Goals for next build + the people who are most likely working on them, as I understand them - feel free to add/edit.
Navy implementation/balance (Nemo)
Integrate/balance Zerg’s new cover and AP/armor systems (Nemo)
Paratroop/glider system (Zerg)
Further development of the GM tools (Nemo)
Standardize sound fx/unit ack volumes across the board (I’ll help with this if someone has a method for me to follow)
More voices/fx? (yuri + Neddie?)
Run some events with Lyuban? (Neddie, would you be up for this?)
Tobi - I assume you’re still neck-deep in the Lua unit scripting stuff, and Zerg I left you off here because I don’t know what you’re most excited to work on. Just give me a poke about what you’re interested in.
Then you can re-use Spring’s Lua TDF parser in python
Also note that with Lua unit definitions and a good design there should be no need for mass edits. Mass edit would mean after all that some value is identical or based on some other values for a unit, and that’s exactly what can be done using Lua unit definitions. (e.g. unitdefs_post.lua, AFAIK)
As for me, I was busy with Spring stuff itself last weeks, (lobby) server move, server performance problems, etc.; LuaCob is on hold for me until lurker finishes framework, though I might take over again if he doesn’t hurry up
Also exams are coming soon and still need to start learning like 150 distributed algorithms by heart, so my time will be a bit limited :mrgreen:
Thanks, I’ll definitely check that out when I get a chance.
This touches on a debate that occasionally came around when I was still working for CA. My view on it is that postdefs are great for testing and modoptions, but when it comes to permanent changes, I prefer the numbers to be directly visible in the unit files. There are downsides too, of course; for example, if you want to add a new unit but also want it to fit certain patters, it may be easier to do that using postdefs than a standardization script; it’s just that I believe the benefits of mass edits outweigh those of postdefs when it comes to long-term changes.
The Lua unit script stuff is sounding really sweet; I think it will really help maintainability. Thanks for your work on that.
Good luck! I imagine I will be facing similar things in a few years…
I agree on the unitdefs vs post defs stuff - we’ve had a couple semi permanent changes hosted there over the last few months, and for people who were looking up balance stats in the unit defs, it created a real problem - modifiers like 2x ammo cost in postdefs, and there’s no way to know unless you go and read through all of post defs or I tell you.
Documentation can solve this problem somewhat, but in general I think it is better organizational practice to keep all unit stats in the same file.