You can find all the credits ingame (in the BUG options), well sorted out, of course also mentioning glider1, Jdog5000 and Phungus420.
So I am not the only one left out?![]()
"platyping - Python modcomps",
"-", "REVOLUTIONDCM_TEAM|RevDCM Team",
"jdog5000 - Designer, Lead Programmer",
"glider1 - Producer, Programmer",
"phungus420 - Coding, testing",
So let me ask you clearly: Is that a demand to remove all your code from C2C (that was included by the ancestor mods of C2C of which the modders might or might not have played your mod) ? If that is a yes, do you make the same demand on behalf of the other modders you mentioned?I just got a PM from someone in this project but I don't use the private messaging system. Everything I say is public.
*Of course RevolutionDCM is under source forge control it has been for years now. Please see the OP of the RevolutionDCM mod thread. Also please don't use my code unless you have at least tried my mod! What is the point of me writing code that is just leeched and no-one ever play tests the mod?*
So you claim the reason that modders leave a game after modding it for years is that they don't feel credited enough?Could someone in this project improve the list of acknowledgments please? It is terribly presented as just an un-formatted dump of names. I have to look at least four posts down before I see a spoiler and then have to open it up to find it is unreadable.
*That is not good enough. No wonder some of the best modders of all time have left Civfanatics for good*
You gotta understand some do it for the fame others because of love.
Can I choose boredom instead
Modding is simply:
1) Typing
2) In game testing
3) Google for artwork to make buttons/movies
4) Pulling of hair, scream and yell if bugs appear
5) Scrap the project if cannot be solved and think of a new feasible idea
So I do it only when I have nothing better to do.
I just got a PM from someone in this project but I don't use the private messaging system. Everything I say is public.
*Of course RevolutionDCM is under source forge control it has been for years now. Please see the OP of the RevolutionDCM mod thread. Also please don't use my code unless you have at least tried my mod! What is the point of me writing code that is just leeched and no-one ever play tests the mod?*
Could someone in this project improve the list of acknowledgments please? It is terribly presented as just an un-formatted dump of names. I have to look at least four posts down before I see a spoiler and then have to open it up to find it is unreadable.
*That is not good enough. No wonder some of the best modders of all time have left Civfanatics for good*
This project hasn't even highlighted in bold one of the biggest contributors of all time Jdog5000 the author of the Revolutions mod and I sincerely hope you haven't used any of my code or the code of Phungus420 because we are not list in that dump of unreadable names.
Lift your game people. Please don't PM because I will not respond. If you want to talk, do it in public on my RevolutionDCM thread in the eye of public democracy.
Cheers
We've got some planned dynamics to address this sort of thing with Law Enforcement units being able to find and arrest these little devils hiding out in your cities.- Bandits : there is a loophole with bandits. If you agree on Open Borders with a civ, and you send a few bandits in theirs lands, they can enter the cities of the civ without problem.
It's a problem, since with a few horses bandits I can just pillage the entire country, kill a lot of units, and just go into one of the civ's cities to heal when I need too. When the bandits are in this civ's city no unit of this civ can attack them.
It doesn't make sense from a realistic point of view (the bandits would be recognized by a survivor one day or another, and people are not that stupid ) and it allows you to basically ruin a civ easily and without any risk of retaliation, making it an easy victim if you want to declare war just after.
So bandits should not be allowed to enter cities, even in civ with Open Borders agreement. Only the infiltrator and rogue should be allowed because they are not a big treat, even for earlier units.
Or... but perhaps it would be difficult to code... each time a bandit does a bad thing like pillaging or killing an unit he have a chance to be recognized and then denied to enter cities of this country for life. And each time he does a bad thing in the same country the chances of him being recognized increases...
We've outgrown our advisors' intelligence levels for sure. I wouldn't trust a dang thing those fools say! Suggestion: figure out what you value now, be it production, food, happiness etc... go into view the city when choosing what to build and figure out the filter buttons to bring those buildings that will most assist your current needs to the forefront. Buildings will list themselves in order of how long it will take to build them so the ones at the beginning are the low hanging fruit to grab right away (assuming you've filtered for what it is you want to enhance in your city.)- Buildings and IA : there are so many buildings that IA seems to struggle to decide what's best for me when a building or a unit is completed in a city. Often the preferred choice highlighted by the IA is definitely not the best choice at all.
For example I realized that I could have build a river's port in my capital a few turns ago, and it could have bring me a lot of extra commerce. It was the building with the most interesting bonus of all, yet the IA didn't highlight it at all, proposing me far less interesting buildings.
Also often the IA proposes to build buildings that will be obsolete in a few turns, like proposing wild herbs when agriculture will be researched in 3 turns.
So I have to check manually each time a building is complete what is the best one after, which takes huge amount of time since there are so many buildings.
Well... at least you're somewhat familiar with the filters already- Find buildings that generate gold : the function to find buildings that do X or Y is great ! But it's hard to find buildings that generate gold, because when you click on the coin icon, it apparently only shows building that generate commerce, not gold.
There is no icon for buildings that generate gold, or I missed something
We've got some planned dynamics to address this sort of thing with Law Enforcement units being able to find and arrest these little devils hiding out in your cities.