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andy5995
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The function call should not be in GetSimulationState. You could set a timer in cmpPlayer instead. Even better is using cmpResourceTrickle that all player entities already have. https://github.com/0ad-matters/no-gather/pull/6

Versioning suggestion to all modders. Separate out the import commit with the modded changes so seeing whats changed from the base game is easier.

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20 hours ago, smiley said:

Versioning suggestion to all modders. Separate out the import commit with the modded changes so seeing whats changed from the base game is easier.

@smileyYou mean like this? https://github.com/0ad-matters/no-gather/commit/00cdb664862f667cdba054318cb4df9ca2c35819 and https://github.com/0ad-matters/no-gather/commit/e24e74fbdac99932eecdd872deb0459816a331db

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Indeed. For SVN mods, seeing the actual changes is somewhat possible by diffing against the 0ad repo, but for older mods even that's not possible. By keeping the history in the mod repo, the diffs are easily visible and everybody has an easier time down the line.

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Another winner Andy.

I liked the pace set by the  resource trickle instead of near limitless resources of deathmatch.

The best part of course was the AI was a bit confused by what was going on.

The existing army should certainly satisfy players looking for very quick games.

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