[REL] Testing environment for Mods, etc.

Discussion in 'Mod Discussions' started by Corang, March 2, 2014.

  1. Corang

    Corang Well-Known Member

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    Please someone suggest a better name.




    anyways, this just adds another option to the ai difficulty drop down that says test that sets the ai's economic multiplier to -1 effectively disabling it (though it will then randomly roam the planet looking for your base, so don't accidentally kill it)
    I will add this picture in case I suck at explaining (which I do)
    test environment drop down.png
    as soon as I finish modinfo,json and such it will be on PAMM
    EDIT: On PAMM
    Last edited: March 2, 2014
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  2. Corang

    Corang Well-Known Member

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    Also: I am still shadowing entire files as I do not yet understand jquery editing so this will be incompatible to any other mod that edits or shadows new_game.html or new_game.js
  3. cptconundrum

    cptconundrum Post Master General

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    Check out wondible's Instant Sandbox
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  4. Corang

    Corang Well-Known Member

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    awwww mannnn... :(
    cptconundrum likes this.
  5. Corang

    Corang Well-Known Member

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    But wait, mine is more user-friendly, as his mod is not on pamm
  6. wondible

    wondible Post Master General

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    I didn't publish it in PAMM because I assumed it was pretty developer centric, and because there is a serious conflict with PAStats at the moment. Does that make it too hard to find?
  7. cptconundrum

    cptconundrum Post Master General

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    Yeah. We weren't really sure if it should go on PAMM or not since it is just for modders and we can all install it ourselves. It never hurts to have two!
  8. Corang

    Corang Well-Known Member

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    well I plan on adding things, for instance changing your own economic multiplier, but I haven't figured out how to do that and I am afraid that if i figure it out people will be able to use it to boost their multiplier in multiplayer games and not just you vs. ai games
  9. Dementiurge

    Dementiurge Post Master General

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    Uber has had safeguards against that. Every player has to use the same values in team games, otherwise it's default.
    It's unlikely to have changed in Gamma, but this would be a good opportunity to catch it if they did.
    (I'm firmly in the 'exploits should be publically exposed' faction.)
  10. Corang

    Corang Well-Known Member

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    I'll see what I can dig up ;)
  11. cptconundrum

    cptconundrum Post Master General

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    Which means he could actually mod in an "infinite resources" game mode?
  12. Corang

    Corang Well-Known Member

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    OH OH OH MY GOD THAT WOULD BE FUN
    EDIT: also: SPAMFEST
  13. cptconundrum

    cptconundrum Post Master General

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    Yeah, it would probably crash the server with that amount of spam.
  14. cptconundrum

    cptconundrum Post Master General

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  15. Corang

    Corang Well-Known Member

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  16. Corang

    Corang Well-Known Member

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    So I need some help, I want to be able to change the player econ rate, but even when I change the hardcoded number in new_game.js (line 173) it doesn't do anything, could you look around and see if you find what I am missing?
  17. stormingkiwi

    stormingkiwi Post Master General

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    Uber's sandbox is useless.

    If I'm "Just experimenting", I want to be able to produce a certain unit ASAP or yesterday.


    There's not really any difference between AI disabled, and just putting it on easy on a massive planet.
  18. wondible

    wondible Post Master General

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    That didn't work when I tried it, but I just found out about the new build.
  19. cptconundrum

    cptconundrum Post Master General

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    Shorter loading time, and we can keep the game running for hours while we work on a mod. It is useful for us here.
  20. Corang

    Corang Well-Known Member

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    @cptconundrum @wondible @raevn @LavaSnake @proeleert and any other modders, do you guys have any ideas on how to change your own multiplier, I have tried everything I can think of and it doesn't work.

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