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WarLight in Unity Alpha now available: 2017-04-06 00:33:35

Fizzer 
Level 64

Warzone Creator
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A new version is out! Here's what's changed:


3.18.0.3:
- Added a hotkey Ctrl+Shift+, (comma) to open View Mod Output dialog.
- The mod development dialog now is now easier to grab and drag around by grabbing it in the lower left corner. It also starts out smaller.
- The lobby now shows a warning message to players in multi-player games that use non-promoted mods.
- When creating games, the card's customize buttons now uses a fancy animation instead of instantaneously popping open.
- Fixed a bug that allowed opening mutliple View Mod Output windows. Thanks to DanWL for reporting this.
- Fixed a bug in mods that made the "print" function not work in client hooks.
- Fixed a bug that made docked panels not re-claim their space after they were closed. Thanks to DanWL for reporting this.
- Fixed a bug that prevented open seats and AIs from being added to games with mods. Thanks to Krzysztof for reporting this.
- Fixed a bug that made != work in client-side lua when it shouldn't. Use lua's standard ~= instead. Thanks to Krzysztof for reporting this.
- Fixed a bug that caused an error if you deleted the number in the mod output dialog's text box. Thanks to DanWL for reporting this.
- Fixed a bug that caused an error if you deleted the number in an overridden bonus's text box.
- Fixed a bug that caused an error when changing armies in the Server_StartGame hook. This also fixes AI logic which previously made their first turn compute orders on the pre-modified standing. Thanks to DanWL for reporting this. Multi-player games will still have this problem until the next server update.
WarLight in Unity Alpha now available: 2017-04-06 03:17:01


Fleecemaster 
Level 59
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So long as the animations are nice and slow so we can get the full enjoyment of them :)
WarLight in Unity Alpha now available: 2017-04-06 17:45:26


dabo1
Level 57
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will mod development also be members only, when the flash version is completely migrated?
WarLight in Unity Alpha now available: 2017-04-06 17:55:30


MightySpeck (a Koala) 
Level 60
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Maybe ^, but even if it is You can just let someone upload it for you and give you credit.
WarLight in Unity Alpha now available: 2017-04-06 18:10:32


dabo1
Level 57
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smart idea...
WarLight in Unity Alpha now available: 2017-04-06 21:19:11


Coccho
Level 61
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Only members having the right to create mods would be hilarious... Members are, what, 10% of all the players? And how many of the members can actually code well enough to make mods? That would result in less than 1% of all the WarLight community being able to make mods (i.e. ~3 mods/year).

Anyhow, great work, Fizzer! Definitely looking forward to the Unity version. :)
WarLight in Unity Alpha now available: 2017-04-06 21:24:41


Onoma94
Level 61
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Only members having the right to create mods would be hilarious... Members are, what, 10% of all the players? And how many of the members can actually code well enough to make mods?


But it's not a new thing - for example, making CLOTs was always member-only too. I dare assume that people who care about WL enough to make mods most likely already bought an [M].

Edited 4/6/2017 21:24:50
WarLight in Unity Alpha now available: 2017-04-06 21:57:38


Krzysztof 
Level 67
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I don't think restricting mod creating ability only to Members. Better to have more people making it(same situation as with maps - anyone can create it). On the other hand - ability to create game with mod(s) is totally different thing. I wouldn't be surprised by using it as membership's perk.
WarLight in Unity Alpha now available: 2017-04-06 22:48:49

Mike
Level 59
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When we see how many single player scenario have been created and so fast too, also once created I believe it will be like a template that can be saved and used by anyone else. So I'm not too worried for now, we don't know how this will look like.
Also as a sign, Fizzer clearly does this for the community which has been calling this for ages. And there's no point for Fizzer to spend time in developing mods (which must be a long effort) if only a small part use it at the end and becomes a fail.
WarLight in Unity Alpha now available: 2017-04-07 00:23:10


Fleecemaster 
Level 59
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From what Fizzer said last night on the stream it seems mods will be available to all, and he'll add new perks for Members. Don't quote me though, it's his perogative to change his mind.

I wouldn't worry about it though guys, I'm sure your membership will still be worth it even with the changes.
WarLight in Unity Alpha now available: 2017-04-11 07:11:15


Empire of Kilos
Level 36
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Not compatible with the Chromebook.



RIP Kilos.
WarLight in Unity Alpha now available: 2017-04-11 16:12:40


Fleecemaster 
Level 59
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Maybe you need a better book?

Why do people expect to be able to play games on those toys anyway?
WarLight in Unity Alpha now available: 2017-04-11 18:06:49


Star-Lord
Level 60
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I used the alpha last couple of multi games without any problems, however noticed (sorry, did neither read backlog nor guide) there is an autopilot ... which I used by accident.. What is the idea behind the autopilot? I am fearing that the temptation is rather huge to use it rather thinking of a own strategy... as said, ev. I am missing some background ....

