Not necessarily WTP related stuff [SMALLTALK]

Well, my week of vaction is pretty much over now - so my time for modding will also notably reduce again until my next vacation. :sad:
(In a few hours I will leave my parents house and drive back to the city I work. - It will take almost 5 hours to get back to my appartment.)

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Next week I will be pretty busy since I bet there will have assembled lots of things that need to be taken care of during my absence. :cringe:
(Returning from vacation is really stressful for me normally - because I have to read frist like 200 mails and get an overview of everything again.)

I hope that we can still keep up some continous progress and I will try to support as much as possible during the week. :thumbsup:
But realistically I will only mod bigger things and work in a concentrated way for a few hours on the weekends.

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Let us keep the good work and having fun modding. :thumbsup:
(But there is also no reason to hurry and get stressed now.)
 
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On my modding song list is usually only radion (Antenne Bayern, Bayern 3, ...).

But sometimes also something little harder music ... :)


 
Currently I am on sick leave. :(
(Also for the rest of the month.)

I injured my muscles at my artificial hip again last week, which slowly but surely however gets better.
(I had lost my hip in an accident 2 years ago and it seems I have been a little lazy recently keeping my muscles fit.)

Problem is that my hip still starts hurting when I sit too long and it thus really costs me a lot of energy to sit.
Then also my lower back muscles start to harden and tension gets so strong that I need to lie again.

It is already getting better and I am already able to walk around short distance in the appartment without crutches.
(Just a week ago when I hurt myself again I was not even able to get out of bed without help so I consider it good progress.)

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Summary:
I am currently trying to focus on getting fit again. Maybe in a week or so I will feel fit enough to mod once more.
Basically just trying to explain why I will not contribute much to the progress of the mod this month.
 
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First of all get well soon to you. I wish you a speedy recovery and may you feel better soon.

Greetings John
 
I wish you a good recovery and pain-free days, dear Ray.

In the meantime, I think I will tell you guys about my last two month...

While I am almost unable to enjoy PC Games for more than 5 hours total, because they are repetitive, especially newer triple A titles.
I usually uninstall them 15 to 30 mins after first trying, recent examples were Assasins Creed Origins and Ark, as well as Shadow of the Tomb Raider.
Got them very cheap on steam, but would need to force myself to continue playing.... Nothing new, good graphics but just canned food and not working for my lifelong gamer brain. Even good titles go for 30 hours tops.

But then came Kenshi.

I wouldn't go that far to call it everyone big gaming redemption, but for me it ticked the right boxes at the right time.

No stupid I-save-the-world-story, or an even more stupid anti-hero-story, I think I loathe those even more... they are everywhere. I could throw up at Geralts stupid sorcerers love stories...

But no story at all, which I love, like in the Mount and Blade series.

No quests, no get item A and bring it to B, in fact, not a single Quest at all.

Not even much Audio, very little music, no hearable talking.

Graphics old and absolutely unspectacular.
On top of all, a setting in a post apocalyptic (i like this a lot like fallout 1 and 2, not so much the newer ones) samurai world (not a big fan of Japanese samurai, ninja lore)

But the game is brilliant, developed mostly by one man, self taught, from scratch. Over 12 years development.
The game is true freedom, it is not very hard like most people say, but you advance very slowly, every little step feels like an achievement. True exploring, adventuring spirited, no fast travel, huge map compared to the triple A titles. No fudging quest markers.
So many possibilitys to play it....
Modding also possible, thousand of mods on steam, but vanilla is already glorious.

Been playing it for two months, not even thinking about any other title.
Still haven't seen or been to 40% of the map. Haven't beaten the strongest characters yet, haven't even seen them. (Well some I have seen at least).

So if anyone is searching for a new title to play, and is almost 40 y. o. like me, and has seen it all, I recommend you this piece.
The developer Chris hunt took inspiration for Kenshi with some of my all time favorite games... Gothic for the slow advancing, difficult approach.
Fallout 1 for the setting,
xcom apocalypse for the possibilitys, that one always had the biggest potential of the whole series for me.

BTW: Looking forward for WTP.
Best wishes.
 
I always get this when I try to link a video:

1670620759507.png


any ideas?
 
any ideas?
There is most likely some restriction by YouTube or the rights owners that prevents it to be linked.
There are some Videos that can only be watched directly in YouTube.
 
any ideas?
Interestingly I get the error message in German so somehow you add the error message to your post. That's odd.

