The modders already know this, but for everyone else, we have agreed to have a Long Freeze, starting sometime around now and ending the first weekend of November, in order to spend an extended period of time balancing, bugfixing, and tweaking the mod to be more focused and polished. This thread will be to list the tasks that I think need addressing during this period, and for discussion of the changes generally.
Here are the things that people have complained about that may or may not get changed during the Long Freeze. I would like for us to finish them all, but who knows if that will happen during the allotted time.
Stability/Bugfixes:
General Balance:
Other Changes: (note, these are mostly Koshling's area, so he may want to clarify this part)
Thoughts, opinions, and discussions are welcome.
Release: If all goes well I should be uploading V27 in the morning of Saturday Nov 3rd.
(Items that have been crossed out have been completed.)
Here are the things that people have complained about that may or may not get changed during the Long Freeze. I would like for us to finish them all, but who knows if that will happen during the allotted time.
Stability/Bugfixes:
- Fix issues with Property Decay calculations and display, pointed out by Vokarya
[*]Fix minidump occuring when a new map is generated using Viewports
[*]Fix Messages in the Combat Mod and related to the Auto-Build tag.
[*]Fix the Volcano Message issues. - Identifying and replacing redundant tech quotes.
[*]Replacing redundant Civic icon/buttons.
[*]Replacing redundant or missing Unit Class icon/buttons. - Fixing broken Unit icon/buttons.
- Fix any other bugs/crashes that will crop up.
General Balance:
[*]Increase tech costs for later eras using the Erainfos tag (yes I know this is controversial, but I think it needs doing as part of the next few items)
[*]Increase buildingcosts from the Mid-Classical onwards (the exact formula is in the Industrial and later Build costs thread, but I think I'll be adjusting it as part of the steps listed below)
[*]General Gamespeed shortening. This has been on my todo list since mid July, and it's high time I did it. The new plan will be for the eras to have 10000 turns in Eternity, 5000 in Snail, 3000 in Marathon, 2000 in Epic, and 1000 in Normal. This way games will go faster, which is a necessity for having a good possibility to get far into a game before abandoning it.
Other Changes: (note, these are mostly Koshling's area, so he may want to clarify this part)
- More AI enhancements
- Multiple Map code (but not yet game implementation)
- Multi-Threading? (This may add too much instability, so it may want to wait until after the Long Freeze)
Thoughts, opinions, and discussions are welcome.
Release: If all goes well I should be uploading V27 in the morning of Saturday Nov 3rd.
(Items that have been crossed out have been completed.)