.. or actually the bot suggesting the next moves ...

Edited 4/11/2017 18:10:57
WarLight in Unity Alpha now available: 2017-04-11 18:27:07

Fizzer 
Level 64

Warzone Creator
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What is the idea behind the autopilot?


from https://www.warlight.net/wiki/Autopilot:

This is useful if you've already won the game and want to automate the clean-up, or if you are just curious about what an AI would do in your situation.


Also the autopilot isn't exclusive to Unity, it's in the Flash version too. It's not in the iOS/Android apps though.
WarLight in Unity Alpha now available: 2017-04-11 18:45:21


Star-Lord
Level 60
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Thanks for the explanation Fizzer ... perhaps I never noticed it as I am mainly playing on droid.
WarLight in Unity Alpha now available: 2017-04-11 21:34:36


Fleecemaster 
Level 59
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It's defo in the flash browser version, I often use it to finish up games which I've clearly won yet my opponent isn't surrendering in. But ultimatly the AI doesn't replace any strategy, it's literally so awful, that it gives no tactical advantage whatsoever, so don't worry about players being able to abuse it. You can see it because you're a member :)
WarLight in Unity Alpha now available: 2017-04-12 00:00:48

Fizzer 
Level 64

Warzone Creator
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A new version is out! Here's what's changed:

3.18.2.1 2017-04-11:
- Local Deployment bonuses now show their name in a slightly lighter color when they're fully deployed. This makes it easier to see which bonuses you haven't deployed to. Thanks to Muli for suggesting this.
- Added the hotkey "U" to open/close autopilot.
- When attempting to commit orders without deploying all armies, a more friendly message now pops up which points you at the deployment mode button, and also automatically changes you into deployment mode.
- Added a slide animation when opening/closing history, autopilot, wastelands, bonus armies for territories, army cap, territory limit, and mods.
- Added scrollbar to mod development output window instead of shrinking the text. Thanks to Krzysztof for reporting this.
- Added a "Clear" button to the mod development output window. Thanks to Master of the Dead for suggesting this.
- The game no longer lets you pick more territories than the maximum that will have any effect, and instance bounces the commit button. This helps newbies understand how many to pick.
- When picking, making the maximum number of picks now makes the Commit button glow and highlight.
- Fixed a bug that caused an error when entering huge numbers into the mod development window's "max lines" box. Thanks to TBest for reporting this.
- Fixed a bug that made mod's github links to sometimes extend outside of the button text. Thanks to TBest for reporting this.
- Fixed a bug that made the "view picks" window not disappear when opening a player's picks for the first time.
WarLight in Unity Alpha now available: 2017-04-12 11:57:02


Μῶμος (Momus) 
Level 58
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Where is the autopilot in the Flash version (I don't see it)?
WarLight in Unity Alpha now available: 2017-04-12 12:12:39

(deleted) 
Level 63
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^Autopilot is a member-only feature...
WarLight in Unity Alpha now available: 2017-04-12 14:20:02


Krzysztof 
Level 67
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Few remarks from me:

- i think clear mod output doesn't work (everything reappears after fresh input)
- Warlight says that there's newer version avaiable, despite apparently there isn't.
(my version 3.18.2.1 > latest version 3.18.2)
- I can create bosses, but i cannot configure them(properties are readonly) :(
- Mod.Settings cannot contains tables (serialization error) - is it intended?
I've tried to use it to store some global values and enums and get into this. I assume at some point there will be some mechanism to store globals so it may not be needed, but for some (more complicated) mods storing params in table could still be nice.
- I can validate mod settings in SaveConfigureUi - that's fine, but it would be even better if we could check game settings there to confront them.
- access to game settings would be useful also in PresentConfigureUI. Especially with possibility to enable/disable UI elements.
- with multiple mods enabled they work in pipeline, right? Can we determine their execution order(and how)?
- what happen when mod is promoted? As i can see it's listed in everybody mods section. But
a) does it link to author's repo ?
or
b) is copied and stored on WL servers?
In case of a - good side is that all updates will be available immediately. But on the other side - i can break something accidently (or not - and while i can't do any harm with only bit32, string or math modules accesible i could change mod to show something like 'Fizzer to ziemniak' or anything:P) (Also i wonder how it works with maps - i know maps are stored on WL servers, but after map is approved do creator can do anything with it without further checks?)
- one of the mod ideas (Fizzer's to be specific) is possibility to recreate game at any given point. And that's not looking possible as mod can't access network (ok, it's, but copy-paste game data into a textbox doesn't looks handy:P) - is it going to change (i wouldn't have ask if it hadn't been Fizzer's idea:P)
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