New Beta Version - March 12th (3/12)

Status
Not open for further replies.
I believe Horseshoe_Hermi was speaking in ignorance, maybe thinking this is the paid work of a Firaxis team and that there are plenty other mods with much better quality.

When I was looking for a mod, in reddit someone adviced this one as the best for just one player, and I dislike to play multiplayer (I don't have the time for that kind of commitments). It didn't dissapointed me. I am still amazed that this is the work of 2-3 people.

I think if someone dislike a new feature he/she is free to ask for it to change, and ultimately, play an older version.

What I am not so sure is if behind those changes had been enough consensus. I mean, someone asks for something to change in a new threat, two people agree and one person disagrees. Two days later, Gazebo has implemented the change in a beta. Three days later someone may discuss that he/she dislikes the change, before even trying those changes. The fifth day it has passed the bug testing and there is a new alpha. Meanwhile, most players are still playing with their five month old version, unaware of everything. Sometimes, a player decides to upgrade the version and find a rather different game that he/she may or may not like. It's ok. It's the game that the developers (the Community of the title) want to play, not to sell. But even then, if any of the developers, beta testers or bug catchers takes a week rest, they find a very different beast with changes they may have approved or not. This dynamism comes at the price of unwanted changes.

In the end, most changes are welcome, for the extra challenge they provide as playing with new rules makes us to adapt our strategies. This is the main reason we ever tried a mod: we got tired of winning every vanilla game. (Well, not exactly in my case, when I felt comfortable in BNW Emperor, I didn't want to turn every game into a domination one to be able to beat the game on highest difficulties, so I was looking for a mod that let me win by being the best with different play styles, as original StarCraft did).
 
70% is fine by me, so move to a define only if you please.

Will do.

What I am not so sure is if behind those changes had been enough consensus. I mean, someone asks for something to change in a new threat, two people agree and one person disagrees. Two days later, Gazebo has implemented the change in a beta. Three days later someone may discuss that he/she dislikes the change, before even trying those changes. The fifth day it has passed the bug testing and there is a new alpha. Meanwhile, most players are still playing with their five month old version, unaware of everything. Sometimes, a player decides to upgrade the version and find a rather different game that he/she may or may not like. It's ok. It's the game that the developers (the Community of the title) want to play, not to sell. But even then, if any of the developers, beta testers or bug catchers takes a week rest, they find a very different beast with changes they may have approved or not. This dynamism comes at the price of unwanted changes.

Community feedback and design is an integral part of the CPP, but – at the end of the day – the developers get the final word. That's the nature of the beast. We make changes we are comfortable with, we take ideas and suggestions we are comfortable with. We lean on the community most when it comes to balance, as designs-on-paper do not always interact with existing mechanics as we intended (see the latest Brazil UA, for example). That's where most community feedback is applied. Everything else, in general, stems from ideas that we run with, or harebrained schemes we dream up.

This isn't an oligarchy, though. Anyone can step up and become a developer, all it takes is a little desire to dig into the crunchy bits. A few users already have, and more and more seem to be digging in every day.

G
 
How to respond to this...

I can appreciate that your situation of 2 modders and rarely 3, is a fragile political structure that rumbles under many hundred times the weight of feedback, and criticism, and constantly, and that thanklessness in the least degree can get to you. Re-examining my words with more insight to your point of view, I can see my comment comes sideways and provocative. I will avoid sideways criticisms of CP in the future.

In fact while rereading the message, I notice that I failed to actually present the message for which it was intended: to ask how to revert the PtP change. That got lost among contextual information.

It's clear to me that the post is an attack as written (a passive aggressive one), for which I owe you an apology. What I meant to write was more like this:

I've begun to dislike the direction Community Patch is going, with changes becoming incorporated that alter gameplay in significant rebalancing ways. CP was my bugfix mod until recently. The pledge to protect change, specifically, I wish I could reverse, or was pushed to CBP.

I let the 'damage to garrison' slide because, ok yes, city siege gets ridiculous in the early late game. But the pledge to protection check is a step too far for me.

The PtP strength check disturbs my sense of minimalism to the CP in my games, and
it is the reason I am not currently proselytizing the CP more for multiplayer standardization.

Unless I'm blind and can't find the XML toggle to disable that change...

This more direct version of the complaint would have met my standards. I hope we can put these embarrassing events behind us.

Now, you tell me that what I've experienced is a glitch and the PtP change is not in the CP. Then I'm boggled and suppose logs are in order, because I got no clue how those changes could get onto my save.
 
Sorry if this has been answered elsewhere but this seems to be by far the most active thread on the subforum. Where would I have to go to edit the minimum distance needed between cities? I enjoy playing on large maps but the 4 tile requirement seems to consistently break the AI's minds as well as frustrate me to the point of quitting the last few games I've played.
 
How to respond to this...

I can appreciate that your situation of 2 modders and rarely 3, is a fragile political structure that rumbles under many hundred times the weight of feedback, and criticism, and constantly, and that thanklessness in the least degree can get to you. Re-examining my words with more insight to your point of view, I can see my comment comes sideways and provocative. I will avoid sideways criticisms of CP in the future.

In fact while rereading the message, I notice that I failed to actually present the message for which it was intended: to ask how to revert the PtP change. That got lost among contextual information.

It's clear to me that the post is an attack as written (a passive aggressive one), for which I owe you an apology. What I meant to write was more like this:



This more direct version of the complaint would have met my standards. I hope we can put these embarrassing events behind us.

Now, you tell me that what I've experienced is a glitch and the PtP change is not in the CP. Then I'm boggled and suppose logs are in order, because I got no clue how those changes could get onto my save.

No worries, and thanks for the clarification/apology. I've double-checked the code, and the PtP stuff is not in the CP. In any case, I've further isolated it in the upcoming version, so there should be no chance of it appearing.

Sorry if this has been answered elsewhere but this seems to be by far the most active thread on the subforum. Where would I have to go to edit the minimum distance needed between cities? I enjoy playing on large maps but the 4 tile requirement seems to consistently break the AI's minds as well as frustrate me to the point of quitting the last few games I've played.

WorldSize.sql, IIRC (it's in both the CP and the CBP - if using the CBP, change it there).

G
 
Status
Not open for further replies.
Back
Top Bottom