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August 8th, 2005, 05:29 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Conceptual Balance Series - finally a new ver
And I won't mind getting feedback from the modders and the people who use them either. Either by PM or by email [edirr(at)welho.com].
Edi
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August 8th, 2005, 05:51 PM
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First Lieutenant
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Join Date: Feb 2005
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Re: Conceptual Balance Series - finally a new ver
This is great stuff, thanks to all who helped make them!
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August 8th, 2005, 05:56 PM
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Second Lieutenant
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Re: Conceptual Balance Series - finally a new ver
Since you didnīt change the item mod, here is a version without typos and better readability.
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August 8th, 2005, 06:05 PM
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National Security Advisor
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Re: Conceptual Balance Series - finally a new ver
*bangs head against wall*
Turin, I specifically changes the formatting and readability, just didn't touch the modifications. That version you just did has nothing to offer and indeed has none of the syntax editing that the version in the package has. If you want to edit something, edit that one first, if indeed it has any typoes. Or I can do that and repost the whole package. I didn't just go through days of editing hell to have my hard work immediately torpedoed by introducing non-standard formatting!
Edi
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August 8th, 2005, 06:22 PM
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Second Lieutenant
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Re: Conceptual Balance Series - finally a new ver
well I made that one before you posted yours already and I didnīt really see any changes you made except making the headlines in big letters.
In my version I put the weapon changes under the corresponding artifacts, so you can see cost and weapon changes at the same time and fixed several item affecting typos(lightning spear, lucky coin, shield of the accursed, cauldron of broth, hydra skin armor) and removed lines that werenīt needed. I donīt know if that adds nothing
I really appreciate the work you did here and wouldnīt have posted it, but it seemed to me that you hadnīt done much with the item mod, so my fixed version could save some work. But I guess if the format is so important to you I should remove it.
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August 8th, 2005, 06:51 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Conceptual Balance Series - finally a new ver
Thanks a ton, Edi. Now, what program do you use to edit the mods? Otherwise, when I make a new version, we have to do this all over again. 
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August 9th, 2005, 07:21 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Conceptual Balance Series - finally a new ver
Quantum:
I use Crimson Editor. You can find it here. Completely free, very versatile and conforms to standards. Can be used for code developing for several programming languages (key word and structural color highlighting makes it easy to read code)and for basic text editing. It has very nifty search functions, search and replace, various text editing features such as case changing etc and Once I found this little program about three years ago, I have used it exclusively for basic text file editing.
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Turin:
I specifically didn't do much structural changes for the item mod because I have not had time to get very familiar with it. Your approach, grouping weapon editing along with gem cost and path editing for items does have its merits (mainly convenience in maintaining that specific mod), but it also has its drawbacks (everything being mingled together).
The current format where the gem cost and path requirement edits are in one section and the actual equipment modding in another is in my opinion superior, because it allows other modmakers who might like the equipment changes but not the cost changes to copy the whole chunks to use as basis for their own mods (if they want just one or the otehr but not both). It would also be structurally consistent with the rest of the CB series. You can rest assured that when I do start going through it, things are going to get moved around pretty drastically. Basically you can expect stuff to be grouped by category (weapons, armor, miscellaneous) and level (trinket, lesser item, greater item, artefact) and possibly sorted by primary and secondary paths as well. Equipment modding would be in one section and the forging mods in another and both sections categorized as above.
I might actually do that before I do the Nations readme, just to get it out of the way.
If at all possible, I would like to retain editorial control of the format so that the rest of you can concentrate on content improvement. I can chime in on that as well, but not all that much.
Edi
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August 9th, 2005, 08:09 AM
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Second Lieutenant
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Re: Conceptual Balance Series - finally a new ver
I think my approach is definitely superior.
Which scenario is more likely: a would be modder considers the item mod and thinks: " I surely like the cost changes, but dislike all the weapon changes" , or him thinking " I mostly like the changes of this mod, but there are items x,y and z which I could mod better".
My approach is superior for the much more likely scenario 2.
Basically it boils down to this: my approach is better for the modder/ overall readability, your approach might be better for a modder who wants to throw out huge parts of the mod. As for structural consistency, it already is really annoying in the spell mod to check out the changes zen made to the units, which is one of the reason why I made a special blackunitview map for it.
Iīll happily let you retain the editorial control(not that I have anything to say in that matter as itīs primarily quantumīs /zenīs mod), but splitting the changes in several parts destroys the readability. Sorting the items by class is a really good idea though.
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