Configurable options for mod comps

Configuration options. Should mod comps have them?

  • Yes

    Votes: 10 83.3%
  • No

    Votes: 0 0.0%
  • Why do we need them?

    Votes: 1 8.3%
  • I don't care either way

    Votes: 1 8.3%

  • Total voters
    12

TheLopez

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According to Dale:
Dale said:
Well I see it a little differently to you. If someone is downloading the mod it's because they want to play with these changes. So it's either an all on or off situation because if they didn't want the changes they wouldn't download it. Besides, there isn't that much configurable. Battle resolution still uses the same method. It's a new process of how its done...
Source - Thread: http://forums.civfanatics.com/showpost.php?p=3996552&postcount=20

Personally, I disagree. I feel that providing configurable options in mod comps is needed. What do you think?
 
Originally Posted by Dale
Well I see it a little differently to you. If someone is downloading the mod it's because they want to play with these changes. So it's either an all on or off situation because if they didn't want the changes they wouldn't download it.

I completely disagree with this view.

I would say that about 75% of the mods that I download I further tweak to my own taste. Having built in editable options would make this easier, especially in the cases of Python or SDK mods, neither of which I yet dabbled with. If I couldn't make my adjustments, there's a good chance that the mod in question won't get used.
 
Im not sure about this thread, but I know that if I download something, its usaly just to find out how they did what they did, and learn from that in order to better my own...I never realy play them. I usaly just play the base game :mischief:

sorry if this is OT :crazyeye:
 
TheLopez:

You took my comment out of context. Look at the mod I'm working on (for ease the stuff that is working currently). It has two components:
- field bombardment
- true stack attack

1. Field bombardment. A requirement for stack attack. Must be turned on.
2. True stack attack. It's either on or off. There is nothing configurable for stack attacking. Unless you can provide some options?

Dale
 
Well, you asked me to keep discussion of things that aren't related to your mod out of your thread so I did. BTW, I did include the link to your thread to provide context to the quote.
As for options that you could provide...
For the field bombardment:
1) Min/Max bombardment range
2) Bombardment range highlighting on/off
3) Bombardment range highlighting color
4) Automatic target selection


For true stack attack:
1) Valid formations - defender and attacker
2) Unit sorting on/off
3) city and fort defenders get a configurable army size
4) catapults do a small amount of collateral damage to all enemy units each round - on/off
5) Targets chosen at random - on/off
 
True, I did say leave it out of that thread and I appreciate it.

FB1. 1 square only. I don't know many standard artillery units that can do over 100km (1 square in Civ). My own unit could only do 60km rocket assisted on the big guns. BTW, you would be thinking of rocket units, which is covered under the ICBM component of Civ. Rocket units is not a focus of my mod.
FB2. Squares adjacent to the unit are bombardable. Redundant option.
FB3. Redundant, see FB2.
FB4. Who's going to want that? Everyone will want to pick their own target plot.

SA1. You pick formations when battle occur, not beforehand. Why configure that when it's over-ridden every battle?
SA2. Unit sorting is automatic in Civ. You've been playing with sorting for almost a year now. Plus, formations are unit sorting. Redundant option.
SA3. If you leave it open, you choose your own army size. All combat units in the stack are in combat. If you don't want it in combat don't have it in the stack. Redundant option.
SA4. Collateral damage is a bombardment component, not a combat one. Redundant option.
SA5. Defeats the purpose of a tactical simulator, and even worse than it is now, which hence goes against the purpose of the mod to IMPROVE combat.

Dale
 
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