Let's try to see what can be done with writing the commands. I'm working with the first video I found on youtube when doing a search for something useful and appropriate.
Code:
[MEDIA=youtube]hZRNv0sDDT4[/MEDIA]


EDIT: that worked fine, yet I can't even get the ID string from Schmiddie's post. I will not rule out that the post contains an image of the failure rather than the link to the video. Clearly the forum can handle youtube videos just fine.

There is most likely some restriction by YouTube or the rights owners that prevents it to be linked.
Possible, through in that case why do I get the error message in the wrong language? More specifically Schmiddie's language settings rather than my own. It's a bit odd.
 
Why this project still exists after almost 15 years ...

What people often don't see is that modding is actually a quite fulfilling hobby.
In many ways because we find aspects in modding that we often lost in our real life jobs.

There is purpose, impact, appreciation, equality, control over your own self and team spirit

In our real life job we often feel that what we do does not have much impact and no actual purpose no matter how hard we work.
But in modding this is different. You will find purpose easily. And if you are motivated and skilled you will have impact.

First aspect of purpose is that you can make the game experience better for yourself - thus rewarding yourself.
But the maybe even more important aspect of purpose is that you can share with others - thus contributing to a community.

Also impact is pretty easy to explain - because you will see the results of your work pretty immediately when e.g. a bug is fixed.
Also you will be able to see the results of your work to create a features, graphic, map, ... by the feedback of community if it likes it or not.

Appreciation is a bit more difficult, because honestly it is not distributed evenly in modding - there are some "stars" that get more - maybe too much - of it.
It is mostly due to the fact that feature developers and graphical designers can show and demonstrate their work most easily - thus also getting most appreciation.

However the work of the people that fix the bugs, write the texts, implement the AI, create the maps, ... is often a bit forgotten by community.
It is simply because that work is not as spectactular and easy to grasp as e.g. a new graphic or a new feature which can be directly experienced as player.

But still, the team and community should never forget how important those contributions are and thus at least try to also give some appreciation from time to time.
Without people also willing to do boring and less spectactular work a mod project like this could not function and would be very poor quality.

Another aspect that should be discussed is "equality" which is also a bit more difficult, because although in modding there is no boss, some are more respected.
But still in a team all team members make decisions in a democratic way and everybody should be able to participate and be heared equally in discussions.

Also not to be underestimated is the fact that you always have full control over your time, what you work on and how much you contribute.
Nobody can force you to do things that you are not motivated to do ... nobody can force you to work unless you want to.

It is actually quite liberating to get aware of that fact ... you work because you want ... not because you have to.
You yourself are in control ... and if you don't have this feeling "it is worth my time" ... just don't do it.

Also there is a lot of team spirit because all team members have one simple goal: To make the mod better.
There is no competition because there is nothing to compete for ... sharing and cooperating will always just benefit everybody.

Thus if there is a problem and some team member cannot solve it he can usually always rely on being helped.
If there is somebody less experienced and still requiring to be taught stuff he can always rely on being taught.

In the end in modding you succeed together or you fail together ... you don't succeed or fail alone.
But honestly in modding real failure does not exist anyways as long as you enjoy and have fun.

It is actually a pitty that not more people have given modding a try. Some of them may have fallen in love with it as well.
Actually creating something instead of just consuming is a surprisingly satisfying experience ...

------------------------

About 15 years ago we started this project ... and we are still here. We had hard times but we also had many good times. We have become friends.
People may take a break when their lifes get difficult ... which is perfectly fine ... but they still often return and are welcomed with open arms.

People simply return because they miss being part of a community and part of a team.
Each time we take the challenge of creating a new release it is because we are actually motivated to.

How many companies can say the same?

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So thanks for being a part of this community and this team. :)
And thanks especially to everybody who ever contributed to this project.
 
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Also there is a lot of team spirit because all team members have one simple goal: To make the mod better.
There is no competition because there is nothing to compete for ... sharing and cooperating will always just benefit everybody.
I have tried working on open source where this wasn't the case. It ended up as a toxic work culture where people tried to claim credits from other people and withholding information on how the system worked as "if he doesn't know how to do this and I do, then I'm more important". I left when I ended up getting assigned to a bug report, which I had no idea what to do about and somebody else decided that I wasn't allowed to do anything until that bug was fixed. Nobody else could fix that bug either, so in a way it really was kind of like getting fired. I suspect that I had to be removed because I was the developer who had been there the longest and somebody else wanted that status position.

