Should a new, No-Mod server be created?
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- WeGotDeathStar
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Should a new, No-Mod server be created?
Please vote on this one, the community has asked for the mods to be removed. I propose keeping the mods for the people that want them and creating a single, No Mod server for the people that want to play it.
If Blitz was changed around into a new type of game it shouldn't be a problem to create a single server for us with no mods.
If Blitz was changed around into a new type of game it shouldn't be a problem to create a single server for us with no mods.
Last edited by WeGotDeathStar on Sun May 23, 2010 3:10 pm, edited 1 time in total.
Re: Should a new, No-Mod server be created?
No new servers. We're still in the process of bringing people into a few select galaxies. Adding more servers does not help matters.
Now, if you want to convert an existing server into a no-mod server, fine. I'd suggest Classic or P1.
Now, if you want to convert an existing server into a no-mod server, fine. I'd suggest Classic or P1.
- AKA Copler
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Re: Should a new, No-Mod server be created?
yes I do think ther should be a no mod server were we can enjoy the game without those stupid mods.
- gothicorpunk
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Re: Should a new, No-Mod server be created?
i love how u can vote for 2.... there 2 options
- BardockSGE
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Re: Should a new, No-Mod server be created?
I think a premod server would resolve a lot of issues so many players have with the game nowadays. As said numerous times, I know for a fact, a lot of people would play such a server.
- FortyTwoAxes
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Re: Should a new, No-Mod server be created?
I voted for both
Re: Should a new, No-Mod server be created?
Man I just can't seem to get into another game but I can't get into this game with mods. Yes, so that I can enjoy the game again. Make it a nice big server too.
- DrunkenDoughnut
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Re: Should a new, No-Mod server be created?
NO MOD SERVER, NO MOD SERVER, NO MOD SERVER! *Banging Fists on Desk*
Re: Should a new, No-Mod server be created?
A no-mod server would be a good idea. A very good compromise if you ask me. I give this idea my approval (yes, I know that people have been asking for this for a while, but we need to have a sea of YES!es if we wish to change toonces' mind.
- nine-breaker
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Re: Should a new, No-Mod server be created?
I don't want a "no-mod server" that would suck, I want a pre-mod server.
- Bugs Bunny
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Re: Should a new, No-Mod server be created?
and the silly mod arguments continue...
- nine-breaker
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Re: Should a new, No-Mod server be created?
I'm just thinking how toonces would think. "They want a no mod server? I'll just make a server, and with no mods, and keep ship base stats the way they are, that will show them."nine-breaker wrote:I don't want a "no-mod server" that would suck, I want a pre-mod server.
- gothicorpunk
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Re: Should a new, No-Mod server be created?
sad how so many ppl vote yes tothis and say no mods is the right thing and yet last poll toonces did 50% said keep mods..... FORUMS POLLS ARE FAKE ether sum one fuccked wit this one and see the post i dont think so or sum one multied and voted to keep mods....................................
Toonces look at this and rethink the mod's.
100% truth if it goes back to no mod's urll see me alittle back in the game in the like 1hour a day i got the time
Toonces look at this and rethink the mod's.
100% truth if it goes back to no mod's urll see me alittle back in the game in the like 1hour a day i got the time
Re: Should a new, No-Mod server be created?
you guys think a no-mod server is easily implemented? Think about the amount of coding that needs to go into the client and server software to make it suitable for no-mod and mod servers, it's not just 'add a server and change some server settings', you'll need to rethink your complete architecture.
- gothicorpunk
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Re: Should a new, No-Mod server be created?
not rly... i'm 100% sure toonces was smart a nuff to save codes as he goes so some where he has the code for a non-mod server. all he has to rly do is search his data base and the patch it in(yes theres more to it but pretty sure its not remaking the codes)SnakeEyes wrote:you guys think a no-mod server is easily implemented? Think about the amount of coding that needs to go into the client and server software to make it suitable for no-mod and mod servers, it's not just 'add a server and change some server settings', you'll need to rethink your complete architecture.
- WeGotDeathStar
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Re: Should a new, No-Mod server be created?
SnakeEyes wrote:you guys think a no-mod server is easily implemented? Think about the amount of coding that needs to go into the client and server software to make it suitable for no-mod and mod servers, it's not just 'add a server and change some server settings', you'll need to rethink your complete architecture.
He changed the colony settings on classics and he made blitz, which is a different game.
Don't tell me it can't be done, if toonces wanted to he could do it.
