Author Topic: Devbot Mod  (Read 24412 times)

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February 22, 2016, 02:18:44 PM
Reply #30

Skullex3

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Well, I experimented another strategy : buy the competitors ^^

I'll try to dev in my next save to dev it on day 1, I'll keep you aware ;)

EDIT : I just noticed that, in fact, my SN dont appear n my serv, even in unsupported processes, is this a bug or ? I was hosting like all the competitors with deals, but now, all the SN (I bought all) are just invisible in my servers ...
« Last Edit: February 22, 2016, 02:27:46 PM by Skullex3 »

February 22, 2016, 04:02:13 PM
Reply #31

smudge202

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Interesting. Needs further testing. To confirm my understanding:

  • Creating "software" (I appreciate Networks wouldn't fall into that category, but we're bodging the system here), that should require Server resources, do appear to utilise server resources when the software is created in-house and published as normal.
  • Buying a company that has software on the market that should require server resources, doesn't induce server load on your servers.

Does that sound about right? Arguably, in the latter case, would it be considered that you bought the company, including it's assets (building, servers, employees, etc.) and they continue to operate as an independent (invisible) entity? In such a case, I wouldn't anticipate any load on your servers because it would be managed by the company you own.

Make sense, or am I miles off? There could be some interesting concepts/features there regarding resource sharing/allocation between owned businesses, but nothing I'd imagine being a priority.

Thanks for spending time on this; I'll be looking to make a lot of changes the second beta8 goes into test but the core principles (such as this niche market stuff) will likely remain.
« Last Edit: February 22, 2016, 04:04:04 PM by smudge202 »

February 22, 2016, 06:07:39 PM
Reply #32

Skullex3

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  • Creating "software" (I appreciate Networks wouldn't fall into that category, but we're bodging the system here), that should require Server resources, do appear to utilise server resources when the software is created in-house and published as normal.
  • Buying a company that has software on the market that should require server resources, doesn't induce server load on your servers.


In both of these case, they dont use any server ressource after being published. In fact, the processe seems to not exist at all on my servs.

Does that sound about right? Arguably, in the latter case, would it be considered that you bought the company, including it's assets (building, servers, employees, etc.) and they continue to operate as an independent (invisible) entity? In such a case, I wouldn't anticipate any load on your servers because it would be managed by the company you own.

The thing is that I was hosting their soft on my servs, and the processes disappeared when I bought the company. On this case, maybe it comes from the game itself that just create, as you said, a kind of autonomous company ...

Thanks for spending time on this; I'll be looking to make a lot of changes the second beta8 goes into test but the core principles (such as this niche market stuff) will likely remain.

No problems, you made an amazing work, all I can do is help you make it perfect :P

I hope I'm understandable ^^

February 23, 2016, 11:27:58 AM
Reply #33

smudge202

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Oh I see. When you created your own software, were there any active users showing? Only software with active users and a server requirement should generate load.

I'm not sure what you mean about hosting their software on your servers. Did you accept a Deal? If so, might be worth checking the Undelegated Processes in the Server dialog to make sure it's not sat in limbo?

You're very understandable, don't worry. Appreciate the comment. Looking forward to overhauling the mod now that alpha 8.1 is here!

February 24, 2016, 12:13:48 AM
Reply #34

Skullex3

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Hey !

Oh I see. When you created your own software, were there any active users showing? Only software with active users and a server requirement should generate load.

There it is, no active user (still I don't know why I cant sell it, people may not like me ^^)

I'm not sure what you mean about hosting their software on your servers. Did you accept a Deal? If so, might be worth checking the Undelegated Processes in the Server dialog to make sure it's not sat in limbo?

Exactly what I was meaning, and when I bought the company, the processes disappeared !

I'm really waiting for the 8.1 version of your mod, since it is very a bonus for the game :P

February 24, 2016, 04:45:37 PM
Reply #35

SaltyPotato

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Compatibility
The mod runs as intended on alpha 7.7.

