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Author Topic: [0.91][UTILITY] EZ Faction 0.6a  (Read 52817 times)

tron359

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Re: [0.8][UTILITY] EZ Faction 0.6a
« Reply #120 on: August 11, 2019, 09:00:25 AM »

Hey,
I'm sorry to necro this post,
based on your last reply, have you been able to build your project into a shareable state?
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Sarissofoi

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Re: [0.8][UTILITY] EZ Faction 0.6a
« Reply #121 on: August 14, 2019, 04:12:09 AM »

I second it.

xenoargh

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Re: [0.8][UTILITY] EZ Faction 0.6a
« Reply #122 on: August 14, 2019, 11:26:54 AM »

It's been working for months now, like a lot of other things I have on my hard drive.
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tron359

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Re: [0.8][UTILITY] EZ Faction 0.6a
« Reply #123 on: August 24, 2019, 07:08:38 AM »

Oh that's awesome,
will you be uploading the working version to the forums?

I understand you develop these tools in your free time, and that you have no obligations to us.

Thanks
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xenoargh

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Re: [0.8][UTILITY] EZ Faction 0.6a
« Reply #124 on: August 24, 2019, 04:46:55 PM »

Pretty soon, yes.
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Sarissofoi

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Re: [0.8][UTILITY] EZ Faction 0.6a
« Reply #125 on: August 25, 2019, 10:44:02 AM »

Pretty soon, yes.

That is nice....
Wait a moment... its human pretty soon or Alex pretty soon?

xenoargh

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Re: [0.8][UTILITY] EZ Faction 0.6a
« Reply #126 on: August 25, 2019, 11:22:20 AM »

Human "pretty soon", as in, "I'm 100% sure it's working, but I'm testing some other stuff that I want to release at the same time".
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Harmful Mechanic

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Re: [0.8][UTILITY] EZ Faction 0.6a
« Reply #127 on: August 25, 2019, 06:28:54 PM »

Does EZ Faction still do a bunch of screwy stuff that doesn't play nice with other mods in settings, or have you fixed that in the new version.?
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xenoargh

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Re: [0.8][UTILITY] EZ Faction 0.6a
« Reply #128 on: August 25, 2019, 06:32:54 PM »

If you mean this stuff:

Code
"commRelayMessageSpeed":10, # light years per day, for messages going through hyperspace
"maxRelayRangeInHyperspace":100, # light years, range for a comm relay that's located in hyperspace
"commRelayRangeAroundSystem":20, # light years, range in hyperspace around an in-system relay where messages will be picked up
"maxTransponderRequiredRangeAroundMarketSystem":20, # light years

Yes.  It doesn't touch Bounties any more.  Which of those things is a serious problem, from your POV?
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Harmful Mechanic

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Re: [0.8][UTILITY] EZ Faction 0.6a
« Reply #129 on: August 25, 2019, 06:42:26 PM »

Really all of it, since other mods rely on vanilla settings. Is there a reason why you changed them?

(I don't think it's necessarily a bad idea to change vanilla settings, but this seems like a weird mod to do it in, and you should note in the OP that you're doing that.)
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xenoargh

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Re: [0.8][UTILITY] EZ Faction 0.6a
« Reply #130 on: August 25, 2019, 08:39:39 PM »

The main things were:

1.  The communication-speed (commRelayMessageSpeed) issues with Market updates (in particular, Missions / Bounties being severely out of sync, to the point that you'd get a Mission on the Intel screen, go there and discover it was long-gone).
2.  Communication range (commRelayRangeAroundSystem) being arbitarily short meant that Colonies might not get Missions at all, because they weren't "connected" to the Core.  In non-Nexerelin gameplay with just one added Faction, this is actually a real issue; the Core's the source of most Missions.

Basically, though, things break, when Markets are arbitrarily too far away from the Core, but we're still using 100% Vanilla systems under the hood.  I don't think Vanilla should have a concept of "hyperspace message speeds" or "hyperspace message ranges" in it at all; this is needless complexity in what should be a straightforward mechanic, imo.

The other two settings were more for convenience than anything else; I was originally going to allow for Hyperspace-based Factions.  I don't have that supported currently, so I'll remove them.
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Alex

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Re: [0.8][UTILITY] EZ Faction 0.6a
« Reply #131 on: August 25, 2019, 08:48:28 PM »

Just to clarify a couple of points:

commRelayMessageSpeed is unused.

commRelayRangeAroundSystem does not affect colonies getting missions, it's just how far the player can be from the system - while in hyperspace - and receive updates about stuff available in that system.
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xenoargh

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Re: [0.8][UTILITY] EZ Faction 0.6a
« Reply #132 on: August 25, 2019, 09:06:02 PM »

Ah, so all of that stuff's irrelevant now?  Cool.  I'll nuke all that and test to make sure none of the wheels fall off.
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Harmful Mechanic

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Re: [0.8][UTILITY] EZ Faction 0.6a
« Reply #133 on: August 25, 2019, 09:27:27 PM »

Yeah, it just struck me as weird, since I have a mod in progress with a home system well out from the core and I haven't run into any of those issues.
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xenoargh

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Re: [0.8][UTILITY] EZ Faction 0.6a
« Reply #134 on: August 25, 2019, 09:53:50 PM »

Sorry, gotta remember that this was started up, like, 2+ years ago and at least two major versions back, originally.  Comm Speed was still a thing and the 20LY radius meant that Colonies further-away than that simply weren't getting Intel updates, which wasn't Fun.

Anyhow, that's nuked and gone and it appears to be OK in testing thus far.
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