Search found 512 matches
- Sun Oct 15, 2023 11:47 am
- Forum: Wishlist
- Topic: Lua map generators
- Replies: 4
- Views: 6952
Re: Lua map generators
A better solution would be actually replacing specific parts of map generation procedure with custom parts (e.g., define callbacks for creating or postprocessing height map, for selecting terrains etc.) with an ability to use binary functions for other parts. I'd be wary of things like that — anyth...
- Mon Mar 01, 2021 7:06 pm
- Forum: Rulesets and modpacks
- Topic: Should ruleup clean up the ruleset by default?
- Replies: 3
- Views: 4576
Re: Should ruleup clean up the ruleset by default?
I figure going dirty by default would probably be the safer route – unused items from before the upgrade might have been there for a reason.
- Thu Feb 25, 2021 11:36 pm
- Forum: Contribution
- Topic: Year fragments and the Space Race
- Replies: 3
- Views: 4499
Re: Year fragments and the Space Race
I just noticed there's a two-and-a-half-year-old ticket by JTN on this topic that I hadn't noticed when starting this thread – the same issue I brought up above regarding the assumption that all year fragments are of uniform length is mentioned there as well. Now, one thing we could do is give rules...
- Thu Feb 25, 2021 4:59 pm
- Forum: Wishlist
- Topic: Obligatory hard action requirements you want dropped
- Replies: 9
- Views: 10521
Re: Obligatory hard action requirements you want dropped
Paches welcome (from any reader)! Since I'm currently in the CanOccupyCity "area" mentally I would probably be quick to review them. If you use utype_can_do_action_result() in the 3.1 patches you won't delay generalized actions. Feel free to use utype_can_do_action() if you don't want to ...
- Mon Feb 22, 2021 11:21 pm
- Forum: Wishlist
- Topic: Obligatory hard action requirements you want dropped
- Replies: 9
- Views: 10521
Re: Obligatory hard action requirements you want dropped
All the ones I've found require at least some amount of effort (more than just five lines in the autohelp), and sometimes decisions on how something should be done. In ascending order of projected effort: Tl;dr: Some effort, some possible info leak. "Airlift Unit" requires the actor unit t...
- Thu Feb 18, 2021 4:01 pm
- Forum: Wishlist
- Topic: Generalized auxiliary parameters in is_req_active()
- Replies: 3
- Views: 3956
Re: Generalized auxiliary parameters in is_req_active()
Well, yes, I'm a mostly amateur programmer and can't yet get rid of "it can be encoded in 3 bytes, why do we use 4" logic :roll: Hah, tell me about it. It took me years, until a university software engineering class, to get rid of that mindset – as it stands, however, both anecdotal pract...
- Tue Feb 16, 2021 12:00 pm
- Forum: Wishlist
- Topic: Generalized auxiliary parameters in is_req_active()
- Replies: 3
- Views: 3956
Re: Generalized auxiliary parameters in is_req_active()
Better idea: Let's put all of that stuff into a struct. The problem I have with your solution is twofold – firstly, as you said, void* are lost type safety, which I'd very much like to keep, thank you very much. Secondly, we're losing generality – if we ever want to expand the system in any way that...
- Sun Feb 07, 2021 3:17 pm
- Forum: Contribution
- Topic: Year fragments and the Space Race
- Replies: 3
- Views: 4499
Year fragments and the Space Race
So the other day, I was testing a ruleset with an approximately week-based timescale, more specifically 50 year fragments, and one fragment per turn, so 50 turns per year. I was playing against an AI, and since the ruleset is still very rough around the edges (particularly in terms of military stuff...
- Fri Feb 05, 2021 11:23 am
- Forum: Rulesets and modpacks
- Topic: Changes in what a 3.1 ruleset can do
- Replies: 143
- Views: 237145
Re: Changes in what a 3.1 ruleset can do
For example, casus belli if someone sentries "Sentry" is a state without any gameplay effects whatsoever. If you add repercussions for sentrying, players will simply have units skip their turn, every turn. The only thing it changes is making things more cumbersome for players. The same th...
- Fri Jan 29, 2021 11:08 am
- Forum: Single player
- Topic: Largest Map Size Possible
- Replies: 4
- Views: 7751
Re: Largest Map Size Possible
If I had to guess, probably "couldn't find start positions for everyone"Dino the Dinosore wrote:Wonder what happens if you put the max # of players (= 150) on the smallest map?