I'll be working extensively over the coming week to make some adjustments, and more importantly to integrate the mod with alpha 8.1. Woot! As part of the 8.1 integration, we'll be able to collapse several of the software types into single software types, in some cases using categories. This is thanks to @Khornel's excellent update to the dependency system in this alpha!

Hype

Let me start by saying I love Software Inc, even in it's relative infancy as it is now (alpha 7 at time of writing). I've completed a couple of play-throughs of the base game now, and tried a couple of the mods out there. I must admit that whilst some mods have been a great source of inspiration and reference material, I didn't find one that fitted my play-style or was balanced enough, in my opinion, to warrant playing to end-game.

Khornel is obviously very busy implementing lots of neat new features, not to mention dealing with my ever growing number of requests.  :-* Whilst the ability to modify gameplay is a little limited in areas, I want to utilise every feature at our disposal (not to mention, can't wait for many upcoming features planned for beta 8 ), to create the most comprehensive, balanced, thought out and tested overhaul I can.

With my pre-marketing hype complete, let's move on to design!

Design

This mod is a complete overhaul of the software types available. I've removed all existing software with the exception of the OS, which itself has been tweaked, extended, and abstracted. The goal is to introduce a much greater level of replayability by introducing several new branches of company specialisation and a tiered software structure.

Specialisations

Whilst I haven't fleshed out all the branches yet, the options will be the following (or a combination thereof):

  • Development Specialist - These companies are responsible for creating Programming Languages, Development Tooling, Database Systems, and so forth. These software types are the tools on which all other software depend (akin Visual/Audio Tools in the base games). At time of writing there are 3 software types and 31 features available in this branch.
  • Business Specialist - These companies focus on fulfilling the needs of businesses with bespoke business software and mainframe systems. At time of writing there are 2 software types and 16 features available in this branch.
  • Network Specialist - These companies focus on providing network / internet services (think ISP). At time of writing there are 2 "software types" and 19 "features" available in this branch.
  • Cloud Provider - This late game branch provides cloud services (think Azure/AWS) that make great additions to Business or Network specialists. This branch is not implemented yet, but should house 10-15 features for the first release.
  • OS Specialists - These companies focus on operating systems. Akin the base game, OS's have 3 categories and have been extended to have more than 20 features.
  • Gaming Specialists - These companies focus on gaming. Although not implemented yet, my intended design for this highly competitive market is to provide 4 software types, dozens of categories, and many features.

If anyone has any suggestions to add to this list, say now or forever hold your peace.  ;)

Tiering

For each branch there are multiple tiers. The lower tiers have fewer dependencies, are easier to produce, but are less popular. As you create or purchase better development tools, server capacity, and network bandwidth, you unlock the ability to produce higher tier, much more popular software.

The particulars of tiering is much too big to fit into a forum post, but hopefully the above description is enough to wet your taste buds, and the following diagram gives you an idea:


Development (Progress)

Whilst further design and refinement will be an ongoing process, I'm a fair whack into the development of the mod. The source is available on github under the GPL licence (hope that's correct/ok, Khornel?).

I try to commit regularly so feel free to watch the repository for updates. For those looking to get involved (looking at you, pokmon987), please fork the repository, have a crack at anything not yet implemented, and drop me a pull request. I expect there to be some to/fro, but any help will of course be duly accredited when this mod makes it to release.

If several people want to help out, I'm happy to put a kanban board up on waffle and write up the outstanding work in github  issues to better organise things.

Beta testing

I'd really like any and all feedback regarding the mod. Currently, I'm especially interested in the 1970-1980 period (see later posts in this thread for tips on how to install).

If you get an error loading the game after installing the mod, it's because you've got the wrong branch of the mod. Make sure you switch to the latest branch on github, which at time of writing is alpha 7.7.

Looks like a very big mod! Mustve taken alot of time! :) Will test it out soon!
Take a look at my Software Expansion mod!
http://softwareinc.coredumping.com/forum/index.php?topic=545.0

Its currently in WIP, and will have more than 14 software types added, and it also will be translated to other languages!