In retrospect I'm happy that it turned out that way because it's an important step towards me ending up here instead and this is by far the best place I have ever been. Here there is an understanding that we accomplish more and enjoy everything more if we work together. One thing, which really stands out to me as a good experience is the day I spent with ray where we taught the AI which buildings not to build and the AI learned to develop massive colonies in a single day. I don't think either of us could have done it alone even if given a few days, but a well coordinated division of work to match preferences/skills made everything so much faster and it just works.

However the work of the people that fix the bugs, write the texts, implement the AI, create the maps, ... is often a bit forgotten by community.
It is simply because that work is not as spectactular and easy to grasp as e.g. a new graphic or feature which can be directly experienced as player.
The network code is a good example of this. I have spent quite a while fixing OOS issues and it's something people only notice when it's not working. People rarely go "yeah one more turn without network issues. They really did an outstanding job here".

What people often don't see is that modding is actually a quite fulfilling hobby.
In many ways because we find aspects in modding that we often lost in our real life jobs.
One thing, which really stands out is the fact that it's the same source code/xml layout etc, which we work on. Do something fast to "just make it work" can come back to haunt you say two years later. Not only does this result in us getting to know what we are doing quite well, it also encourages us to do a proper job. It's also motivating to put in an extra effort into something and then benefit from it years later when you need it. By now civ4colo is the engine/source code I have worked on for the longest period of time.
 
... somebody else decided that I wasn't allowed to do anything until that bug was fixed.
I have seen stuff like this happen in other voluntary projects as well and it often ended badly.
It usually caused that people became unhappy and demoralized and then at some point just left.

It is a bad sign if one team members starts believing he is the "boss" and can give orders because he is somehow "more important".
Such people do not understand that in a voluntary project all you can do is ask. You can never command.

Actually we understood that quite early on in RaR and kind of tried to establish a system based on motivation and self-responsibility.
Also the "veto rule" prevented that individuals were simply overruled by majority - thus everybody having a voice that had to be heared.

Compromise and consense are not always easy to achieve and sometimes you yourself do not get what you want.
But the alternative is simply no option. Because it would just cause frustration, demotivation and a slow death of the project.

------

A lot also comes down to how you handle "leadership" in a team. Meaning which methods you try to apply to lead and how you handle self-responsibility.
Real teamwork without leadership and responsibility is not possible. But leadership and responsibility also does not need to be centralized but can be distributed.

Because sometimes things need to organized and structured. Meaning somebody needs to take the lead for some topics and try to coordinate tasks.
But leading can then also be done by "good example" and not by creating pressure and trying to force people to do things they do not want to do.

It is a very thin line between being a leader and being a tyrant ... leading by example or making others do what you want by repression and tight control.
Some people cannot cope with authority very well and some people take themselves too important ... but those usually also soon lose the respect of others.

Also a lot comes down to trust. Trust in the skills and reliability of other team members, so leadership and responsibility can be shared.
Because in a team with many self responsible and motivated team members things just work a lot better than in a centralized tyranny.

True leadership comes with trust and respect and it has to be earned. It is given by the rest of the team and it cannot be taken by force or repressed in any way.
It is not a competition and it also does not need to be hierarchically structured. Quite the contrary, shared decentralized leadership and responsibility is most effective.

There is also a very true saying that great leaders can be recognized by their teams also working efficiently without them but still liking to work with them.
Meaning the rest of the team still takes responsibility and is motivated to work even if they do not control everything and they can focus on supporting them.

------

It is lessons like these that we can (re-)learn from being a member in a voluntary project and a free community.
 
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Some of you may have already read me tell that I am pretty interested in game design. :)
Thus I also find this conference speech about "Old World" really interesting.

It actually also gave me some new ideas to use the "Python Events" and "DLL-Diplo Events" more intesively.
Currently trying to figure out if I can build new game mechanics on the Events as well ... :think:

 
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Hello people, an off-topic question here, in the Dawn of Civilization MOD, I suggested adding a third variant (it already has the Holstein (default black and white), and also the all brown) of the cow resource which would be all white/ gray cows, to represent breeds like Nellore and Brahma, which are very common in beef cattle production, in places like India, Brazil, USA, India. So does anyone here know if there is any art available from a cow resource that is all white and compatible with a CIV4beyondthesword MOD, leoreth said that if I found such art it could even be added, but since I don't know how to do this type of search here on the site, I wanted to ask to see if anyone has this type of information, so that I could take it and pass it on to Leoreth.
 
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