elmokki / nationgen

NationGen is a program that procedurally generates new playable nations, including graphics, for the strategy game Dominions 4 published by Illwinter. Support for Dominions 5 may be forthcoming.
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0.6.0 release #124

Closed elmokki closed 9 years ago

elmokki commented 9 years ago

It should be soon I suppose!

We should probably write a rough changelog (I can do it for the part that's obvious from commit messages) and I think the thread original posts deserve an update as well. As for the release I think the best option is that I'll compile it and upload to where the older versions are.

Ealb commented 9 years ago

I'll aim to get to a stopping point (hopefully the completion of the milestones I set) by the end of the weekend. (I mean, hopefully I'll get there sooner, but the last two weeks I've not exactly been making fast progress.)

Ealb commented 9 years ago

I think I'm going to set my stopping point as finishing defining bonus abilities for the big hoburg constructs, and defining bronze clockworks for the quasi-Arco/Mictlan regional themes. That'll give all the regional themes some visible definition, as well as completing a basic version of the size-3 units; this will minimally satisfy my remaining two content milestones. If these two tasks and testing go quickly tomorrow, I may mess around with specific hoburg regional itemization for the less-developed non-oriental themes as I'd like to, but if not that can wait 'til a post-0.6.0 patch.

elmokki commented 9 years ago

Here's a quick changelog. Tell me if something major enough is missing.

Code

Content

According to github there has been net of 9990 lines of code and content definitions (probably more definitions than code) added between June 13 and July 13. Last version of the program was released at the end of May so this is not even everything. To give credit where it's due, pretty much all the content additions apart from some of the troop and commander name files have been made by Ealb. While I've written most of the new code, Ealb has written a lot of bugfixes and tweaks and even more importantly spotted a huge number of bugs that may have been there for years.

Ealb commented 9 years ago

This seems good, though I have a nagging feeling the content side is missing something(s). I just finished spending an unreasonable amount of time tracking down a minor data error in the troop templates, but I should be back on track to get my changes finished out today.

Incidentally, do you have any thoughts on the cost/stats of minotaurs? They're currently in line with vanilla, which means the savage ones are berserk size-3 tramplers with meh att/def stats for 40g, while the civilized ones are size-3 tramplers with meh +1 att/def stats for the same 40g. Would a gold discount or a stat boost be in order, or does that still seem right?

elmokki commented 9 years ago

I think trample + att 8 + def 8 is pretty god damn hard to balance. I find it hilarious that LA Pangea war minotaur description talks about trained soldiers and they're still att 9 def 8. Agarthan pale ones are fat things with poor eyesight. Minotaurs are beings full of muscle with to my knowledge at least somewhat decent eyesight. Also, at current stats the civilized ones are horrible in general. Berserk +4 at least lets the savage ones hit something with att 12 (def 4 and natural prot 8) while the civilized ones are just bad warriors.

Now, I talked about this in IRC. I got some ideas and some balance points:

This diverges from Pangea minotaurs quite a lot, but for Pangea minotaurs are (bad) auxilliaries. A minotaur nation might be different. That said, even if there is a Pangea style race at some point I think minotaurs should have at least att/def 9/9, lower berserk and lower price.

One sensible balancing point is also adding a gore attack. Selectively or to everything.

Ealb commented 9 years ago

Noteworthy missing items from the content part of the changelog (pretty sure this is most everything):

Ealb commented 9 years ago

We can release now or in a day or two. Now is fine; while in a day or two is finer still, that'll always be the case. I'd deem occidental and central hoburgs as "functional but unpolished"; I can probably get them to "polished" in two days, but we've been pushing back 0.6.0 for long enough that I'm okay with releasing them in a most-done-but-largely-indistinct form.

elmokki commented 9 years ago

Let's say I'll release it sometime on Friday my time (GMT+2, it's 1:40 AM Wednesday now). It doesn't probably matter that much since 0.6.1 can be released very fast afterwards if need be.

Argueably the 1.5 month time since last release now is more than a bit high considering how much stuff has changed. Then again stuff like the themes and troop template filters added a lot of stuff that can be done and I have some minor ideas I should really implement related to those.

Ealb commented 9 years ago

Sounds good. I'll see how much refinement I can cram into the next three nights. I'll also try to generate a few hundred nations to make sure all of our new bugs are at least subtle ones.

Ealb commented 9 years ago

In all probability, I should be able to work on NG more-or-less uninterrupted for the next 8h, so after that last push I'll make sure everything I've been working on is at some sort of stopping point and commit a "0.6.0 final content" update or somesuch.

elmokki commented 9 years ago

In addition to what you added to changelog I'll add at least:

elmokki commented 9 years ago

Yeah. I released. Github stores release repositories as .zip files but I'll still make a new branch to store old code.

elmokki commented 9 years ago

...actually scrap that. It seems that since I released with tag 0.6.0 you can just pull that whenever you need to.