February 24, 2016, 05:45:16 PM
Reply #36

smudge202

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Thanks for renewed interest in the mod Salty and Skullex.

Yes, it did take quite a while, probably through fault of my own because I decided not to use any of the tools for creating mods. Speaking of which, consider this a sneak peek of something else in the making...
.

Anyway...!  :-X  ;)

With regards to pushing an 8.1 update, I'm still thoroughly testing the 8.1 release of the game itself which to be honest is looking very good. Before reworking the mod I want to make sure I understand all the important aspects!

I expect to start working on the 8.1 migration of the mod this weekend, and if I don't get too drunk I'm not too busy, might see an early release of the 8.1 mod compatibility by the end of this weekend. I'm aiming to have something very stable together in time for next weekend, as I'd like to take the time off and play it myself! :)

Hopefully that all makes sense?


February 24, 2016, 05:59:44 PM
Reply #37

SaltyPotato

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Compatibility
The mod runs as intended on alpha 7.7.

I'll be working extensively over the coming week to make some adjustments, and more importantly to integrate the mod with alpha 8.1. Woot! As part of the 8.1 integration, we'll be able to collapse several of the software types into single software types, in some cases using categories. This is thanks to @Khornel's excellent update to the dependency system in this alpha!

Hype

Let me start by saying I love Software Inc, even in it's relative infancy as it is now (alpha 7 at time of writing). I've completed a couple of play-throughs of the base game now, and tried a couple of the mods out there. I must admit that whilst some mods have been a great source of inspiration and reference material, I didn't find one that fitted my play-style or was balanced enough, in my opinion, to warrant playing to end-game.

Khornel is obviously very busy implementing lots of neat new features, not to mention dealing with my ever growing number of requests.  :-* Whilst the ability to modify gameplay is a little limited in areas, I want to utilise every feature at our disposal (not to mention, can't wait for many upcoming features planned for beta 8 ), to create the most comprehensive, balanced, thought out and tested overhaul I can.

With my pre-marketing hype complete, let's move on to design!

Design

This mod is a complete overhaul of the software types available. I've removed all existing software with the exception of the OS, which itself has been tweaked, extended, and abstracted. The goal is to introduce a much greater level of replayability by introducing several new branches of company specialisation and a tiered software structure.

Specialisations

Whilst I haven't fleshed out all the branches yet, the options will be the following (or a combination thereof):

  • Development Specialist - These companies are responsible for creating Programming Languages, Development Tooling, Database Systems, and so forth. These software types are the tools on which all other software depend (akin Visual/Audio Tools in the base games). At time of writing there are 3 software types and 31 features available in this branch.
  • Business Specialist - These companies focus on fulfilling the needs of businesses with bespoke business software and mainframe systems. At time of writing there are 2 software types and 16 features available in this branch.
  • Network Specialist - These companies focus on providing network / internet services (think ISP). At time of writing there are 2 "software types" and 19 "features" available in this branch.
  • Cloud Provider - This late game branch provides cloud services (think Azure/AWS) that make great additions to Business or Network specialists. This branch is not implemented yet, but should house 10-15 features for the first release.
  • OS Specialists - These companies focus on operating systems. Akin the base game, OS's have 3 categories and have been extended to have more than 20 features.
  • Gaming Specialists - These companies focus on gaming. Although not implemented yet, my intended design for this highly competitive market is to provide 4 software types, dozens of categories, and many features.

If anyone has any suggestions to add to this list, say now or forever hold your peace.  ;)

Tiering

For each branch there are multiple tiers. The lower tiers have fewer dependencies, are easier to produce, but are less popular. As you create or purchase better development tools, server capacity, and network bandwidth, you unlock the ability to produce higher tier, much more popular software.

The particulars of tiering is much too big to fit into a forum post, but hopefully the above description is enough to wet your taste buds, and the following diagram gives you an idea:


Development (Progress)

Whilst further design and refinement will be an ongoing process, I'm a fair whack into the development of the mod. The source is available on github under the GPL licence (hope that's correct/ok, Khornel?).

