Re: Some changes and fixes

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Philippe Tetar

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Oct 1, 2012, 9:03:26 AM10/1/12
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Difficulty level specific configuration:

I'm not really agree with it. Specific configuration of difficulty will make data more difficult to maintain. The benefit is really low since many other thing need to be balanced. Specific configuration of difficulty is very micro balancing, not useful now. 

You can dehardcode difficulty by make a new data file : difficulty.dat to set difficulty variables.

 Botnet: I dislike the use of cluster. I prefer a various number of PC.

On Thursday, September 27, 2012 8:59:48 PM UTC+2, juise wrote:
Hi all,

Nice game you have here. I liked it so much I decided to spend some time improving it. Here's the results so far: http://code.google.com/r/jussi-singularity/source/list

A short summary (for more details, view the details from the page I linked above):
* Bugfixes in displaying some numerics (maintenance cpu in new base screen, construction cpu in finance screen, detect rates in map screen)
* Difficulty level specific configuration. Also moved some difficulty specification from code to data.
* A new base type, botnet (comparable to datacenter, somewhat different tradeoffs)
* Suspicion increase on base detection is now defined in data, per item. Balance changed so that low-tech discoveries increase suspicion less than high-tech ones.
* Floor value for suspicion, based on amount of job CPUs. Becomes significant when the amount of job CPUs is a significant fraction of the world's working population (good luck replacing everyone's job with simulacra and have no one to notice)
* Increased resource requirements for researching advanced CPU techs. Now it should be (typically) be necessary to deploy the previous tech CPUs to research the next ones (because the previous winning strategy was to build a couple of warehouses with clusters and research all the way to Quantum MK3.. game won).
* Some of the changes break old save games. Should be quite easy to make the migration functionality though (since you already have that for older save game versions).

Feel free to pull these to the main branch. My opinion is that my changes made the game better. You have every right to disagree, but at least the bug fixes should be useful.

If you want some of the stuff and need it to be organized differently for merging, please let me know. This is my first time working with Git so I don't know the local customs.

Phil Bordelon

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Oct 11, 2012, 3:13:36 PM10/11/12
to endgame-sin...@googlegroups.com, juise
On 09/27/2012 01:59 PM, juise wrote:
> Hi all,
>
> Nice game you have here. I liked it so much I decided to spend some time
> improving it. Here's the results so far:
> http://code.google.com/r/jussi-singularity/source/list

For the moment, let's just go with the bugfixes. From what I can see
you have three of them.

You can mail me the patches for those bugfixes under separate cover and
I can import them, or you can make them available on a separate branch,
or you can wait for me to cherry-pick them from your repo. That's
basically in order of "how long it'll take me to incorporate them" :)
so just sending me the patches is easiest.

P

Mestre Lion

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Nov 15, 2012, 11:14:37 PM11/15/12
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Those were very interesting changes! But I had a hard time telling apart bug fixes from new features/gameplay changes. Even the commits you mention as bug-fixes seem to be related to the g_seconds_per_day/hour/etc, a difference you introduced yourself in one of the early commits.

Are there any commits that fix bugs in /current/ code? I'm not the right person to judge gameplay/balance changes, but I can commit bugfixes if Phil is short on time.

Please rebase your commits into feature branches, so it's easy to tell bugfixes from gamplay changes. Send me a note to what commits you think are ready to inclusion. Also, if possible, give some detailed instruction in commit messages on what exact bug each commit is fixing.

And thanks!


