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1
Modding / Question about modding tag behaviour to the developer
« on: August 31, 2016, 01:55:22 PM »
I love the game and also love modding it. On that note I must say though some things are really badly documented or I am simply blind. <DevTime> is such an example. My assumption is DevTime is considered with 100% efficency and maximum skill? But at least the modding wiki does not state such.

Besides that it is totally unclear how the ingame info calculates the necessary amount of people it suggests. With the above assumption when I have a feature that has 60 month and two other features with 1 month each it suggests 6 Designers and 11 Programmers for it with a no art since said features have no art requirement.

Its safe to assume the ETA gets calculated with the selected team?

On that note I would really love a <TargetPrice> <TargetDesigners> <TargetProgrammers> and <TargetArtists> Tag for features so I can easily define such things per feature without having to use obfuscated workarounds and not being able to properly balance.

FYI I found the calculation on how pricing is handled in a thread on the Steam forum that somone linked quite a while back, but even with that its really really painful to get proper balancing. So I humbly request a feature of the sort. Since it is factually an override it should not be too hard to implement right?

What I Imagine is basically if someone sets a <TargetPrice> for any feature of a piece of software the price gets raised by that. Which in turn means if all features of a piece of software are manually set it would lead to it cost the sum of all its tags since no price calcualation would happen.

The same should work with <TargetDesigners> <TargetProgrammers> and <TargetArtists> which in combination with <DevTime> would lead to a software taking the amount of month stated in DevTime with the specificied number of personal in the <TargetDesigners> <TargetProgrammers> <TargetArtists>.

I know this should be possible with dll modding but I have to admit I do not have the skillset nor the time to learn a full fledged programming language, and in the current state I am hitting many walls to make a mod with any meaningful balancing. The mods work but its nigh impossible to properly balance imho.

That being said and I really love the game and will try to continue modding, but I hope you would at lest consider adding something in the veins of what I have suggested, depending on how much effort it would need.

Any feedback on my suggestion from the dev would be highly appreciated.

2
Modding / Re: Insight on pricing calculations?
« on: April 04, 2016, 03:27:43 PM »
That helps a lot especially the steam link since it basically is from the developer itsself, highly appreciated. The only quest left is the product quality part of the formula. I did some testing but did not get the formula to match up with my ingame readings yet and since the only unclear part is the quality that might what I am missing.

Edit: A bit of testing made it clear that outstanding seems to be 3.0 or very close to that in quality since the values nearly match up that way its less then 1.00 off in roughly 20 test cases so thats close enough for me to be able to properly balance my mod around it. Some Insight from the dev would be appreciated though in how quality is calculated. My assumption is that quality is basically 1.0 for all 3 stages 1.00 for each, where the stage before sets a max cap for the next?

3
Modding / Insight on pricing calculations?
« on: April 04, 2016, 03:10:14 PM »
So my mod is coming along nicely but where I currently struggle is to balance my mod accordingly. In an ideal situation I want my software to take 1 year with 10 people total and hitting a price point of 400 EUR or USD. But no matter how I tweak the values the values change but I can not see any pattern. Obviously If I raise either timescale or devtime the price goes up.

Is there a way to properly balance retail prices and dev time or even get close to it?

In general timescale confuses me since it seems neither linear nor log. Any help would be highly appreciated.

4
Modding / Re: Question About Modding
« on: April 03, 2016, 09:37:35 PM »
retention and iterative are not for features but for categories afaik.
Afaik popularity is a normalized. In your case it still would be 0.5+0.5+0.9/3=0.63
That is at least to my knowledge.

5
Modding / Re: Sim Does Not Handle Large Amounts Of Features Well
« on: April 03, 2016, 01:47:24 PM »
Without a specific script its hard to know whats wrong.

6
Releases / Re: [Alpha 8] Hardware Mod v0.6-alpha
« on: April 03, 2016, 12:34:59 PM »
Love to play with this. Since you mod is on github (which I can not get to work for mine for the life of me) I was able to poke at your code to learn how to implement my own specialisations, for that alone I will be in your debt :)

7
Modding / Re: CompanyTypes modding Broken
« on: April 03, 2016, 11:59:13 AM »
Did you define the corresponding software properly and is it available to use for you as player? The error sounds like it wants to acess the definitions but can not find them. What you define in there is dependent on an already existing software type. Be aware software types dislike some special characters although space gaps are fine.

8
Modding / Re: How to create a new Research?
« on: April 03, 2016, 10:11:10 AM »
Is the linked topic achieved or something? When I click on the link I get an error that I do not have the permission to read it, and I am in the same predicament.

Edit: Found the solution, one question that arised though is there a reason as to why a research can not depend on a feature that is researchable itsself? Or at least a from=. I am making researchable hardware but as it is now this leads to broken AI releases since the AI does not know it is only allowed to add once CPU and it should pick the newer one.

