Re: [Warzone-dev] Mods considered harmful

2009-03-19 Thread Dennis Schridde
Hi! I've been thinking about this a little further. Mods seem quite good as a "betatest for ideas". How do you want to know a modification is popular if no one tried it before? Shipping a full base.wz does not seem ideal. Multiple mods: Morrowind and Oblivion (sorry, again...) have some mods

Re: [Warzone-dev] Release 2.2 (with port change) or go with 2.1.3 + port change or ?

2009-03-19 Thread Dennis Schridde
Am Donnerstag, 19. März 2009 01:59:12 schrieb Zarel: > 2009/3/18 Dennis Schridde : > > Make it 10, at least. > > It could happen that the peer is under load, has some weird network setup > > which needs more time, or whatever. > > If the peer is _that_ under load, that peer isn't going to be able t

Re: [Warzone-dev] Mods considered harmful considered harmful

2009-03-19 Thread Gerard Krol
Per Inge Mathisen wrote: > Popular suggested or created modifications > to the game rules quickly become integrated into the core rules, > draining the pool of mods available for players. > True, but if the mods would not have been there, would the same changes have been included in the game? M

Re: [Warzone-dev] Mods considered harmful considered harmful

2009-03-19 Thread Dennis Schridde
Am Donnerstag, 19. März 2009 11:13:10 schrieb Gerard Krol: > Dennis Schridde wrote: > > Multiple mods: > > Morrowind and Oblivion (sorry, again...) have some mods which are rather > > "metamods". They combine several others into one. > > I think it is good to limit the game to load just one mod. Li