V19 TODO's

...and this is why my comment about "Diplomacy Check.... Fail." is really about. I've gotten some responses like the ones I was reacting to before around here. What you, strategyonly, said makes sense and I have no issue with that. Its not the 'we don't have a person to do that' that is the issue... its the manner in which they share that information. This is, I think, the third time I've got such a response... it a rather grating thing.

I'm not claiming my previous short posts were exactly information heavy... but the responses I got is rather hard not to take as insulting and/or join us as a modder and do it yourself.

This thread is for a 'To Do' list. I, probably too vaguely, offered a thing to add to said list... which was along the lines 'compile a list of units that use techs that you haven't researched yet'. I full well know that the prehistoric era is winding down and that a hoard of animals exist that need attack animations.

Seriously... I list a few units with techs they don't have access to... and get a joking 'lets just remove all subdued animals' response... meaning to me full admission that DH was attempting to get me to train myself to be the unit animation specialist. So he outright admitted that was what he was doing... and failed another diplomacy attempt doing it.
 
An update: I'm a complete failure this time around.
V19 goals

  • Complete Building audit for commerce balances.
    • Hydro was a lot of steps ahead of me here, proving I'm unnecessary for this job. Additionally, I have been beating my head against the spreadsheeting concept and have simply found that there are too many conditions and complexities to make the generation and update process take anything less than a full week of bookwork effort. By that time, more changes have outdated everything and even then I haven't been able to work out all the ways the data would have to be manipulated to be compiled correctly. It really is an amazingly complex structure of data we have here... One building may be listed 10 times in the files, many of which are overwritten, others blending - spreadsheets don't do well in this kind of environment of complex if/thens as to whether data counts or not and how it counts if it does.
  • Cultural Building restructure
    • The change from limited resources to unlimited and taking cultures into this realm completely outdates all considerations I had for this matter.
  • Defensive Building diversifications
    • Spent far too much time working on some other issues. I may return to look at this both from a dll perspective and xml down the road to add some more depth here.
  • New Guilds/Trade mechanism (probably a v20 goal but if I work fast enough here... ;) )
    • Again... the change to an unlimited resource method changes too much for this concept to remain and will require extensive rethinking before any progress can be made down this line of consideration.

I'll have to do some thinking as to where I can play a role in the continued development here. I'm thinking of restructuring focus entirely and moving on to looking at other areas where development has largely been ignored entirely.
 
...Seriously... I list a few units with techs they don't have access to... and get a joking 'lets just remove all subdued animals' response... meaning to me full admission that DH was attempting to get me to train myself to be the unit animation specialist. So he outright admitted that was what he was doing... and failed another diplomacy attempt doing it.

And I was not joking. If the unit graphics offend you so much then remove the units. That can easiest be done by removing the subdued animals mod.

Pointing out an artistic problem with unit graphics does nothing. Pointing to a better graphic on the forums helps improve things.

An update: I'm a complete failure this time around.
V19 goals

  • Complete Building audit for commerce balances.
    • Hydro was a lot of steps ahead of me here, proving I'm unnecessary for this job. Additionally, I have been beating my head against the spreadsheeting concept and have simply found that there are too many conditions and complexities to make the generation and update process take anything less than a full week of bookwork effort. By that time, more changes have outdated everything and even then I haven't been able to work out all the ways the data would have to be manipulated to be compiled correctly. It really is an amazingly complex structure of data we have here... One building may be listed 10 times in the files, many of which are overwritten, others blending - spreadsheets don't do well in this kind of environment of complex if/thens as to whether data counts or not and how it counts if it does.
  • Cultural Building restructure
    • The change from limited resources to unlimited and taking cultures into this realm completely outdates all considerations I had for this matter.
  • Defensive Building diversifications
    • Spent far too much time working on some other issues. I may return to look at this both from a dll perspective and xml down the road to add some more depth here.
  • New Guilds/Trade mechanism (probably a v20 goal but if I work fast enough here... ;) )
    • Again... the change to an unlimited resource method changes too much for this concept to remain and will require extensive rethinking before any progress can be made down this line of consideration.