9
Modding / Re: Modding How-To
« on: April 02, 2016, 11:48:14 PM »
I got the deleting of companies to work now. I also got the removal of software working with one or a few but not all of the software types. Any hints on how I can achieve a blank slate as in remove all software of the vanilla game? I have a code pasted in a thread I opend today. I tinkered around meanwhile but run in to more and more problems.

10
I did that the problem for me was that the file naming and the name tag naming was partially inconsistent which lead to confusion and buggy script. I fixed that by now.

11
Modding / My first steps into modding
« on: April 02, 2016, 08:56:02 PM »
After a bit of fiddling i kind of got a few things to work but not in the way I want. My goal is basically to make a blank slate.

For that purpose I started off by creating a Delete.xml with the following in it.

Code: [Select]
<CompanyTypes>
<Type>Antivirus</Type>
<Type>Computer Operating Systems</Type>
<Type>Console Operating Systems</Type>
<Type>Creative tools</Type>
<Type>Financial CMS</Type>
<Type>Game engines</Type>
<Type>Office</Type>
<Type>Phone Operating Systems</Type>
<Type>Web CMS</Type>
<Type>Workflow CMS</Type>
<Type>Games</Type>
</CompanyTypes>

which works fine the companies do not produce any of those basegame software types which is exactly what I want to have since I basically want to get rid off all software that is in the basegame so I can replace it with my system of hardware and software.

The problem comes with the code to block the software that is already in the game. I tested it with the games category and it worked so I went ahead and did it to all categories but at that point i get an error (screenshot below)

