it’s time for another development build: 0.93c. We have fixed a number of reported crashbugs. Not all of them but we are on the good track. Please check if I got all the builder dependencies in the package properly.
Generally speaking… you can’t. It is job for a programmer, not a tester. Don’t worry about duplicates.
Well, you can to some degree rely on circumstances or log message similarity but these are only hints. There can be two bugs that look the same to the tester; or a single bug causing two different crashes.
I’d advise you to just submit several “typical” crashes and then submit more only if sth catches your attention by looking different.
About features for 0.94.
So as you plan it to October, maybe someone will work on turn-off standard towns feature?
Because mod manager is only one killer feature in 0.93b.
If standard towns turning off will work, it will be great.
I see 2 easy ways to implement it now
in “defaultMods.json” add options like
just add “special” field to faction. So mod turning out castle will look like
So this will need only 3 places of changing program code:
when In dialog of starting options, incrementally check that standard factions (1-9) are disabled, and just don’t output to user choice of turned off faction.
when changing randomly generated towns on map, just rerun random generation if turned-off town gets in it.
before starting game loop through all creatures and for creatures with turned off faction set “special” field to “true” (this step can be made in turn-off mod also).
If faction towns, objects and creatures are already placed on map by editor, just leave them be.
Don’t think this will require a super correction and testing.
What do you think of it?
PPS Another related feature (maybe better fitting to “Modding suggestions” but related to towns.
There is only one faction (neutral) that loads without “town” structure. But it will be great to have possibility to make factions that don’t have town/town screen but have creature backgrounds/alignment etc like neutral faction.
This is prevented by error detection in json files.
My suggestion is to turn off “town” absence detection.
So these factions will not appear in starting options, but will be present in game.
First idea - is to move warmachines to new faction (like “warmachines”). They have nothing to do with boars, rogues or trolls.
Existing creatures and objects written on maps will stay. I propose to only not generate new creatures/towns on map when random/new week. That’s enough.
PS In HOTA feature to turn off towns for map is already discussed and decided to be done for Forge release. And VCMI is open-source, it’s strange that this is already not done (Krs tried to make standard towns as mods, but seems, it’s too hard to realize now, and needs a lot of work done on VCMI code).
It’s nothing complex compared to realizing HMM3 functional, altrough.
Well, maybe somebody else wants to work on it.
Or someday I’ll install Linux and fix this out by myself.
So don’t see need to close this subject. This is must-have feature, I think.
If somebody doesn’t air his ideas, there is no possibility somebody will realize them.
By the way, played some map.
What bothers me, that AI doesn’t buy troops in town, when my hero comes near.
I kill hero with one troglodyte, and see, that in town there is a hell lot of creatures available.
It’s the same bad thing, that was already in earlier builds.
I don’t know, has AI unlimited resources or not, but he must be improved to buy troops at first chance.
Maybe start with temporary workaround, but this must be fixed.