-
2 Votes17 Posts2k Views
-
1 Votes15 Posts3k Views
-
4 Votes10 Posts2k Views
-
0 Votes3 Posts858 Views
-
2 Votes25 Posts4k Views
-
0 Votes8 Posts2k Views
-
1 Votes2 Posts892 Views
-
1 Votes1 Posts750 Views
-
0 Votes8 Posts2k Views
-
0 Votes10 Posts1k Views
-
0 Votes5 Posts879 Views
-
2 Votes6 Posts2k Views
-
1 Votes32 Posts9k Views
-
1 Votes14 Posts2k Views
-
0 Votes27 Posts7k Views
-
0 Votes7 Posts1k Views
-
1 Votes7 Posts1k Views
-
2 Votes2 Posts725 Views
-
1 Votes7 Posts1k Views
-
0 Votes36 Posts5k Views
Recent Posts
-
TL;DR:
(1) recommend switching game versioning to something like: 2026.06.0.54325, that is <calver>.<recommended release number>.<build number>. This is "calver'ish", inspired by calver.
(2) set cadence for recommended release to be quarterly and automated
(3) new downloads will always be the latest
(4) existing players will be prompted to update when a new recommended release is publishedTo read more about 'calver', please see: https://calver.org/
Rules / definitions:
calver = YYYY.MM and this matches the year / month of when that release was created. We create a release after every code update. recommended release number this is an increasing sequence and each new number will trigger a notification to existing players that they should upgrade. We will automatically create and bump the recommended release number once each quarter on the first of the month, specifically: Jan 1, Apr 1, Jul 1, Oct 1 build number this is the count of total number of code changes. We currently have this in our version numbering and we'll keep it. The revision number uniquely identifies a release.It has been previously discussed that with the 2.7 release we will change our release strategy to be "continuous release". Every update to the game engine would be a release (rather than a pre-release). This would impact players downloading from the website, which is configured to download the latest 'release'. I suggest we keep this strategy in order to avoid manual releases and allow for bug fixes to be immediately available.
Second, the concept of "recommended release" must be fully automated and scheduled so we can avoid the cycle of delayed releases by removing the dependency on maintainer availability.
The net effect, every update will be immediately available, players are automatically asked to upgrade once every 3 months. This dovetails with an update to versioning strategy so that the release schedule and versioning will work hand-in-glove.
Let's walk through some examples, starting with a version at: 2026.06.0.100 (the build number is simplified to be 100, we are currently in the 5 digits for the build number)
2026.06.0.100 < starting version 2026.06.0.101 < code update 2026.06.0.102 < code update 2026.07.0.103 < code update and the month rolled over 2026.08.0.104 < another code update and month rolled over 2026.10.1.104 < Oct 1st is a 'cut date' we automatically create a new recommended release 2026.10.2.105 < let's say we identify a bad bug and patch it, we can update the recommended release version on an ad-hoc basis to toggle in-game update prompts 2026.10.2.106 < code update 2026.12.2.107 < let's say on Dec 31, we are at this version 2027.01.3.107 < Jan 1st is a cut date, the recommended release is automatically created with a new recommended-release number
-
@VictoryFirst How bout "Onward Christian Soldiers"
https://www.hymnal.net/en/hymn/h/871

Edit
Or some sort of drum beathttps://audiojungle.net/search/war drums
but yea, the air raid kinda harsh. Not to mention it's still used to this day. Don't wanna freak anyone out in a current warzone
-
@cernel What about this sound for nations without an anthem?
-
These have custom music files
Iron War By Frostion
WW2 Oil & Snow by Ebbe