Re: Should a new, No-Mod server be created?
changing colony settings wasn't much of a change. Only the pollution rate, growth rate etc. was changed. Something probably requiring just a few variables. Something entirely different than the ability to have servers where people can play old style. Blitz cost a lot of time to make, and it still isn't finished.WeGotDeathStar wrote:SnakeEyes wrote:you guys think a no-mod server is easily implemented? Think about the amount of coding that needs to go into the client and server software to make it suitable for no-mod and mod servers, it's not just 'add a server and change some server settings', you'll need to rethink your complete architecture.
He changed the colony settings on classics and he made blitz, which is a different game.
Don't tell me it can't be done, if toonces wanted to he could do it.
Re: Should a new, No-Mod server be created?
He would, to begin with, have to create a variable to be turned on or off depending on different galaxies (pretty easy - just name a variable class) that would be mod/no-mod. He would then tell that variable that when it is on/off, it is mod/no-mod respectively (or vice-versa) and it tells people on the server start-up screen that it is mod/no mod (again, relatively simple). Finally, he would now have to go through all the servers telling them whether they are mod or no mod. And of course some technical mumbo-jumbo along the way (depending upon language, might be completely different as well and upon how he wants to do it). He of course, has to troubleshoot. Anyway, he is a good programmer (he made starport, did he not?) and so he should be able to complete this task in anywhere from a few days to a couple of weeks depending on how he does it and if there is some problem with it to be troubleshot. I won't say that I am a master programmer or anything, but I know enough to know that getting this to work would not be THE hardest thing imaginable, but it would be some work for toonces, any way you look at it.SnakeEyes wrote:changing colony settings wasn't much of a change. Only the pollution rate, growth rate etc. was changed. Something probably requiring just a few variables. Something entirely different than the ability to have servers where people can play old style. Blitz cost a lot of time to make, and it still isn't finished.WeGotDeathStar wrote:SnakeEyes wrote:you guys think a no-mod server is easily implemented? Think about the amount of coding that needs to go into the client and server software to make it suitable for no-mod and mod servers, it's not just 'add a server and change some server settings', you'll need to rethink your complete architecture.
He changed the colony settings on classics and he made blitz, which is a different game.
Don't tell me it can't be done, if toonces wanted to he could do it.
Re: Should a new, No-Mod server be created?
and you think he has to only add a bool variable mod / no-mod? How do you think the client would handle it? Old code needs to be added to the client so the client will switch to 'no-mod'-mode when entering a no-mod server. Also, the server itself will need to keep track of some other db variables like ship stats etc.ArdRhys4 wrote:He would, to begin with, have to create a variable to be turned on or off depending on different galaxies (pretty easy - just name a variable class) that would be mod/no-mod. He would then tell that variable that when it is on/off, it is mod/no-mod respectively (or vice-versa) and it tells people on the server start-up screen that it is mod/no mod (again, relatively simple). Finally, he would now have to go through all the servers telling them whether they are mod or no mod. And of course some technical mumbo-jumbo along the way (depending upon language, might be completely different as well and upon how he wants to do it). He of course, has to troubleshoot. Anyway, he is a good programmer (he made starport, did he not?) and so he should be able to complete this task in anywhere from a few days to a couple of weeks depending on how he does it and if there is some problem with it to be troubleshot. I won't say that I am a master programmer or anything, but I know enough to know that getting this to work would not be THE hardest thing imaginable, but it would be some work for toonces, any way you look at it.SnakeEyes wrote:changing colony settings wasn't much of a change. Only the pollution rate, growth rate etc. was changed. Something probably requiring just a few variables. Something entirely different than the ability to have servers where people can play old style. Blitz cost a lot of time to make, and it still isn't finished.WeGotDeathStar wrote:
He changed the colony settings on classics and he made blitz, which is a different game.
Don't tell me it can't be done, if toonces wanted to he could do it.
Have any of you even ever done some game programming?
Re: Should a new, No-Mod server be created?
Very simple xD. I said that more BBQ would have to be done. LOL. I know it is more difficult (reas the part where I say and a crapload of technical mumbo-jumbo. (or did I edit that out?) Anyway, like I said, I have done really simple stuff but I know that it can't take more than a few weeks as long as Toonces works on it without getting lazy xD. I said that he would have to assign what the variable does (I know is general, but I am lazy ) also, so don't get all mean . I know is more difficult, you are making me cry . (J/k). Anyway, yea is harder... but it SHOULD be able to be done...SnakeEyes wrote: and you think he has to only add a bool variable mod / no-mod? How do you think the client would handle it? Old code needs to be added to the client so the client will switch to 'no-mod'-mode when entering a no-mod server. Also, the server itself will need to keep track of some other db variables like ship stats etc.
