Request to strategic players: 2024-09-05 23:33:46 |
Just_A_Dutchman_
Level 60
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Reincarnation Reincarnation is not possible atm unfortunately yeah @TheGreatLeon Yes I've had some similar concepts, but we cannot modify the fog unfortunately... I did request it, so if you have any leftover votes :) https://www.warzone.com/Forum/768055-modify-fog-territorieswhat would you need Fizz to do? Well, implementing quite a big feature xD. Currently it is really hard for mods to allow game/template creators to set up the mod using the map. During the mod configuration, mods do not have any data off the settings, and thus what map is used. I've once proposed to Fizzer that this is something majorly missing, since currently you cannot set custom killrates for specific territories or determine on which territories a custom special unit will start. My proposal basically came down to Fizzer creating a new hook for us, with having something similar to the custom scenario editor. Mods need to be able to read the map details and allow the user to configurate the mod. Some mods have workaround for this, but they are very clunky and don't allow for a full customization. Switch between SR/WR rounding mode on odd/even turns @Rufus No sorry, apart from me questioning whether it will be even used, it would require the mod to overwrite quite a large part of Warzones attack/transfer resolver.
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Request to strategic players: 2024-09-05 23:38:35 |
Just_A_Dutchman_
Level 60
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Forced LD Card @Bodski Already working on that :) Starting Cities Already a mod Eyes Now that is a really interesting idea. Although mods cannot set the fog level of a territory, there is a workaround for this. Custom special units have a customizable setting that allows everyone to see the territory the unit is on. Using this, it is possible to create this
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Request to strategic players: 2024-09-08 03:16:07 |
M. Poireau
Level 57
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Eyes would be amazing if they could also be tied to/triggered by holding certain territory. That would allow the "watchtower" concept mentioned earlier.
Imagine a "control center", which gives you visibility over specific parts of the map, or "hilltops", which become worth holding simply because of the visibility they offer.
Lots of cool things you could do with this.
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Request to strategic players: 2024-09-08 10:32:42 |
Ru
Level 61
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I would definitely upgrade diplomacy games in a easiest way possible like;
Additional chat tab for narrative Allow Host to have an invisible friend called Leather Johnny (LJ), to make all of the narratives automatically as an LJ in the "Leather" Log for a story on which the game base, (did, do, (will). May be used for main story, Your own tab for a hosts display and vice versa like taking a note which only You can fix <-- or host --> to stay in a game. Separate the player in the chat to be able to see only his messages Many many more like all vision, set up by a host for everyone if narrative or war is interesting, freezes with a sanction, partial diplo, the war schemes, accept on a map move, skip slap All of this on a tick, have it or not with some made up abilities and left or right thoughts.
First minute ideas, I have to leave now, so I will think about it another time. For a Classic I would definitely go for 68k maps with airlifts.
Edited 9/8/2024 10:37:52
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Request to strategic players: 2024-09-08 15:32:11 |
M. Poireau
Level 57
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I've given a lot of thought to the problem of gets you the most results for the least effort. Here's my conclusion:
A really simple and useful (maximum "bang for the buck") mod for Diplomacy games and scenarios would be as follows.
* Allow players the ability to change their display name.
If you can write "John [Blue faction]" or "Allied Forces", and then change it in play ("John - Axis Vassal") you can do a lot to make scenarios, alliances, and so on work. Even just indicating a particular team could speed things up for large team games. (When you're playing 10 vs 10 and you click on a territory and you see the colour of the player and their name, sometimes it's very difficult to look through the tab on the right to figure out what team they're on!)
I know this is a UI issue, so may not be moddable, but it would be incredibly useful.
That said, this is a thread for "strategic players", so we should probably keep the Diplo talk out of it.
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Request to strategic players: 2024-09-08 23:19:37 |
M. Poireau
Level 57
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Right. I guess you'd have to have a separate field window, populated with all the player names, and then a space for people to type things in.
Being able to change your player name to, e.g. "FRANCE (Dutchman)" otherwise would be tremendously helpful for such things.
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Request to strategic players: 2024-09-08 23:20:52 |
M. Poireau
Level 57
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I don't know what KotH is, but feel free to rope me in for testing anytime. Cheers!
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Request to strategic players: 2024-09-09 00:30:15 |
Math Wolf
Level 64
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What I would have liked, many years ago: Team switching allowed in-game every turn without limit, call it "political alliances" if you will, we all know that alliances between countries/states don't stay constant throughout history after all.
Could have a winning rule that the game is won when there is 1 team of maximum x players left, with x a parameter to be set. For all practical purposes: * empty teams must be allowed (if all surviving players are in 1 team, but with more than x, then some of them will have to switch out eventually, likely in a coordinated effort). * harder to program: switching could happen at any point during the turn (as if an order delay card), but the command to switch should be invisible to teammates who look at the orders.
I don't know much about mods, let alone diplomacy mods, so maybe something like that already exists. Either how, I'm likely not going to use it anymore these days, so leaving it here in case anyone else likes the idea.
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Request to strategic players: 2024-09-09 00:44:32 |
Math Wolf
Level 64
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An actual strategic mod that would mimic real-life that I always wanted would be an "allow withdrawal" mod, which I'm not sure is possible.
In essence, when a territory gets attacked, the player can choose to withdraw their armies to another territory (of their own) instead of fighting. The rule that I always had in mind was the "1 army stand guard" principle, meaning that if you choose to withdraw, it would always be with n-1 armies, and 1 defender killed.
Basically, such mod would let you select your territories (possibly limited to a certain number) and choose 2 parameters: (a) where to withdraw to (a neighboring territory, with the action failing it's not owned at the time of withdrawal) and (b) from which attack number onwards you withdraw (e.g.: "11" would mean you withdraw when you get attacked by 11 armies or more at once, if it's 10 or less, you don't). Extra complexity may be handling multiple attacks on the same territory, I would say it resolves per attack (e.g., no withdrawal if 2 attacks of 8, withdrawal on the second attack if attacks of 3 followed by 13 even though they'd both kill the same number of defenders in SR).
In practice, this would be like inserting a "transfer only" command before the attack, which may only be possible if WZ's turn order rules can be overwritten.
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Request to strategic players: 2024-09-10 03:17:23 |
TBest
Level 60
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Most ideas are possible, but you run into UI issues. And if the UI sucks, the mod is probably not fun. We can't change any of the native UI. ( cards, teams, etc.) However, we can change standing ( ie. add armies to any territory) and create our own Mod menu. This means that most things are possible, but sometimes only from secondary effects. For example, a "allow withdrawal" mod is very much doable. I would't make it an option ( since that would be cumbersome) but something that happens if X condition is met. ( Territory would be lost?). Since teams are "native" mods can't change them. We could mimick them in every way, BUT we would be able to change what WZ shows as a team. The native UI restrictions is also what breaks most " card " mods. We can change the behaviour of an existing card, but then the artwork is wrong. Or we implement it in the mod menu, but then it won't be in the native card dialog. Anyway, I made a " Combo Income " mod that went public very recently. In my mind, it's a good fit for strategic templates, so give it a try. That type of mod ( narrow scope, easy to understand, significant gameplay impact) is what I think is ideal for strategic templates. If you are not afraid of some mild programming knowledge, a qucik look at the mod hooks gives a good rough overview of what is possible where : https://www.warzone.com/wiki/Mod_Hooks
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