Code: [Select]
<SoftwareType Override="True">
<Name>Operating System</Name>
    <Delete>True</Delete>
    <Features>
        <Feature Forced="TRUE">
            <Name>Dummy</Name>
            <Category>General</Category>
            <Description>Dummy</Description>
            <Unlock>1970</Unlock>
            <DevTime>1</DevTime>
<Innovation>1</Innovation>
<Usability>1</Usability>
<Stability>1</Stability>
<CodeArt>1</CodeArt>
            <Dependencies></Dependencies>
        </Feature>
    </Features>
</SoftwareType>
<SoftwareType Override="True">
<Name>2D Editor</Name>
    <Delete>True</Delete>
    <Features>
        <Feature Forced="TRUE">
            <Name>Dummy</Name>
            <Category>General</Category>
            <Description>Dummy</Description>
            <Unlock>1970</Unlock>
            <DevTime>1</DevTime>
<Innovation>1</Innovation>
<Usability>1</Usability>
<Stability>1</Stability>
<CodeArt>1</CodeArt>
            <Dependencies></Dependencies>
        </Feature>
    </Features>
</SoftwareType>
<SoftwareType Override="True">
<Name>3D Editor</Name>
    <Delete>True</Delete>
    <Features>
        <Feature Forced="TRUE">
            <Name>Dummy</Name>
            <Category>General</Category>
            <Description>Dummy</Description>
            <Unlock>1970</Unlock>
            <DevTime>1</DevTime>
<Innovation>1</Innovation>
<Usability>1</Usability>
<Stability>1</Stability>
<CodeArt>1</CodeArt>
            <Dependencies></Dependencies>
        </Feature>
    </Features>
</SoftwareType>
<SoftwareType Override="True">
<Name>Audio Tool</Name>
    <Delete>True</Delete>
    <Features>
        <Feature Forced="TRUE">
            <Name>Dummy</Name>
            <Category>General</Category>
            <Description>Dummy</Description>
            <Unlock>1970</Unlock>
            <DevTime>1</DevTime>
<Innovation>1</Innovation>
<Usability>1</Usability>
<Stability>1</Stability>
<CodeArt>1</CodeArt>
            <Dependencies></Dependencies>
        </Feature>
    </Features>
</SoftwareType>
<SoftwareType Override="True">
<Name>Game Engine</Name>
    <Delete>True</Delete>
    <Features>
        <Feature Forced="TRUE">
            <Name>Dummy</Name>
            <Category>General</Category>
            <Description>Dummy</Description>
            <Unlock>1970</Unlock>
            <DevTime>1</DevTime>
<Innovation>1</Innovation>
<Usability>1</Usability>
<Stability>1</Stability>
<CodeArt>1</CodeArt>
            <Dependencies></Dependencies>
        </Feature>
    </Features>
</SoftwareType>
<SoftwareType Override="True">
<Name>Game</Name>
    <Delete>True</Delete>
    <Features>
        <Feature Forced="TRUE">
            <Name>Dummy</Name>
            <Category>General</Category>
            <Description>Dummy</Description>
            <Unlock>1970</Unlock>
            <DevTime>1</DevTime>
<Innovation>1</Innovation>
<Usability>1</Usability>
<Stability>1</Stability>
<CodeArt>1</CodeArt>
            <Dependencies></Dependencies>
        </Feature>
    </Features>
</SoftwareType>
<SoftwareType Override="True">
<Name>Office Software</Name>
    <Delete>True</Delete>
    <Features>
        <Feature Forced="TRUE">
            <Name>Dummy</Name>
            <Category>General</Category>
            <Description>Dummy</Description>
            <Unlock>1970</Unlock>
            <DevTime>1</DevTime>
<Innovation>1</Innovation>
<Usability>1</Usability>
<Stability>1</Stability>
<CodeArt>1</CodeArt>
            <Dependencies></Dependencies>
        </Feature>
    </Features>
</SoftwareType>
<SoftwareType Override="True">
<Name>CMS</Name>
    <Delete>True</Delete>
    <Features>
        <Feature Forced="TRUE">
            <Name>Dummy</Name>
            <Category>General</Category>
            <Description>Dummy</Description>
            <Unlock>1970</Unlock>
            <DevTime>1</DevTime>
<Innovation>1</Innovation>
<Usability>1</Usability>
<Stability>1</Stability>
<CodeArt>1</CodeArt>
            <Dependencies></Dependencies>
        </Feature>
    </Features>
</SoftwareType>
<SoftwareType Override="True">
<Name>Antivirus</Name>
    <Delete>True</Delete>
    <Features>
        <Feature Forced="TRUE">
            <Name>Dummy</Name>
            <Category>General</Category>
            <Description>Dummy</Description>
            <Unlock>1970</Unlock>
            <DevTime>1</DevTime>
<Innovation>1</Innovation>
<Usability>1</Usability>
<Stability>1</Stability>
<CodeArt>1</CodeArt>
            <Dependencies></Dependencies>
        </Feature>
    </Features>
</SoftwareType>
<SoftwareType Override="True">
<Name>Logistics Application</Name>
    <Delete>True</Delete>
    <Features>
        <Feature Forced="TRUE">
            <Name>Dummy</Name>
            <Category>General</Category>
            <Description>Dummy</Description>
            <Unlock>1970</Unlock>
            <DevTime>1</DevTime>
<Innovation>1</Innovation>
<Usability>1</Usability>
<Stability>1</Stability>
<CodeArt>1</CodeArt>
            <Dependencies></Dependencies>
        </Feature>
    </Features>
</SoftwareType>
<SoftwareType Override="True">
<Name>Website</Name>
    <Delete>True</Delete>
    <Features>
        <Feature Forced="TRUE">
            <Name>Dummy</Name>
            <Category>General</Category>
            <Description>Dummy</Description>
            <Unlock>1970</Unlock>
            <DevTime>1</DevTime>
<Innovation>1</Innovation>
<Usability>1</Usability>
<Stability>1</Stability>
<CodeArt>1</CodeArt>
            <Dependencies></Dependencies>
        </Feature>
    </Features>
</SoftwareType>
<SoftwareType Override="True">
<Name>Game Assets</Name>
    <Delete>True</Delete>
    <Features>
        <Feature Forced="TRUE">
            <Name>Dummy</Name>
            <Category>General</Category>
            <Description>Dummy</Description>
            <Unlock>1970</Unlock>
            <DevTime>1</DevTime>
<Innovation>1</Innovation>
<Usability>1</Usability>
<Stability>1</Stability>
<CodeArt>1</CodeArt>
            <Dependencies></Dependencies>
        </Feature>
    </Features>
</SoftwareType>
<SoftwareType Override="True">
<Name>Embedded System</Name>
    <Delete>True</Delete>
    <Features>
        <Feature Forced="TRUE">
            <Name>Dummy</Name>
            <Category>General</Category>
            <Description>Dummy</Description>
            <Unlock>1970</Unlock>
            <DevTime>1</DevTime>
<Innovation>1</Innovation>
<Usability>1</Usability>
<Stability>1</Stability>
<CodeArt>1</CodeArt>
            <Dependencies></Dependencies>
        </Feature>
    </Features>
</SoftwareType>



It seems it is still referencing the dependencies that should been nullified by the overwrite? Any hints / help is highly appreciated.

Edit: redid the whole thing from scratch and got it working!

12
I would love that as well since the one on the wiki seems not to be valid despite stating it. When trying to adress them the mod loads fine but it simply does nothing.

13
Modding / Re: Modding How-To
« on: April 02, 2016, 05:30:10 PM »
I think the modding guide is horribly outdatet is it not? It might also be the case that I am simply stupid but whatever I do I can not get to a blank slate state which is what I want to achieve. I basically want to remove all software types, company types, companies, and as much else as I can to get a clean slate to start up my modding since the systems I have planned and partially already scripted would interfer with what is already there.

Any hints?

the <delete> tag does not work no matter where I place it, no matter if it is capitalized or not. I tried just setting the tag somwhere or encase the part I want to delted in the tag but all I get is an error telling me that the tag is not correct or no error at all but the content is still there.

Any help would be highly appreciated.

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