Have any of you even ever done some game programming?
- Toonces
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Re: Should a new, No-Mod server be created?
Ok other settings for this hypothetical server would be:WeGotDeathStar wrote:Please vote on this one, the community has asked for the mods to be removed. I propose keeping the mods for the people that want them and creating a single, No Mod server for the people that want to play it.
If Blitz was changed around into a new type of game it shouldn't be a problem to create a single server for us with no mods.
-No Asteroids
-Perma
Does this sound good?
Any other settings you are interested in?
Re: Should a new, No-Mod server be created?
Pre-mod base ship stats with no weapon mods available.Toonces wrote:Ok other settings for this hypothetical server would be:WeGotDeathStar wrote:Please vote on this one, the community has asked for the mods to be removed. I propose keeping the mods for the people that want them and creating a single, No Mod server for the people that want to play it.
If Blitz was changed around into a new type of game it shouldn't be a problem to create a single server for us with no mods.
-No Asteroids
-Perma
Does this sound good?
Any other settings you are interested in?
Re: Should a new, No-Mod server be created?
yes, this part is really importantMajor wrote:Pre-mod base ship stats with no weapon mods available.Toonces wrote:Ok other settings for this hypothetical server would be:WeGotDeathStar wrote:Please vote on this one, the community has asked for the mods to be removed. I propose keeping the mods for the people that want them and creating a single, No Mod server for the people that want to play it.
If Blitz was changed around into a new type of game it shouldn't be a problem to create a single server for us with no mods.
-No Asteroids
-Perma
Does this sound good?
Any other settings you are interested in?
Re: Should a new, No-Mod server be created?
That is all that I can think of that could be in pre-mod server.
Re: Should a new, No-Mod server be created?
That would be awesome! No mods, no asteroids. Also put nukes back to how they were (basically make it a pre-mod server). If you want to make building easier you could take of the minimum tax while a colony is under protection. That actually makes building considerably more work because a colony can't grow its own population nearly as effectively. Slightly less pollution could be nice as well.Toonces wrote:Ok other settings for this hypothetical server would be:WeGotDeathStar wrote:Please vote on this one, the community has asked for the mods to be removed. I propose keeping the mods for the people that want them and creating a single, No Mod server for the people that want to play it.
If Blitz was changed around into a new type of game it shouldn't be a problem to create a single server for us with no mods.
-No Asteroids
-Perma
Does this sound good?
Any other settings you are interested in?
Make the server big and have a small corp size.
A small corp size will cause more politics and wars and prevent huge dominant corps that have like 10+ vets and 1000 cols from owning half the map.I think smaller corps will allow for more variety and will allow people that aren't able to put together corps of a bunch of active people the ability to survive better because they will not find themselves in a situation where its 1 active person vs 5. I remember p4 was fun because you'd have wars that would be like 4 corps vs 4 corps. Ring of fire seemed cool too but I only played the tail end of it. Naturally the players with the most cols and are the most active will end up corping together if they can but they won't be able to if there is a small corp size. Sure people can still contract but this is fine- contractors help eachother infrequently because when building or invading a colony only one corp gets to keep it.
Re: Should a new, No-Mod server be created?
O ya, and if you're going to do it please give some notice so we can all get a chance to try and talk some of our old buddies into coming back.
Re: Should a new, No-Mod server be created?
If you are serious about this and the ships could be returned to their base stats before mods then,Toonces wrote:Ok other settings for this hypothetical server would be:WeGotDeathStar wrote:Please vote on this one, the community has asked for the mods to be removed. I propose keeping the mods for the people that want them and creating a single, No Mod server for the people that want to play it.
If Blitz was changed around into a new type of game it shouldn't be a problem to create a single server for us with no mods.
-No Asteroids
-Perma
Does this sound good?
Any other settings you are interested in?
Re: Should a new, No-Mod server be created?
NO MOD SERVER!!!1
- WeGotDeathStar
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Re: Should a new, No-Mod server be created?
Base stats for ships pre-mod, basically between the colony slider patch and before the implementation of the mod patch was the best game play IMHO.
And yes, please make it a perma...no asteroids would be nice but it isn't that important.
Thanks for the consideration.
And yes, please make it a perma...no asteroids would be nice but it isn't that important.
Thanks for the consideration.
Re: Should a new, No-Mod server be created?
me thinks toonces wicked sense of humour has come out to play again, hope i'm wrong for you guys sake but dont be surprised if nothing happens