DavidW Posted December 26, 2010 Share Posted December 26, 2010 I wrote SCS's "randomise items" component without realising that Wisp was working on a randomiser mod. Having put the time and effort into performing the randomisation, I didn't want to forget about it, so I shoved it into SCS. But now I need to correct some bugs in it, and at this stage I'm not at all sure there's anything SCS's component does that Wisp's mod doesn't do as well or better. If so, it's a bit silly to keep trying to keep my parallel version up to date, especially considering it's one of dozens of components in SCSII and I already have my hands full keeping it up to date. So: at the moment I'm inclined to remove the SCSII randomiser component and advise people to use Wisp's mod instead. I thought I'd better check first whether there's anything I'm missing here. Link to comment
CamDawg Posted December 27, 2010 Share Posted December 27, 2010 Deprecate. I'm sure you've got enough to keep you busy. Link to comment
Shaitan Posted December 27, 2010 Share Posted December 27, 2010 Deprecate. I'm sure you've got enough to keep you busy. Agree Link to comment
Guest! Posted December 27, 2010 Share Posted December 27, 2010 Agreed, but with a caveat: SCS2 randomizes items from SoA in ToB and viceversa, and items from the bonus merchants. It's two features I'd like to keep. Maybe Wisp could implement them in his mod. Link to comment
Jarno Mikkola Posted December 27, 2010 Share Posted December 27, 2010 Well, it's cool and all that. Link to comment
cmorgan Posted December 27, 2010 Share Posted December 27, 2010 I agree on the depreciate! Link to comment
Wisp Posted December 28, 2010 Share Posted December 28, 2010 Maybe Wisp could implement them in his mod. Optional randomisation of items across the expansion boundaries will be introduced in v7. Item Randomiser already randomises some of the bonus items, though I have limited myself to some the more egregiously powerful bonus items thus far. /off-topic Link to comment
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