ACK!! My finished 1.25 merge is rubbish!
In fairness, I did release 1.25 almost a month ago, and I've been communicating many of my intents the whole time since then. This is the reason I don't personally support Yitzi or other patches that require alteration to alphax.txt. The right way to handle the problem, ongoing, is with an automated rules based merge script that simply replaces whatever Yitzi needs to be happy, every single time. And to ship that script with some kind of updated Yitzi package, like bundle it with Python or Lua or whatever, so that it runs when the user installs.
Pracx already has some scripted install infrastructure in it, BTW. It's proof of concept, it alters some files, I forget whether just the Alpha Centauri.ini. That might be worth looking at if you really
want to solve "the Yitzi problem" once and for all.
Another approach is to alter Yitzi to not need any change to alphax.txt in the 1st place, but that would require going up a learning curve about what he did. Not worth it to me personally. I don't need his mod features, and I'm not victimized enough by the bugs he fixed to care.
By contrast, I checked on Scient 2.0 recently and it is
compatible with my modding, as any changes it makes to alphax.txt are optional or unimportant. Scient added the ability to specify the reactor size for predefined units, but you don't have to do that. He changed some of the short facility and secret project descriptions to be more helpful, but those aren't necessary.
An integrated version of the best of Yitzi's and Inductio's stuff would definitely catch my attention.
Don't plan on that. I do skim Induktio's development posts occasionally. Last I looked, he wasn't interested in that as a priority. He has very good engineering reasons to hold that view, i.e. lotta work figuring out what Yitzi did, not a lot of obvious payoff for bothering. If he did change his mind about that, I would still
expect him to put it at much much lower priority than his own new changes.
In the real world, that means it won't happen. This is the sort open source problem that gets solved when someone who really
wants something, steps up and does the work themself
. I fully expect Induktio mostly wants Induktio's
work, not Yitzi's work. I think if anyone with "ASM mucking chops" really wanted to follow in Yitzi's footsteps, they would have done so already. It's a difficult arena to get into, much harder than writing new C/C++ code.
Of course, that would change the basic parameters and probably require a UI Growth Mod adjustment to conform.
There's never going to be any "conformance" on my part for Induktio's work. We do not have a good working relationship. If he chooses to design a patch that will work with anybody's alphax.txt, no changes required, and he doesn't violate core assumptions about how alphax.txt works in the process, then we may finally have an entente. Engineering-wise it's the Right Thing To Do when working in a community with other people, rather than assuming one's own work is the only thing that counts.
I don't know what Induktio's views are nowadays, nor what he's implemented in that regard, nor what his implementation priorities are. I suspect he has his hands full with basic AI design, testing, and stability issues, because he bit off a lot
to chew in that regard. I know how many bugs or misfeatures I typically come up with per X number of changes on my part, and I think he's working at a factor of at least 10x mucking things around. So unless he's a godlike release engineer, which frankly I have no reason to believe based on past interaction with him, I expect him to be stabilizing and polishing for several months yet.
I do think he may
get there eventually, if
he doesn't burn out, or something doesn't intervene in his life that prevents him from doing more work. He's basically competent at shoveling out large quantities of work, i.e. he's made releases, he hasn't quit. Engineers who keep that up, do eventually reach an endgame, a sort of "maintenance mode" rather than developing lots of new features. And then they tend to exhale deeply and say, good grief, where's my time, where's my money....
I don't trust anyone to actually get to that point, until they've actually gotten there. I've been through enough open source debacles to know what the lifecycles of people's energies are. The main variables are 1) how much previous experience someone has doing "large scale" $0 work for. Like if it's your 1st time doing something big, something is probably going to clobber you at some point. 2) how young the person is. Financial realities become seriously
pressing for most people as time goes on. Where's my car, where's the roof over my head, where's my Significant Other....
I'm an outlier and not immune to the financial pressure problem myself. I definitely am feeling a pressure that I need to move on from this, to start a real commercial
project. 1.26 could
be my last release, I'd be perfectly happy if it was. I'd feel I'd crossed some kind of finish line. But people have this way of showing up and saying, "What about this?"
Changing the Fundamentalist dialogue in xscript.txt so that it doesn't assume we're talking about God, is something I'd like to do. However I already had enough stuff for 1.26, it was time to kick all that out the door. The Usurpers talking like humans when berating people about Power, is another wart I'd like to fix. But if my life moves on and these don't happen, then they don't happen.
What I can guarantee
, at this point, is I'm moving to a 1 month release cycle at the earliest. This has to do with getting views and downloads. /r/4Xgaming got me 2.5 times more traffic than previous forums I tried, and the downloads seemed to keep coming for basically a month. I cleared 70 downloads, a new high for me. I'm doubting there are more forums to be had, but I haven't managed to make a Steam Community post with a proper URL in it. They were blocking those, I think because I didn't have a posting track record, or at least I hope so.
The next frontier is YouTube. In coming months, I will probably be focusing a lot less on developing the work, which I already did and it's good / fine. I'll be focusing a lot more on getting exposure for the work. I figure this is part of my learning curve as a game developer, something I can justify and has future value for me.