ORIGINAL: jpkoester1
<< snipping excellent categorization of Database changes >>
b) Changes that effect the technical playability of a scenario. These changes are not easily handled by the scenario rebuild function and do require the scenario administrator (who does the update) to manually edit the scenario to keep it playable. This might be the above discussed removal of a unit which used in the scenario from the database. In this case the scenario rebuild function can not "guess" which other unit to use in order to replace the lost one. Here the person doing the scenario upgrade will have to manually check the scenario and test it in order to make sure it still works as intended after the rebuilding process. Changes like this are rarely - if ever - made by database authors (because they know very well which changes would cause these problems), and if they are made they are usually publically announced so scenario editors can act accordingly. Emphasis added by HH I fail to see the problem.
<< snip additional categorization of Database changes >>
The categorization of types of Database changes is excellent. However, the characterization that I have highlighted in
green is patently false. I am not saying that these are either malicious or malevolent acts. They are changes made in the normal course of Database maintenance.
If you disagree, that's okay. You don't have to believe me or trust me. I am happy to show you each and every instance where this is incorrect. We can do a line-by-line analysis of this and the evidence is all there in black and white, ones and zeroes. Do you want to see the proof of it?
Unfortunately, I am getting the feeling that you are arguing for arguments sake. You of course are correct in your technical assessment, however, you have not shown in which way any of this will effect the average user in a real life situation (apart from the issue of using the wrong scenario with the wrong datase which we have taken steps to avoid). No other community member seems to be seeing the problem you are seeing either, and until that changes, I will retire myself from this apparently pointless discussion.
This is just silly. Argument for the sake of argument. Lots of other things to do with my time. The title of this thread is "Maintenance of ANW scenarios" and not "How DB changes affect users in real life situations." Of course, Mr. Heath has made it abundantly clear that you are free to do this type of discussion, too. Why don't you start it up and I'll join you on your new thread once we finish up the discussion on this one, okay?
Your analysis on the different types of DB changes and how they potentially affect scenarios is good. However, you are really complicating the matter unnecessarily.
Whether or not the change is about
Balance or
Playability is virtually
irrelevant. Yes. Irrelevant.
The simple fact that a Database has changed is the crux of the matter. Once a database base changes, a user of that database must:
1)
Load all the scenarios he has written
2)
Update all the scenarios he has written [He can use the Scenario Editor, the Scenario Batch Re-Build function, the tooth fairy.... The method is utterly irrelevant. The important fact is it must be done.]
3)
Re-post these scenarios [Again, site is irrelevant. Important fact is that it must be done.]
There is no magic button to do these three actions. Whether they are simple or arduous depends on
a) the number scenarios that must be re-processed,
b) the severity of the changes [Balance vs. Playability changes],
c) the time to re-post them, and
d) the frequency of DB changes.
Steps 1 through 3 are unavoidable when using the ANW.
If the DB editor so much as changes a single [SPACE] in a DB, any user / designer using that database is going to have to go through Steps #1-3.
So, no need to classify any changes as 'Balance' or 'Playability' types. Just knowing that there
are changes is quite sufficient.