Comments (12)
study enough JS
If you mean JS = JavaScript then - there's none in here. Not. a. single. line. Which is goooood.
Other than that, seems easy and why-not to me. Modder would have to do much more work in the Tileset part, but - hey - if they go down that route they should know how to handle TileSetConfigs. Syntax: leave attribute out. Effect: BaseTerrain stays put, Validator accepts... Can't see any untoward consequences off the top of my head.
from unciv.
Always read anything I write suspecting I'm not entirely serious. None of this really affects 42, so it's all good and to be taken lightly. "not a single line of jabbaskrip" was meant as a little joke for instance.
So - don't let me discourage you. kotlin is easy - low entry threshold as in, writing correctly working (but klunky and inefficient to the eyes of the expert) code is easy. It's also easy to write elegant and efficient code that a beginner can't possibly understand. Finding the middle ground is what's hardest about it... And in these respects it's waaaaaay better than JS. But then it's a compiled language, and not a kludge tweaked and tweaked again...
from unciv.
Not. a. single. line. Which is goooood.
Oops, forgot one or three files...
from unciv.
Oh my, that was me in #10355 that made it mandatory, everything else is already set for it being optional π
from unciv.
... not quite everything ....
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Mod excerpt:
{
"name": "Aggtelek",
"type": "NaturalWonder",
"occursOn": ["Hill","Mountain"],
"uniques": [
"Must be adjacent to [5] to [6] [Land] tiles",
"Must be adjacent to [2] to [5] [Hill] tiles",
"Must be adjacent to [0] [Desert] tiles",
"Must be adjacent to [0] [Tundra] tiles",
"Must be adjacent to [0] [Snow] tiles",
"Neighboring tiles except [Water] will convert to [Hill] <with [50]% chance>",
"Neighboring tiles except [Water] will convert to [Forest] <with [50]% chance>",
"Neighboring tiles except [Water] will convert to [Mountain] <with [20]% chance>",
(...)
But I'm still not 100% sure about some of the code behind that.
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If you mean JS = JavaScript then - there's none in here. Not. a. single. line. Which is goooood.
My bad.
I'm new to programming and thought the usage of .json implied JS.
Your comment prompted me to look it up and I learned it's an agnostic format and the game's actually mostly written in Kotlin.
from unciv.
Other than that, seems easy and why-not to me. Modder would have to do much more work in the Tileset part, but - hey - if they go down that route they should know how to handle TileSetConfigs. Syntax: leave attribute out. Effect: BaseTerrain stays put, Validator accepts... Can't see any untoward consequences off the top of my head.
Glad to read that. π
I don't presume to understand how easily something could be implemented, but it seems my intuition was correct.
Sad part is: I'm not sure when β if ever β I'm going to be able to study Kotlin (I'm a beginner and I'm already too old and out-of-time to be diverging my efforts away from what I need to study.), so, apparently, I won't be able to collaborate, after all. π
from unciv.
Oh my, that was me in #10355 that made it mandatory, everything else is already set for it being optional π
I thought I'd read your name before, somewhere. π
Thanks for your attention and β in advance, to you and/or other devs β for fixing this, whenever it's possible, in the future. ππ»
I've already implemented a provisory solution, in the meantime.
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because the game changed
No it didn't. It just went from not noticing game-breaking and potentially crashing mistakes until too late - to detecting them.
from unciv.
went from not noticing game-breaking and potentially crashing mistakes until too late - to detecting them
Yes, I read the release notes.
I even said above that I understand the importance of the ruleset validation.
I'd still argue that's a change in the game: implementing a stricter check for an attribute.
But I'll amend the README to be more clear.
from unciv.
But then it's a compiled language, and not a kludge tweaked and tweaked again...
I'm a beginner and even I know how much of a clusterfuck JS is, today. π
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Related Issues (20)
- Crash HOT 1
- Escort formation+Automation bug HOT 1
- Unciv on OpenAPK HOT 8
- AI joins war with ally AI against a dead civilisation HOT 1
- 4.12.10 boom all mods that include Atlases.json HOT 1
- New capital renamed New Babylon/Carthage/Rome, only affects these 3 nations HOT 2
- Nation/City State icon before city name in Wonders and Notifications Overview HOT 6
- Auto production on Work Boats
- Movement of Air units goes wrong.
- retracted
- AI: Balancing of accepting "unfavorable" trades (reason in this example related to gifted gold) HOT 5
- Unique stopped working, +1 HOT 2
- AutoEndturn bypassed Disabled Auto Build roads Option HOT 2
- Cannot enter Game in 4.12.12 in Android HOT 3
- Barbarian encampments appearing on map, even without Honor selected HOT 3
- Mod checker objecting to acceptable mapUnitFilter combinations
- ΠΡΠ΄Π°Π΅Ρ ΠΎΡΠΈΠ±ΠΊΡ HOT 1
- Feature request: option to disable animations
- Instant crash after update to 4.12.12 - SOLVED with 4.12.12-patch1 HOT 1
- Cannot buy buildings with other stats
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