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 Post subject: Quick Start
PostPosted: Sat Nov 25, 2017 2:41 am 
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Dyson Forest
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Joined: Fri Jul 29, 2016 10:12 am
Posts: 224
Maybe I'm remembering wrong, but it seemed that when you started a new
game with 'Quick Start' option it generated a new game with all the same
parameters but with a different seed.
Now if you use 'Quick Start' to start a new game you get the same exact game
with the same seed that you last played.
Is this normal behavior?
And new games don't remember that you turned off Experimenters and
Super Testers. It re-enables them every time.
Playing latest test build 2017-11-20


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 Post subject: Re: Quick Start
PostPosted: Sat Nov 25, 2017 2:56 am 
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Programming, Design, Admin
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Joined: Wed Oct 08, 2003 1:33 am
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Location: Munich
Might be a difference between test and release builds.


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 Post subject: Re: Quick Start
PostPosted: Sat Nov 25, 2017 5:20 pm 
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Creative Contributor
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I can't remember Quick Start ever giving a different seed, it was deliberately supposed not to, if it ever did that would be a bug.

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Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.


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 Post subject: Re: Quick Start
PostPosted: Sun Nov 26, 2017 10:30 am 
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Release Manager, Design
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Joined: Wed Nov 16, 2011 12:56 pm
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Location: Sol III
EricF wrote:
Now if you use 'Quick Start' to start a new game you get the same exact game
with the same seed that you last played.
What Mat said. AFAIK, that's the intended behaviour, and I can't recall that this has ever been changed.
Quote:
And new games don't remember that you turned off Experimenters and
Super Testers. It re-enables them every time.
Hm, sounds like these settings aren't stored in OptionsDB. I guess they should, as it's confusing for players if some of the settings of the game setup dialog are preserved and some not (IMO). Can you create an issue on github for that?


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 Post subject: Re: Quick Start
PostPosted: Sun Nov 26, 2017 2:01 pm 
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Location: Munich
Vezzra wrote:
Quote:
And new games don't remember that you turned off Experimenters and
Super Testers. It re-enables them every time.
Hm, sounds like these settings aren't stored in OptionsDB. I guess they should, as it's confusing for players if some of the settings of the game setup dialog are preserved and some not (IMO). Can you create an issue on github for that?
That's a bit of a different and problematic case, at least internally. Some of the game rules, including enabling experimentors or super testers, are defined in FOCS, not in code. That means that if switching the resource directory, a different set of game rules will be available. There's also no mechanism to add options to the OptionsDB based on parsed content. So there would need to be just a "game rules" option, which has a value that is a separately encoded string that is processed when setting the default options...

Ralistically, I think there can be a distinction between game rules and galaxy setup settings, in that the settings are remembered and the rules adjustments are not.


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 Post subject: Re: Quick Start
PostPosted: Sun Nov 26, 2017 2:23 pm 
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Release Manager, Design
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Joined: Wed Nov 16, 2011 12:56 pm
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Location: Sol III
Ok, I can see the issue here. Well, in that case, we at least should indicate clearly to the player which of the settings are preserved and which not, to alleviate the confusion as much as possible.


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 Post subject: Re: Quick Start
PostPosted: Tue Nov 28, 2017 1:32 am 
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Dyson Forest
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Joined: Fri Jul 29, 2016 10:12 am
Posts: 224
BTW, a big thanks for adding the check box to turn off Experimenters!
Thank you thank you! :D


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