On Thursday, September 27, 2012 3:59:48 PM UTC-3, juise wrote:
Hi all,

Nice game you have here. I liked it so much I decided to spend some time improving it. Here's the results so far: http://code.google.com/r/jussi-singularity/source/list

A short summary (for more details, view the details from the page I linked above):
* Bugfixes in displaying some numerics (maintenance cpu in new base screen, construction cpu in finance screen, detect rates in map screen)
* Difficulty level specific configuration. Also moved some difficulty specification from code to data.
* A new base type, botnet (comparable to datacenter, somewhat different tradeoffs)
* Suspicion increase on base detection is now defined in data, per item. Balance changed so that low-tech discoveries increase suspicion less than high-tech ones.
* Floor value for suspicion, based on amount of job CPUs. Becomes significant when the amount of job CPUs is a significant fraction of the world's working population (good luck replacing everyone's job with simulacra and have no one to notice)
* Increased resource requirements for researching advanced CPU techs. Now it should be (typically) be necessary to deploy the previous tech CPUs to research the next ones (because the previous winning strategy was to build a couple of warehouses with clusters and research all the way to Quantum MK3.. game won).
* Some of the changes break old save games. Should be quite easy to make the migration functionality though (since you already have that for older save game versions).

Feel free to pull these to the main branch. My opinion is that my changes made the game better. You have every right to disagree, but at least the bug fixes should be useful.

If you want some of the stuff and need it to be organized differently for merging, please let me know. This is my first time working with Git so I don't know the local customs.

On Thursday, September 27, 2012 3:59:48 PM UTC-3, juise wrote:
Hi all,

Nice game you have here. I liked it so much I decided to spend some time improving it. Here's the results so far: http://code.google.com/r/jussi-singularity/source/list

Phil Bordelon

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Nov 16, 2012, 1:00:59 AM11/16/12
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On 11/15/2012 10:14 PM, Mestre Lion wrote:
> Are there any commits that fix bugs in /current/ code? I'm not the right
> person to judge gameplay/balance changes, but I can commit bugfixes if
> Phil is short on time.

Just a short note regarding this: while I'd love to help with this, in
the short term I have some pretty serious life stuff going on (namely,
I should be working on my NaNovel right now, and I'm leaving my job of
a decade-plus to go work at a certain large Internet company that you
are all familiar with), so I don't really have any time to do more
than cheer from the sidelines. Hopefully things will settle down early
next year and I'll have time to help more.

Don't let that stop you, though, and feel free to ask me any questions.
I just don't guarantee you'll get meaningful responses :)

P

Uneron

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Nov 18, 2012, 11:01:02 AM11/18/12
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Hi, before we frey much longer, I am going ahead and do a parial merge.

> * Bugfixes in displaying some numerics (maintenance cpu in new base screen, construction cpu in finance screen, detect rates in map screen)
Bugfixes are always welcome of course!

> * Difficulty level specific configuration. Also moved some difficulty specification from code to data.
I *do* think you overdit it here. It would be a freaking pain keep balanced, because you would have to change a couple of values, instead a single one.

> * A new base type, botnet (comparable to datacenter, somewhat different tradeoffs)
I like the botnet. Seems very fitting for the setting!

> * Suspicion increase on base detection is now defined in data, per item. Balance changed so that low-tech discoveries increase suspicion less than high-tech ones.
Like it! Makes the beginning somewhat easier and the endgame more difficult, just as it is supposed to do. Unfortunately its also rather strongly accociated with your 'per difficulty' changes. Hmm... have to think about this one.

> * Floor value for suspicion, based on amount of job CPUs. Becomes significant when the amount of job CPUs is a significant fraction of the world's working population (good luck replacing everyone's job with simulacra and have no one to notice)
Easily merged and very sensible indeed.

> * Increased resource requirements for researching advanced CPU techs. Now it should be (typically) be necessary to deploy the previous tech CPUs to research the next ones (because the previous winning strategy was to build a couple of warehouses with clusters and research all the way to Quantum MK3.. game won).
On the first glance I think I agree with all of them. Especially the consumer prices :)

> * Some of the changes break old save games. Should be quite easy to make the migration functionality though (since you already have that for older save game versions).
I dont think thats an issue. Should be expected from a game with a 0.3 version, really. And games don't last long enough (or are interesting enough in the late game) that its worth caring.

Cheers
Uneorn

Uneron

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Nov 18, 2012, 1:47:18 PM11/18/12
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Ok, I merged all of the fixes and some of the features under:

Cheers
Uneron
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