Fixing Decision Mod Bugs and Planning Ahead
I have been testing the demand influence decision mod for most part of the weekend by running the decision within the simulation and fixing bugs as I find them. The biggest bug I fixed this weekend had nothing to do with the demand influence decision, but with the clan split decision in which I worked previously. It turns out that the function that would pick a random core group for the new clan was bugged and always returned the same group. The result was that almost no clans were splitting, and the few ones that did, would split multiple times in a very short time span...
I have taken the opportunity along the way to make small improvements to the mod log system. The idea of this is to help modders identify issues with their mods as quickly as possible. So I'm trying to make sure that any error resulting from a mod misbehaving is described clearly and with as much information as possible. There are still many holes in the logging system, though. Nevertheless I hope to cover them as I keep adding to the modding system little by little over the next months.
There are still some bugs that I need to fix with the demand influence decision. And beyond that, I need to spend some time writing documentation for the decision modding system if I ever hope for people to understand it. Regardless, I have already started spending some time designing the next feature I'm going to work with, which is tribal migration. The feature will probably require the introduction of new production activities (herding, artisanship) and some new, but limited, modding aspects. I'll talk more about that next week.
Note: I want to clarify why I'm skipping the Stances & Tribal Isolation feature. That was supposed to be a big new feature that would introduce a new UI element for players to interact with tribes, allowing them to influence more directly the behavior of tribes under their control. Ultimately I decided to postpone this feature for a future release (very likely 0.3.5) since the amount of work required would be comparable to Decision Modding and I didn't want to spend another 4 to 6 months on a single feature that I felt had a low chance of being impactful at this stage of the project.
Get Worlds - History Simulator
Worlds - History Simulator
A world generator, and human history simulator
Status | On hold |
Author | DrTardigrade |
Genre | Simulation, Strategy |
Tags | Alternate History, Procedural Generation |
Languages | English |
More posts
- Extended HiatusOct 23, 2022
- Worlds 0.3.4.01 (minor update)Oct 03, 2022
- Worlds 0.3.4Aug 22, 2022
- Worlds 0.3.4 alpha 4 ready for closed testingJul 27, 2022
- Done Migrating Discovery Mod ScriptsJun 05, 2022
- Halfway through Alpha 4Apr 19, 2022
- Closed Alpha 3 StartMar 20, 2022
- The Last PartMar 15, 2022
- Closed Alpha 3 Participation FormMar 13, 2022
- Relationship Improving Action Done...Jan 04, 2022
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