I'll have to do some thinking as to where I can play a role in the continued development here. I'm thinking of restructuring focus entirely and moving on to looking at other areas where development has largely been ignored entirely.

One thing that I want to get done but never get time to is making sure that the improvement costs to build and upgrade are correct. I have finaly gotten my head around the concept but still have not managed to come up with some figures.
 
I'll have to do some thinking as to where I can play a role in the continued development here. I'm thinking of restructuring focus entirely and moving on to looking at other areas where development has largely been ignored entirely.

There are still many areas of the project that need some love such as the Alternate Timelines, additional resources, holidays, new units, etc. I don't know about you but my todo list will keep me busy for years to come still. Especially with all the new feature that ave opened up recently such as unlimited resources, events and adding new values like crime or flammability.

And of course the never ending battle of balancing.

Actually, its not at all what he really means, i used to ask questions like this in the "old" FfH forum when i was new to CFC also, and Kael let me know right away, if you dont like a certain something about something, do try and do it "yourself" first then say something about it. Thats how i learned how to make tons and tons of maps for CFC, and if i do say so myself, i am damn good at it (except world maps).

But if he hadn't said that to me, i would have never learned how to do something that was useful and what alot of other CFC personnel wanted and todate still use here. And thus i eventually got into modding, cause i like certain parts of this mod, but this mod DIDNT have it, so i put them together and poof , you get what you want, and so to make it shorter, "try it before you buy it" attitude should be in place.:p

Indeed its much easier to learn something you want to create/do than it is to learn something just to learn the skill. I would not be modding now if I had not wanted to make all the buildings I have currently made. Each skill I add has come about through me wanting to add something to the game. I am sure in the future my skills will expand and that's the great part about this, you can learn at your own pace and once you do you can add what you want (most of the time).
 
An update: I'm a complete failure this time around.
V19 goals

  • Complete Building audit for commerce balances.
    • Hydro was a lot of steps ahead of me here, proving I'm unnecessary for this job. Additionally, I have been beating my head against the spreadsheeting concept and have simply found that there are too many conditions and complexities to make the generation and update process take anything less than a full week of bookwork effort. By that time, more changes have outdated everything and even then I haven't been able to work out all the ways the data would have to be manipulated to be compiled correctly. It really is an amazingly complex structure of data we have here... One building may be listed 10 times in the files, many of which are overwritten, others blending - spreadsheets don't do well in this kind of environment of complex if/thens as to whether data counts or not and how it counts if it does.
  • Cultural Building restructure
    • The change from limited resources to unlimited and taking cultures into this realm completely outdates all considerations I had for this matter.
  • Defensive Building diversifications
    • Spent far too much time working on some other issues. I may return to look at this both from a dll perspective and xml down the road to add some more depth here.
  • New Guilds/Trade mechanism (probably a v20 goal but if I work fast enough here... ;) )
    • Again... the change to an unlimited resource method changes too much for this concept to remain and will require extensive rethinking before any progress can be made down this line of consideration.

I'll have to do some thinking as to where I can play a role in the continued development here. I'm thinking of restructuring focus entirely and moving on to looking at other areas where development has largely been ignored entirely.

Just a thought (and I don't have time this cycle, though i cold later), but it would be pretty easy to have the game itself output a tab sep file with all the actual stats, rather than try to generate it from the XML directly (so all the overwriting by multiple versns would be short circuited)
 
Just a thought (and I don't have time this cycle, though i cold later), but it would be pretty easy to have the game itself output a tab sep file with all the actual stats, rather than try to generate it from the XML directly (so all the overwriting by multiple versns would be short circuited)

I think that would be absolutely necessary to make this work, yes. That'd be real nice.
 
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