Quote:
Originally Posted by Sombre
CBMs changes actually are documented very clearly. The dm is a text file and it's easy to read - even easier to look up something specific using a simple find. There are no questions about its accuracy because you're looking at the mod itself.
Then there are resources like Cleveland's CBM forging doodad.
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That's true to a point.
However there's some things in it that are not straightforward (#effect 10021, #spec 4194304
, #pathlevel 1 1 ?) if you don't actually mod.
And now try to find out what has changed about all air summons.
I'm not "griping" (whatever that means), I'm saying it would be nice.
Quote:
Originally Posted by Squirrelloid
That's because every game *should* use it.
I've only noted two games started in the last 6 months (since i started playing) that *weren't* using a CBM version, unless NvV3 wasn't using CBM, in which case that number is actually 3, but I can't remember.
If virtually all MP games use CBM, that's a strong argument for all mods to be CBM compatible, and all SP games to use CBM if you intend to ever play MP. No point learning non-CBM and getting surprised by CBM when you start playing MP. Basically, you're training yourself how to ride the bicycle wrong if you use non-CBM for SP and you intend to start playing MP.
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Yeah, I believe that's the intention behind it. Still I disagree.
There won't be the point where we run out of CBM games, so whenever you want to play CBM you can do so.
Going from vanilla to CBM or vice versa doesn't need "relearning" of the game mechanics only checking which of the things are better or worse now.
It's a bit like saying that there should be only one car type since then noone ever has to relearn. If you wanted to have a standard then it would have to be vanilla in any case (see, that's the thing about one car countries, you only get the basic version) - since there is less space for technical issues than a modded game, and since you'd have to "relearn" every time a new CBM comes out. Not that we need any standard imo.