The Aggressive promo needs a button, that could be the issue. I'll double-check though.
@Thunderbrd:
I share many of Vokarya's issues with the Combat mod and your behavior about it and it's development. Even after you said two months ago that you would keep us thuroughly informed about Combat Mod development you haven't. You said in the commit for the new stuff you'd explain the new afflictions in the Documentation thread. You haven't. It's starting to feel like Azure all over again, and I don't want to have to deal with that again.
I posted very clearly what my objectives were in DH's thread regarding the objectives for this version. Did you fail to review what I stated there? Additionally, I've done nothing I didn't say I was going to do in one thread or the other regarding the Combat Mod. If you aren't paying attention to the posts I'm making about those then stop complaining you weren't informed.
I also stated I'd
soon explain more on the recent changes. Soon doesn't mean within the next day or even week perhaps. It means soon. The only reason for any delay in that process has been debugging this week but beyond that, its rather inconsequential at the moment since none of the changes made there have anything to do with any games in progress now. I did give a rather thorough overview of what I actually did. Furthermore, the idea behind that change was Koshling's more than my own and since I agreed that it would be a far better mechanism, I put it on the list of plans (which I posted to the forum about a month ago) and began work on it when it came up in the list.
I think part of my comment went over your head. I wasn't just referring to playing the actual game; I was referring to the etiquette of committing anything new to the mod while there are major unfixed bugs present. I'm not going to make an existing problem worse by adding something new, so I have to wait until you identify your problem and fix it.
There's also two other problems with you fixing your bugs. First, they are your bugs, so you need to fix them. Second, the frequency and the severity of the bugs is way more disconcerting that the fix can be. I keep coming back to the problem of "is what we're seeing the whole problem, or only part of something worse?" I don't like that. I don't like not being able to trust the game, and I don't think I can trust it any more with the approach that you've taken to modifying it.
First of all, you do realize the bugs are fixed right? I just need to now merge back in what I thought should've already been there and that was Koshling's last changes. Not problematic and should be done by the end of the evening.
And considering your concerns, I'm surmising you weren't around for AND's consistently bug-ridden development no? Even now we continue to fix bugs we find in Afforess's codes. Its all part of the process. I'm sorry it disturbs you.
Again, not referring just to gameplay here. I'm referring to the things that a modder should take into account when creating something new. If you ask me to modify something that I've created because of your combat mod (or worse, make any changes to my contributions in your mod), I will be quite angry.
So what your saying is you do this without any expectation that it will be part of a team project? Yes, there's some buildings you've done that could play a role in the whole setup under the game options and if you work with
any units, its inevitable that they will be modified for balance under the combat mod. I don't see why you'd have a problem with that. But I would be quite happy to keep you fully informed as to what those tweaks would be.
That's not what I heard from you. What I got out of your incredibly long series of posts was "I've got these great ideas and I'm going to force them on you whether you like them or not, and you've been playing the game wrong all this time."
Its funny that you put it that way. On one hand I'm being accused of not being transparent enough but on the other, when I attempt to explain, the complaint of those posts being too overly explanatory is just as loud.
Furthermore, in no way am I saying anyone is playing the game wrong. The combat mod will just add another layer of intricacy to an area of the game that's been completely ignored in our modding so far, and as it will do so as an set of options, I'm not understanding why you feel I'm saying anyone else is 'playing wrong'.
Since some of the feedback there was negative (but by no means ALL of the feedback was negative!!!) I was happy to optionalize anything anyone didn't want as part of their game, albeit some things would be so intertwined within a given option that some sets of elements would come hand in hand under their options.
I also listened to feedback there and just about everything I'm working on now comes from adaptations to the project that come from those elements of feedback.
Additionally, much of the combat mod inspirations come from things DH, SO, and Hydro have stated they'd like in the mod. Some of that is engineered a step further, sure, but for the culture of "more is more" that SO, DH, Hydro and I had before you and ls612 arrived to voice loud concerns of 'hold on, wait, we might not want
that', such innovations would've been considered immediately welcomed.
You've asked us to withhold judgment more than once. The only reason I'm judging in the first place is that what I have experienced from your contributions is a mix of the okay-but-not-particularly-impressive (Promotion Lines), the more-complex-than-it-needed-to-be (Retraining), and the absolutely fatal (bugs). You've been talking a lot, but I'm not seeing it in what you have done so far, and that makes me close to panic over this mod's future if you continue with the way you have done so far.
Very little of what's been done for the combat mod is being applied at this time. Retraining only seems more complex than necessary due to the fact that it primarily will be a mechanism that would apply during combat mod dynamics and very rarely for the 'normal game'. Promotion Lines are a vehicle for enabling some of those dynamics as well but you gotta admit its been a long time we've had an outcry of concern regarding an overwhelming amount of promotion labels on our unit displays and this does reduce that greatly. I haven't sought to impress yet.
And why would you panic over the unknown? Bugs, as they emerge, are being fixed. And there were more when we all began with this dll than there are now.
You know, we have an absolutely enormous amount of added micro detail where buildings, civics, techs, terrains, and new units (without new abilities) are concerned. So why should the mod not ALSO be able to include new micro detail where combat mechanisms and new unit abilities are concerned? In a sense, I think every modder here could take some offense to the concept that a new idea, simply because its not fully understood or manifested yet, is a bad one.
I wouldn't panic, but this does need to be dealt with sooner rather than later. I think the Combat Mod has been the single major thing (AI work is the other candidate I can see) that has prevented us from getting Multi-Maps, and has really curtailed actual development since October. As I said, It almost feels like it did during the Azure debacle, and that was an experience I did not like very much.
Koshling has recently stated that he's taken multi-maps as far as he can. So how, exactly has the Combat Mod held anything up there?