including just reading the log. Even if you have an allways on connection, reading data from your own HD is way faster than reading from the svn server. Also it is my impression that git clients are generally better than svn clients. There are several tasks where I need CLI interface for svn while the same thing can be done in GUI in git.
Features:
The features I would add would be:
1 plot radius: an option to switch between 1 and 2 plot radius. I have 1 plot radius in my local copy and making it optional shouldn't be a major issue.
Construction feeder service: my local copy has a copy paste of some AI code from M:C (which the AI isn't using yet). What it does is it adds a new threshold to feeder service, one which the player can't modify. Instead it is a cache of the highest demand for the yield in question in the construction queue. Feeder service will then not remove something you need for construction.
Example:
You have a city, which has a threshold of 50 tools and you have feeder service and export on. Feeder service then turns on when there is less than 38 (75% of 50) and off when there is 50. That's how it is right now.
If the colony starts producing a train, it needs 100 tools. Import then turns on if there is less than 100 and turns off when there is 100. That way the colony will get enough tools even though you forgot to increase the threshold. Once the train is built the threshold returns to normal (50) unless you set it to build something new with a tool demand.
What do you guys say?
Right now there is quite a number of people, who have their own modified version of RaR and keeping them all up to date is time consuming and counter productive.
One major drawback with a single modmod is that everybody will end up with the same mod, which mean we would have to agree on designs were we have a history of not agreeing. I propose making new features/addons optional. That way features can be turned on and off to fit the taste of each person.
We have 3 ways to make features optional:
- XML
- game options
- compiler flags
Name:
We should agree on a single name. I used RaRE (Religion and Revolutions Extended), but it died when more or less everything from it ended up in RaR 1.6. It sounds like a decent name for what is basically RaR with a number of optional extensions.
Source:
We should put the source somewhere where everybody can reach it. I propose using sourceforge because it has unlimited storage space. They support both svn and git and I would prefer git because it is superior when it comes to stuff like branches, which could be very useful. Also since git stores a clone of what is on the server itself, you can pretty much do anything while being offline except for syncing commits. Svn needs an internet connection for more or less anything, including just reading the log. Even if you have an allways on connection, reading data from your own HD is way faster than reading from the svn server. Also it is my impression that git clients are generally better than svn clients. There are several tasks where I need CLI interface for svn while the same thing can be done in GUI in git.
Features:
The features I would add would be:
1 plot radius: an option to switch between 1 and 2 plot radius. I have 1 plot radius in my local copy and making it optional shouldn't be a major issue.
Construction feeder service: my local copy has a copy paste of some AI code from M:C (which the AI isn't using yet). What it does is it adds a new threshold to feeder service, one which the player can't modify. Instead it is a cache of the highest demand for the yield in question in the construction queue. Feeder service will then not remove something you need for construction.
Example:
You have a city, which has a threshold of 50 tools and you have feeder service and export on. Feeder service then turns on when there is less than 38 (75% of 50) and off when there is 50. That's how it is right now.
If the colony starts producing a train, it needs 100 tools. Import then turns on if there is less than 100 and turns off when there is 100. That way the colony will get enough tools even though you forgot to increase the threshold. Once the train is built the threshold returns to normal (50) unless you set it to build something new with a tool demand.
What do you guys say?