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We don't need to restrict to 21, though that is a good idea to not make that number explode we might choose 20-30 tracks initially then with time we might add one more Addon once a while. In other words each Mod release will freeze its tracks until the next release. What we should not do is to update Addons during a given Mod version, we should only do this when we make a new release of it to have thing like Green Valley in 1.0, 1.1, 1.2 but not Green Valley A and B in 1.0, B, C and D in 1.1 and D in 1.2 or so. I think that the list of tracks here should match the one in the Mod for each release, but for additional Addons we can just add them to the Mod as new Standard Tracks without increasing its version (these are just Assets) and at the same time in the Leaderboard. If I understood, you think that the ILs here should be independent to the ones in the Mod ("keep the modded game separated from the ILs")? But that would defeat the purpose of it. We would make one new release of this Mod when one is out for the official Stk. In this case this Mod will basically be "Vanilla Stk but with different tracks" which main purpose is to make this Subgame exist. I am also Ok with having separate Mods the idea was just to have one Mod with anything so we could have 2x speed with Addons or so and not just 2x speed with everything else or almost the same but that would also make the Leaderboard very complex with so many possible combinations. The idea of replacing the Standard Tracks sounds good, and using cool free music too. Theodorepringle theodorepringle and Fouks Fouks like this. I'm uneasy about accepting add-on karts for ILs though, but if someone thinks they should be allowed then we can argue about it lol.
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For the ILs I am ok with what I put on the leaderboard so far, but if someone wants to time trial a different track we could discuss adding it.Īs far as karts though, we can choose a few of the well-made karts to put in the mod. So for the mod, we can just choose the 21 best add-ons. The ILs would be subject to change as add-ons are updated (because I want there to be a sort of up-to-date leaderboard for add-ons in general), but we would also have full runs of Story Mode to our modded game, which may only be updated once in a while. My idea was to keep the modded game separated from the ILs. Īnd I think it's okay if we allow for additional add-ons that aren't in our mod as ILs. And since a lot of the add-on music is either the default music or something from the main game, we could add custom music (from or something) like what I do with the add-ons that I play-you can look at my add-on time trials to see if you like the music or not. And I think we could save the other mods for another sub-game. That would make for an interesting Story Mode. One thing we could do is have a mod where we replace each of the 21 main tracks with an add-on. For the Addons karts I just want Libbie Lol (in another words I don't really care as well). Personally I don't really care as I don't play Addons. You did not add AnimTrack, Andet ? And TeamWork Lol The snapshot should be updated only very rarely, at most as often as new major Stk versions are out.Īlso we need to select which Addons we should add in this Leaderboard (and in the Mod if we create one in this case only Addons in the Mod can be added in the Leaderboard). In this case it would still be nice to have Addons separated from the main game. ), or if that Mod should only be a Vanilla Stk + Addons.Īnother approach would be just to host a sort of "Addons Snapshot" somewhere and still use normal Stk with these Addons, that could work too. So I exposed the idea to create a Stk Mod that contains Addons karts and tracks as Standard, now we should discuss whether we could add other stuff in this Mod (modified speeds, Story Mode. We need to precise to which direction this Sub Game should go.
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