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NTJedi said:
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Gandalf Parker said:
Heehee. You should have seen all the commands we tested and took out. Not to mention the extensive back and forth changes to reset the caps to the new limits such as the 1500 provinces. And of course everytime you changed one thing it seemed to affect every other thing. SLAP.
But it was fun. I was the first person to get to play in mega-games. At least the server commands seemed to get a complete testing. Those were considered a hotter priority.
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How I wish #startspell wasn't damaged and lost. #god only works for the starting capital. one-way provinces would have really opened doors for some interesting maps. Anyways I'll stop daydreaming.
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I dont know if we ever figured out what broke startspell. One-way provinces gets into way too many places in the code for movement, looking, spell-casting, retreating, AI, etc. It was one of those balancing acts against being able to do many other things instead of that one.
The #god problem I believe is tied into another of my regrets. The sequence that the game does its actions. One of my biggest regrets that we didnt fix was the ability for a server to set mods on that added nations to the game, and have them show up on the players join menu.
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Gandalf Parker said:
In my mass tests (mentioned earlier) I tended to find that Ermor usually led early in the game, Oceania in mid game, and Arcos in late game if it could last that long.
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If those tests are easy to setup and run it would be interesting to see how the new nations play. If those tests take over an hour then it's probably not worth your time.
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With servers there isnt much involved as far as my time. I can whip off a script to start 30 games, autorun them thru 100 turns, save the score files, start 30 more games. It might take a week to get relevant data it would collect until I turned it off.
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Ideally I would like to see a #wandering command and more official wandering creatures like eater of the dead.
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Didnt we do that? That would be a modding thing? I dont really follow the modding stuff.
Which reminds me. I should reread my old scenario ideas where I groaned the lack of a #patrol command. Now that we know how to put people inside and outside of a castle with map commands I should be able to tackle some of those ideas.