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Team pop instead of or included with world pop


Emacz
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32 minutes ago, Outis said:

I think best to have the option to have 2 versions of world population with one distributed per player and to have one distributed per team.

Great idea! In order not to overcomplicate things this should be initially only a pop cap for predefined teams. 

Later on, we might extend this so that whatever the team size of an  ad-hoc alliance, the pop cap remains, i.e. if I play without allies then the whole pop is for me, while if I have an ally then we share the same pop cap.

 

This still has to mature not sure about the consequences ...

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I like the idea too. Multiplayer games are too often decided by a weak player resigning before some others even engage in any fighting. On my level at least. A team pop cap would help outnumbered players not be instantly overrun just because they simply cannot field as many troops as the enemy.

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8 hours ago, Lion.Kanzen said:

And what would it be called?

Team Population?

I removed the World Population checkbox in the game setup and replaced it with a dropdown for selecting the Population Cap Type ("Player Population", "Team Population", or "World Population").
Here is what that looks like:

screenshot0011.png.f89ac8526e2f0f860180bf24634ddfd3.png

Nothing spectacular, but it works.

 

 

7 hours ago, Emacz said:

I'm still relatively new to modding.... i can really only change txt :)  How would I incorporate this into my new mod?

Generally, you simply need to transfer the changes you see in the PR to your own mod (i.e. going through the affected files and making the same changes to the corresponding files in your repo, by using a diff file for example). Unfortunately, however, this specific patch here builds on changes made after the release of A26 and not applied in the community mod (which your mod is based on, correct?). This means, if you try to do the above you will find that some files in your mod differ from the original files in the PR and you won't be able to transfer the changes. You would have to backtrack more and more commits affecting a larger and larger number of files and eventually you very nasty conflicts.
All in all, unfortunately, it's not feasible to pack these changes into an A26 mod.

I guess you'll have to wait until A27 for it.

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1 hour ago, Vantha said:

I removed the World Population checkbox in the game setup and replaced it with a dropdown for selecting the Population Cap Type ("Player Population", "Team Population", or "World Population").
Here is what that looks like:

screenshot0011.png.f89ac8526e2f0f860180bf24634ddfd3.png

Nothing spectacular, but it works.

 

 

Generally, you simply need to transfer the changes you see in the PR to your own mod (i.e. going through the affected files and making the same changes to the corresponding files in your repo, by using a diff file for example). Unfortunately, however, this specific patch here builds on changes made after the release of A26 and not applied in the community mod (which your mod is based on, correct?). This means, if you try to do the above you will find that some files in your mod differ from the original files in the PR and you won't be able to transfer the changes. You would have to backtrack more and more commits affecting a larger and larger number of files and eventually you very nasty conflicts.
All in all, unfortunately, it's not feasible to pack these changes into an A26 mod.

I guess you'll have to wait until A27 for it.

Sounds coherent. Sounds good to me.

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