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NoScore mod

So ... what do we think of the NoScore mod so far? As I said somewhere else, this isn't the way I would have done it. I like the idea but think there is room for improvement ... so ... what would I improve ...
  • I would have shown the players score
  • other teams get a score of '1' and are shown in the scoreboard alphabetically
  • score graph removed
  • demographics included but 'max, min and average' columns removed - maybe include the average
  • score victory condition doesn't show best opponent

Anything else?
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Player's score you mean right? (just to be clear) Yeah I agree that could be shown, no real reason to hide it. It's not all the useful on it's own though unless you're trying to use it as a measure against other past performances.

Having the score graph doesn't make too much sense agreed.

Thought demographics screen was completely blank? Or do you mean you should be able to see your own just not the comparisons to others? Agree the min max and average are the problems on that screen though as they give far too detailed of info on exactly what your opononents have.

I'd say it's something somebody through together quickly to get the job done and it works. Just basically doesn't let you see some details of yourself.
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It wouldn't be bad to include your own score, not like you have to tell anyone what score you have.

I think you should definitely be allowed to see your own values on the demoscreen, but other than that?

Generally agree with everything Ruff said...
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Yeah, I can't really add anything to that list, nor would I subtract anything from it.

Darrell
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The other option that I was thinking about was to keep the ranking in the scoreboard but only show the current players score. That way, if you are 2nd, you know you are 2nd but not by how much ... it could be 10 pts ... it could be 1500 pts.

You can sort of work that out anyway by counting cities.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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One thing that I've found fairly useful in the early game is that you can typically see the exact culture value of your neighbour's top three cities in the victory conditions screen. Useful when fighting culture wars.

Seems like another example of "free info" that could be hidden. Maybe hide it until the top contender has three 5000 culture cities so that you still get a warning that someone is going for a cultural win.
I have to run.
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given that we are finding more about this mod as the game goes on ... and no one likes some spying actions (civic and religion changes), maybe there is scope here for an approved RB MP mod. We could even hack the dll and place a limit on the number of times a tech can be traded (optional).
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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PM'd T_Hawk with this idea ...
Quote:One idea that was discussed in the run up to pitboss #3 was a limit on the number of times that you can trade a tech. I am pretty sure that this should be possible but would need SDK development.
He sounded interested and I said I would check with Emperor Fool (our SDK dev on the BUG team ... here is that discussion ...

Quote:
  • Ruff: hey - you there?
  • Ruff: thinking about a small mod that puts a restriction on how many times you can trade a tech ... I think I need to add a new property to a tech (TradeCount) with some associated methods (incrementTradeCount) ... then if you that TradeCount gets down to zero, the tech moves from 'can trade' to 'cannot trade'
  • Ruff: would like to show the tradecount on the diplo screen ... eg Tech Name [3] ... but I am not sure if the diplo screen is open to python or the SDK
  • Ruff: also would like to set the max trade counter during the game setup ... similar to the tech trade options but with an input box
  • Emperor.Fool: having a max: can do in SDK
  • Emperor.Fool: showing on diplo screen, probably not, but you could put it in the hover for sure
  • Emperor.Fool: game option: probably not but I dunno. there's a "number of advanced start points" setting, right? otherwise I thought all game options were checkboxes. could put it in GlobalDefines.xml of course, but that's not as user friendly
  • Ruff: yeah - was thinking hover as a back up
  • Ruff: and there is an integer option wiht the advanced start points
  • Ruff: so that has been done before
  • Ruff: I suppose that there is a function that returns if you can trade a tech and it checks the 'tech broker option' ... just need to mod that to see if the techcounter is not zero
  • Emperor.Fool: yes, canTrade()
  • Emperor.Fool: CvPlayer::canTrade()
  • Emperor.Fool: would every tech start with the same # of allowed trades? and it's per player, right?
  • Emperor.Fool: or per team?
  • Ruff: yeah ... aim is to limit the number of times you can trade a tech to a pre-set amount
  • Ruff: right per team
  • Emperor.Fool: either way, you'll need an array (size of num techs) in player/team tracking number of times it's been traded
  • Emperor.Fool: and you'll need code to merge two teams' arrays when they sign a PA--probably just take the max of the two or add them to make it more strictive
  • Ruff: how does the game know that a team has a tech? is there an array for that?
  • Emperor.Fool: yes
    emperor.fool is typing a message.
  • Emperor.Fool: look at cvTeam::isHasTech() and you'll see it looks in an array
  • Ruff: ok - that sounds like a plan
  • Ruff: thx for the lateral thinking re teams and PAs ... hadn't even thought of that
  • Ruff: this mod is for some MP games that Realms Beyond are playing ... every time we play a game with tech trading on, huge tech trading cartels spring up ... we are looking at ways of limiting that and this mod would fit the ticket

So - this sounds like an option.

btw - T-Hawk did mention that Civ5 might trump this.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Me likey. If we can get this coded, I'm up for a new PBEM to play out a full game on it.

Great job Ruff ;b:
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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hey - pbem #4 looks like it might use this mod. I will see what I can do to get a better version for Realms Beyond that what we currently have.

Edit: Trial version of RB_MP mod ---> http://realmsbeyond.net/forums/showpost....tcount=126
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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