Stellaris

Stellaris

More Genetic Engineering
mate0815  [developer] 4 Jun, 2016 @ 8:43am
differences between genetic fix mods
somebody asks, so i want to answer, why i made the fix. there is another mod published earlier, Fixed Genetic Modification and it works.
i took a look into it and found something i´m not happy with:

1. the other mod adds an event, which fires every tick for every country. a lot of users have noticed performance lags generally, so IMO its not the best idea to add such an event.
in my mod the event is only called once, if a modification-project is resumed and only for this one country, which had the project.

2. the other mod works with mtth which let the event fires one or two ticks after the project is resumed. my event is called without timelag with resuming the project.

3. the other mod refers to a "last_created_species" which can have together with the timelag obscure results under very rare circumstances: the primary species can theoretical picked from another country. in my mod its refered to exactly the modified species in the country which had this project.

4. the other mod checks only the homeworld/capital for absence of old primary species. but as war results or by using a mod for changing the capitalplanet, there are other possible reasons for absence of primary species in capital. my mod checks the absence in the whole country.


for most players and games the other mod is as good as mine. but i´m a perfectionist and not willing to use code with (sometimes only theoretical) holes. ;)
Last edited by mate0815; 4 Jun, 2016 @ 12:26pm
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thanks for the explanation, good work bro!
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