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@Zergling_man @realman543 To me it's clear that our time zones just don't mish mash. :lain_sad:
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@Zergling_man @Immahnoob Sounds good to me. Though you'd probably need to include some kind of "extensions help" window in the base SI game that will tell the play what to include/exclude for each SI version.
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@realman543 @Immahnoob No, the idea is that simply activating an extension includes and excludes everything for that expansion.
We probably don't need to care too much about what happens if they include an expansion that depends on an expansion they didn't include, but we probably should include some way of noting those dependencies (probably can do it in build files somewhere, so vassal will enforce them).
Though, SI's dep tree is a bit screwy. Most stuff deps JE which technically only deps core, not B&C. But, for example, F&F (which was originally released as two promo packs) only soft-deps JE (uses isolate, a concept introduced in JE)... At least, I don't think anything in F&F uses badlands (token added in JE); I played it for a little while before I got JE and didn't have any problem.
I think we can just ignore those sorts of cases and follow the official dep tree, though JE without B&C I think introduces some weirdness.
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@realman543 @Immahnoob I have no idea, but I figure segmenting each expansion of SI as an extension seems logical. One assumes vassal has a way to activate/deactivate extensions [I just found it], so if we can include the card removals in the extension (may need to get into scripting for that) then we don't have to manage a spares deck anymore.
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@Zergling_man @Immahnoob I am noticing perhaps one flaw with the extension system that would definitely need to be addressed. Does it account for updated files? Because if you add in an extension with an updated asset lets say but it just renames it that can become an issue in a hurry.
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@realman543 @Immahnoob HEY MAYBE THAT "ADD EXTENSION" BUTTON ON THE MENU WHEN TRYING TO OPEN A MODULE MIGHT BE RELEVANT HUH