Re: [Freecol-developers] Simple mods as options

2022-09-25 Thread Michael T. Pope
On Sun, 25 Sep 2022 17:46:42 +
Stian Grenborgen  wrote:
> I have noticed that some of the game/client options could have been 
> implemented using a mod ... and some of the mods (like convertUpgrade) seem 
> more suitable for an option.
> 
> Perhaps we should make a SpecificationChangeOption with a specification as a 
> child element? The option could be displayed as a checkbox for enabling the 
> change.
> 
> Another possible solution would be having an option called 
> AlternativeModOption where the player could choose from a dropdown list of 
> mods. Mods like this would be hidden from the normal mod list. This could be 
> used for functionality like choosing between "Default map controls", "Small 
> Map Controls" and "Compact Map Controls".
> 
> Would a change like this make stuff easier to find/understand ... or do you 
> think it might make it unnecessarily complex?

I am not seeing a big win here, other than (apparently) we have useful
mods[1] that could have better visibility.  There have been a few whinges
that we have too many options so I am hesitant to endorse opening up
a whole new category:-).

Cheers,
Mike Pope

[1] IIRC the Casas mod was a mod because:
- someone wanted to play a "classic Col1 but with obvious bugs like Casas
  fixed" game, but did not want all the extras in the freecol-ruleset
- the unit type change code was pretty new/volatile at the time so it was
  less likely to cause general bugs if it started as a mod
...so notwithstanding my above reservations, by now it is probably a good
candidate to graduate to an option.


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[Freecol-developers] Simple mods as options

2022-09-25 Thread Stian Grenborgen
Hi everyone,

I have noticed that some of the game/client options could have been implemented 
using a mod ... and some of the mods (like convertUpgrade) seem more suitable 
for an option.

Perhaps we should make a SpecificationChangeOption with a specification as a 
child element? The option could be displayed as a checkbox for enabling the 
change.

Another possible solution would be having an option called AlternativeModOption 
where the player could choose from a dropdown list of mods. Mods like this 
would be hidden from the normal mod list. This could be used for functionality 
like choosing between "Default map controls", "Small Map Controls" and "Compact 
Map Controls".

Would a change like this make stuff easier to find/understand ... or do you 
think it might make it unnecessarily complex?


Best wishes,
Stian Grenborgen
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