<< Back to Warzone Classic Forum   Search

Posts 21 - 35 of 35   <<Prev   1  2  
New mod: King Of The Hills: 2021-03-25 22:48:42


JK_3 
Level 63
Report
Hill size, time resets, making known which hills are captured or if all hills have been captured, etc - all this should be configurable within the mod. These are all simple to do. Why choose one way for everything? Configurable flexibility is king.


Flexibility is also where the bug devils live....
New mod: King Of The Hills: 2021-03-26 13:39:00


Derfellios
Level 61
Report
Yeah, there are four points why I wonj't implement each and every feature:
1) For simplicity. I prefer something which ready to play and easy to understand. Too many features that no one is ever going to use, will overcomplicate matters.
2) Bugs. Any bug can ruin a game. More features is more bugs as all possible combinations of features have to work correctly. It also needs a lot of explanation how these features would interact.
3) My goal is to get this mod to be trusted one day, so it can be used in QM and tournaments. For this to happen, the mod should be easy to use and bug free.
4) I have to write them, and I won't bother to do it if no one is ever going to use an obscure feature. At the moment, the mod has all essential features already.

As for conflict of getting X of N Hills where X<N to win, and 2 players get X on the same turn, and technically 2 players "winning" - nope, WZC has orders within a turn, so only 1 player will ever truly get them "first" even if both do it in the same turn. Look at move order to determine who is the "king" and thus wins. But my best guess is that most games would still require an X of N where X>0.5N (note not X>=0.5N thus breaking any ties) whereby it's moot. But if someone uses for example 10 Hills, and capturing any 1 Hill is a win condition ... sure, that's a valid game if someone wants to do that ... and the first person to do it down to the move order within a turn would be the winner. (Aside: This could even be an interesting game on a huge map with a custom scenario where you're fighting 4-5 players in your general vicinity for the Hill while also racing against all the other players around the map who are also fighting 4-5 players fighting for their Hills.)

This is really messy to code and would require an entire rewrite. And getting hills in custom scenarios is a whole new challenge.

Edited 3/26/2021 13:39:08
New mod: King Of The Hills: 2021-03-26 17:42:12


(ง︡'-'︠)ง let's fight!! 
Level 62
Report
New mod: King Of The Hills: 2021-03-26 20:42:55


Derfellios
Level 61
Report
Good game! It was decided by a run over the board. Herefore is the clarification you need to hold the hill until the end of a turn.
New mod: King Of The Hills: 2021-03-26 22:39:43


krinid 
Level 63
Report
Hm, the mod isn't showing me the Hills ... does it not work after the game is finished? Or just not if you're a spectator?
New mod: King Of The Hills: 2021-03-26 22:41:48


JK_3 
Level 63
Report
Mods only show messages to players iirc, but the wasteland is in "Quitely does it"

EDIT: player = player of the game in question

Edited 3/26/2021 22:42:05
New mod: King Of The Hills: 2021-03-27 08:14:34


Derfellios
Level 61
Report
Nope, the message does not pop-up for spectators. This has a few drawbacks. Players should only get the pop-up once, and doing the administration for non-players is messy. However, in the mod menu (under Game), one can see rhe territory names of the hills.
New mod: King Of The Hills: 2021-03-27 13:48:59


krinid 
Level 63
Report
I mean that as a spectator I could not see the Hills in the mod menu.
New mod: King Of The Hills: 2021-03-27 15:30:06


(ง︡'-'︠)ง let's fight!! 
Level 62
Report
New mod: King Of The Hills: 2021-03-27 17:32:05


Derfellios
Level 61
Report
My bad, I missed that. I will see if I can fix this or otherwise remove this menu altogether and add it to mod settings
- downvoted post by Loxiiv
New mod: King Of The Hills: 2021-03-27 22:01:38


TBest 
Level 60
Report
	--If a spectator, just alert then return
	if (game.Us == nil) then
		UI.Alert("You can't do anything as a spectator.");
		return;
	end;


I just leave a msg there of some sort in my mods, it's better then it being empty. Ofc you could do whatever there :)
I think this works anyway 🤔 been a while since my last mod

Edited 3/27/2021 22:06:02
New mod: King Of The Hills: 2021-03-28 13:31:23


krinid 
Level 63
Report
And to be clear, I was a spectator of the game after it had finished, although as far of KoH goes, the Hills locations are always public knowledge so could even reveal it during a game.
New mod: King Of The Hills: 2021-03-28 19:35:11


Derfellios
Level 61
Report

--If a spectator, just alert then return
if (game.Us == nil) then
UI.Alert("You can't do anything as a spectator.");
return;
end;


I just leave a msg there of some sort in my mods, it's better then it being empty. Ofc you could do whatever there :)
I think this works anyway 🤔 been a while since my last mod


Great suggestion! Thanks a lot!
New mod: King Of The Hills: 2021-04-05 20:37:10


Derfellios
Level 61
Report
I have written an update (but not released it yet) and added icons to the hills. Only:
- Removing icons is hard. So I can only add them to manual distribution games during the picking phase as turn 1 is the last time I can remove them easily.
- Cities are apparently black in single player, but in multiplayer on neutrals, they are white and are almost invisible. Not very helpful.
- Most boss icons are too white to be clearly distinguishable. Boss1 is blue but always has numbers floating above its head. It looks weird.
- The commander looks alright, albeit a little out of place. That seems the best option.
Another possibility is to remove the fog permanently from the hills. The disadvantage is that everything is always visible, so it changes the mod completely. I also added a message for spectators, which should make it more clear already.
Posts 21 - 35 of 35   <<Prev   1  2