Emacz Posted April 11 Report Share Posted April 11 So if its 3x3 and one person rage quits (no names) then the team with 2 still has a fighting chance! 1 Quote Link to comment Share on other sites More sharing options...
Outis Posted April 11 Report Share Posted April 11 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. 2 Quote Link to comment Share on other sites More sharing options...
Grautvornix Posted April 11 Report Share Posted April 11 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 ... Quote Link to comment Share on other sites More sharing options...
Vantha Posted April 11 Report Share Posted April 11 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. Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted April 11 Report Share Posted April 11 it could be good, although I don't like the idea of better players on a team convincing a weaker player to throw in the towel so they get more pop space. But this is why options exist, so not a huge concern. 1 Quote Link to comment Share on other sites More sharing options...
Emacz Posted April 12 Author Report Share Posted April 12 Yeah, pretty much every new detail can be exploited by someone.... so you just have to think about whats best for the general pop. And like you said, its just an option! Quote Link to comment Share on other sites More sharing options...
Obelix Posted May 2 Report Share Posted May 2 There is now a ticket for that: #6918. 2 Quote Link to comment Share on other sites More sharing options...
Vantha Posted October 30 Report Share Posted October 30 I still believe this would be useful and I made a patch for it: https://gitea.wildfiregames.com/0ad/0ad/pulls/7161 As always, any ideas and suggestions are welcomed. 4 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 30 Report Share Posted October 30 (edited) And what would it be called? Team Population? Nevermind. Edited October 30 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
Emacz Posted October 30 Author Report Share Posted October 30 54 minutes ago, Vantha said: I still believe this would be useful and I made a patch for it: https://gitea.wildfiregames.com/0ad/0ad/pulls/7161 As always, any ideas and suggestions are welcomed. I'm still relatively new to modding.... i can really only change txt How would I incorporate this into my new mod? Quote Link to comment Share on other sites More sharing options...
Vantha Posted October 30 Report Share Posted October 30 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: 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. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 30 Report Share Posted October 30 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: 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. 1 Quote Link to comment Share on other sites More sharing options...
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