I try to commit regularly so feel free to watch the repository for updates. For those looking to get involved (looking at you, pokmon987), please fork the repository, have a crack at anything not yet implemented, and drop me a pull request. I expect there to be some to/fro, but any help will of course be duly accredited when this mod makes it to release.

If several people want to help out, I'm happy to put a kanban board up on waffle and write up the outstanding work in github  issues to better organise things.

Beta testing

I'd really like any and all feedback regarding the mod. Currently, I'm especially interested in the 1970-1980 period (see later posts in this thread for tips on how to install).

If you get an error loading the game after installing the mod, it's because you've got the wrong branch of the mod. Make sure you switch to the latest branch on github, which at time of writing is alpha 7.7.

This mustve taken a long time to make. Woah, i surely want to trry this out.
Take a look at my Software Expansion mod!
http://softwareinc.coredumping.com/forum/index.php?topic=545.0

Its currently in WIP, and will have more than 14 software types added, and it also will be translated to other languages!

February 25, 2016, 02:05:31 AM
Reply #38

Skullex3

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Hey !

Take your time bro, we dont pay for it ;)

If you need help, I think after nearly 3 years studying informatic sciences, I can provide you some help :P I'm gonna take a look at your already done code if I have some time tomorrow, see if Im still able to understand XML ;)

February 25, 2016, 12:03:49 PM
Reply #39

smudge202

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I've just updated the first post, but I know updates are hard to spot.

Good news everyone!

https://github.com/software-inc-modding/devbot

Checkout the readme too!  ;)

February 25, 2016, 10:15:16 PM
Reply #40

pokmon987

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Hey everyone!
      We need some beta testers for this mod to make sure the play through from 1970-1980 is balanced and not overpowered or under-powered.
             Thanks!
                   Pokmon987

February 26, 2016, 10:58:09 AM
Reply #41

smudge202

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With regards to the 1970-1980 feedback, more is most definitely welcome though we have had some feedback. I think people are finding it pretty tough, which I'm actually in favour of. I typically have 2-10 million in the first 12 months of gameplay which is just massively OP (alpha 8 ). I want things to require more thought and strategy, hopefully you guys agree?

I'll be working on the alpha 8 compatibility this weekend (which involves several changes to our software types) so if you have any feedback, the sooner you get it to us the more likely you'll see the change in the first alpha 8 release. :)

Pokmon and other contributors, let's try and breakdown some issues to make it easier to collab? At the moment I have an "Alpha 8 Compatibility" issue which needs to be changed to a couple dozen issues. I'll have a crack at doing that tomorrow morning/early afternoon, but if someone wants to make a start, feel free.

If you need anything from me quickly, tweet me @Smudge202 - I answer those much quicker than forum posts. :)

February 27, 2016, 05:24:36 PM
Reply #42

KiefBC

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I'll be venturing into this soon. Been away from home for the past few weeks. Will give feedback post-1980.

February 27, 2016, 05:27:57 PM
Reply #43

smudge202

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Thanks Kief

March 28, 2016, 01:49:02 PM
Reply #44

Dryhtscipe

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Hi there!

I've been, for the last few days, beginning work on a mod. But I hadn't really had a proper look into what was already existing.

I've come to the conclusion that really what I'm doing is not horribly dissimilar to what you're doing: attempting to flesh out the different "eras" of computing to enhance gameplay challenge.

Perhaps collaboration should be a thing? I think you're much further along in design, so it would make sense!

What my mod currently has:

8 additional software types
Features that unlock every <2years for all of the new features ranging from when they launch to 2010
All of the original software types modified
The inclusion of "Text Editor" as a requirement to make just about any piece of software, adding a relatively cheap piece of important software to develop right from the beginning of the game (with short-ish dev time in 1970 and more extensive dev time later, thanks to feature growth)
The inclusion of a group of types of web sites (market, forum, search engine, video sharing, and webmail) all with relatively tuned bandwidth needs
New company names, sometimes a bit... funnier
« Last Edit: March 28, 2016, 01:54:18 PM by Dryhtscipe »