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Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.
I got asked how certain messages could be deactivated as they don't care about them.
1. You need to have the mod installed in the way that the unpacked mod lies in mods/oddity_detector
2. Open mods/oddity_detector/simulation/helpers/CommandDetectorSim.js
3. Delete one class. The class starts with the name and opening { and ends with the }. To identify the matching {} they are indented. So to delete e.g. the idle player warning you need to delete
CommandDetectorSim.prototype.DetectorTypes.IdlePlayer = class
{
constructor()
{
...
...
});
}
}
I know of a few shortcomings:
The idle player warning should be a bit more complex. When no cc is there it could be longer or so.
The rapid fire is often triggered falsely. For asynchronous specs the times are false.
The market exploit works fine and is the most important one.
The quickstart ... some just don't care. To me it's a indicator how much ppl use ModernGUI in that game. It's the easiest part to detect.
But my interest to develop so much here is not that big. I work on it occasionally though.
War Elephants (only the Carthage has them here) saving the day from a 2-pronged attack. They ruined my economy and killed a bunch of fodder, oh well...
@guerringuerrin thanks for the suggestion, I might have overstepped a bit.
However, I seem to have forgotten my MP password. Also, I don't think any of you guys play Alpha 9 right now
It really feels like a different game. So clunky, so chaotic.