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MOD me beautiful: 2017-04-04 22:42:53


ps 
Level 61
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Fizzer just did a stream presenting the alpha of the MOD framework for warlight. For those who didn't catch it the video is here:
https://www.twitch.tv/videos/133456405

https://www.warlight.net/wiki/Mods
https://www.warlight.net/wiki/Mod_Developers_Guide

it's already available for use, so start modding stuff :)
MOD me beautiful: 2017-04-05 00:11:28


Zephyrum
Level 60
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You forgot the more important link: https://www.warlight.net/EnableModDevelopment
MOD me beautiful: 2017-04-05 00:56:36


ps 
Level 61
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just checking if you were paying attention ;)
MOD me beautiful: 2017-04-05 04:37:15


l4v.r0v 
Level 59
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So anyone have ideas for mods to implement?

I'd be interested in working on a diplo mod + a randomized map mod; if anyone's got other ideas or wants to help me out with the diplo mod (for which we don't have the necessary tools quite yet) or the randomized map mod (for which we do, and I can explain the implementation- but it'll take some time to make the base map), hit me up.
MOD me beautiful: 2017-04-05 04:52:09


master of desaster 
Level 66
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-Maybe a distribution like LFD with chosable numbers of max. Pickable Territories in a bonus? (limit the number of pickable territories in a 5 territory bonus to just 2 or 3 picks so not the whole bonus gets pickable)

-kinda the opposite: make sure, there will be at least 1 pick in every bonus.

-increase/decrease a bonus value over time or depending on the bordering territories you got

-limit the number of territories you can take on multiattack

-make both players lose one or more certain/random territories which turn to neutrals all few turns.

-add weighted randomized move order (50%, if you get 2nd you get 60% chance, then 70% etc) make random move order great again

-a mod, where the picking speed will be limited to a certain time after the first player committed (player 2 gets 10 more seconds after player 1 committed, not practicable yet)

Edited 4/5/2017 05:17:25
MOD me beautiful: 2017-04-05 05:01:42


Deadman 
Level 64
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EDIT : See below.

Edited 4/5/2017 05:46:38
MOD me beautiful: 2017-04-05 05:46:16


Deadman 
Level 64
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This is a list of ideas I've heard so far. I can update this document every 2-3 days based on any new suggestions. If there are too many ideas and not enough developers, we can split up to maintain our own lists.
https://goo.gl/42zmCj


Would be cool if everyone shares their mods, and also notifies others that they're working on something(so it's not replicated)

Edited 4/5/2017 05:51:33
MOD me beautiful: 2017-04-05 05:55:46


Clint Eastwood
Level 59
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One idea that really stuck with me was the idea of in-game currency for more realistic diplomacy games. I'd love to see that implemented somehow.
MOD me beautiful: 2017-04-05 07:23:15


Corn Silver 
Level 62
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wow, some of these mod ideas would be amazing. looks like this is going to make Warlight way more fun. really looking forward to it!
MOD me beautiful: 2017-04-05 07:49:41


Krzysztof 
Level 67
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Banked income - player don't need to spend all income every turn. Instead he can save part/all of it and use it in subsequent turns. Most likely i'll check what can be do about it by myself.
MOD me beautiful: 2017-04-05 09:57:33

(deleted) 
Level 63
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I made a private mod earlier today that increases or reduces the armies of starting territories by X.
MOD me beautiful: 2017-04-05 10:37:12


Ekstone 
Level 55
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@MotD: that google doc is a very good idea!
I have two proposals:
- Maybe don't you plan to create a new sheet for the CLOTs idea too? ;)
- And perhaps would be good idea if Fizzer would known this lists too (and give info to the MOD developers if something go to his immeddiate roadmap).
Anyway, would be the best if Fizzer somehow implement this list (+ the CLOT one) to the present Uservoices system.
MOD me beautiful: 2017-04-05 12:10:44


Krzysztof 
Level 67
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is this page https://www.warlight.net/wiki/Mod_Hooks complete?
And if so - are there plans to add more hooks?

Cause currently i can see that many of ideas here are impossible to do (as mods can modify game state only at the start)
MOD me beautiful: 2017-04-05 13:16:05


Zephyrum
Level 60
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Fizzer said he will make more over time as he shofts away from hardcoded features. But it will take time.

@knyte I'd love to, though Im not sure if Im up for that :p I know some notepad++ and have edited .luas in the past for civ5/eu4. The .lua stuff is usually easy to change around.
MOD me beautiful: 2017-04-05 16:02:34


Deadman 
Level 64
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is this page https://www.warlight.net/wiki/Mod_Hooks complete?
And if so - are there plans to add more hooks?
The wiki is still a work in progress. Based on my understanding, there are plans to add more hooks in the future. Most of these mod ideas are not possible until new hooks are made available.


- Maybe don't you plan to create a new sheet for the CLOTs idea too? ;)
What is the CLOTs idea?
MOD me beautiful: 2017-04-05 17:15:19


Clint Eastwood
Level 59
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Maybe customize commander values? By fault, a commander is worth 7 armies. But if you're playing in a higher-income game, like a diplomacy, you could make your commander more valuable. Make him worth 50, 100, 500, etcetera. This would encourage people to take risks more and actually use their commanders in battle.
MOD me beautiful: 2017-04-05 17:42:27

Fizzer 
Level 64

Warzone Creator
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is this page https://www.warlight.net/wiki/Mod_Hooks complete?
And if so - are there plans to add more hooks?

Yes, and yes. The current plan is for the next hook to be the Server_Created hook that gives mods a chance to change game settings. After that, we'll add hooks that allow you to hook into every order as it gets processed (every attack, deployment, card being played, etc.) This is where the real power of mods will be seen.
MOD me beautiful: 2017-04-05 20:45:46


l4v.r0v 
Level 59
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allow you to hook into every order as it gets processed (every attack, deployment, card being played, etc.)


Will that be lightweight, or will games get bogged down by mods?
MOD me beautiful: 2017-04-05 21:02:21


Stewie
Level 52
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one question, will we be able to change the teams in-game using mods or will they stay hard-coded?

I really would like to have a mod that allows ingame team changing or even creating new teams; it would be quite awesome on diplo games.

Edited 4/5/2017 21:02:46
MOD me beautiful: 2017-04-05 21:14:54


Krzysztof 
Level 67
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Will that be lightweight, or will games get bogged down by mods?


I would say that depends on mods - why not create mode that calculate more digits of Pi before every card usage? ;)
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