Follow-up Comment #5, bug #23410 (project wesnoth):
tekelili: I see what you are saying and where you are coming from. I think
it's reasonable to have a prompt, and a no prompt mode.
It's not just about debug for scenario maker.
If I'm a user and I'm trying to make a game, if I specifically pick some era,
then I pick some scenario or modification and the game immediately changes it
back for no reason that I could see, I could get extremely frustrated very
quickly. Especially if there is a bug that add-on maker made with the
dependencies, or if I just misunderstand the dependencies... it's definitely
not universally a good thing to just undo what the user does without
explanation.
If you release a bug in your add-on that messes up the dependencies in some
way, you want the users to be able to turn on some mode so that they can
explain what has happened, and not just get reports "it was a game of
whackamole, I did not solve it."
It's like "use map settings". Usually you as the scenario maker will want the
user to play exactly as you intended. But we don't force them to do that, we
let them configure it differently if they want. There is also plans to allow
the user to force a "broken" configuration of add-on eras and modifications,
one that ignores your force_modification code, if they want, for the same
reasons.
It's not the same as "please don't load core code", or "please crash to
desktop", that's a misleading comparison. We want to make it easiest for the
user to play the scenario as you intended, but we also want to allow them to
try to set it up differently if they want.
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