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Request to strategic players: 2024-09-30 13:28:42


TBest 
Level 60
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I think mods can only give whole cards, not card pieces. ( You could track virtual card pices in the mod, but then the partial cards would not show in the warzone UI)

It's basically a feature request to fizzer, since if the mod's could give card pices, it's trivial to do the rest.

Edited 9/30/2024 13:29:35
Request to strategic players: 2024-10-07 01:41:52


krinid 
Level 63
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@Dutch
How about a 'Simultaneous Orders' mod that executes all orders on a given turn simultaneously?

Instead of alternating turns ABBA (etc), it would execute them all at once. All the game animations (arrows, etc) could still be the same, but the results could (and often would) differ. One thing that would be cool about this is eliminating the need for delay moves - especially on templates with large maps and high income, where delay moves get super tedious.

There would need to be some new logic b/c we would get scenarios such as:
(A) territory X attacks territory Y - standard mechanics, no new logic required, X has attack kill rate, Y has defend kill rate
(B) territory X and territory Y attack each other - this is new, essentially a kind of "meet in the middle"; various possibilities to calculate the result exist but the easiest would be to just use attack kill rate for both
(C) territory X & territory Y both attack territory Z - essentially a pincer attack; both X & Y use attack kill rates on Z, Z uses defense kill rates on each; though not sure if it makes sense to use full defense kill rate on each party since the defense would be divided but this would make for the easiest calculation; territory Z is still getting pommeled by each side's full attack force

And several more scenarios. Above are some easy ways to create the new logic to facilitate this that keep the math easy so it can scale beyond a 1v1, even be used in an FFA.

Why would this be interesting? B/c when you think about it, "time" in a WZ game is essentially the turn #. T1 is before T2 which is before T3, etc. So the sequence of the orders themselves is an arbitrary time slicing implemented to make the evaluation of the results straight forward. But it doesn't actually make sense. There's no real world scenario where you give orders to an army in a specific sequence like this, and then execution of it also somehow becomes dependent on your opponent's orders. If you want something done later in time, you simply implement the order later (eg: T3 vs T2).
Request to strategic players: 2024-10-07 01:52:04


Bring * back! ⌛sucks! 
Level 62
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In connected territories mod add settings to link units are unmovable

Edited 10/7/2024 01:52:17
Request to strategic players: 2024-10-18 19:18:53


Ru 
Level 61
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Option to get a X straight bonus for all territories in in case it has a castle (X=Castle+territory+complete)w some extra thoughts
enlargement
size
enemy ally in tile Wides
gifts
same with only castle with possibilities
only castle +1 or different amount with defending (X against X armies)
+x force in case of a wave
+x in case of spread

How much a person may deploy w army cap
Last seen on Your profile time and day of the visit
See enemies order card/ability
sanctions (+-)(optional)


Edited 10/21/2024 15:17:58
Request to strategic players: 2024-10-19 04:09:32


TheGreatLeon 
Level 61
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@krinid: The board game Diplomacy has simultaneous moves - it is astonishing how complicated it becomes to resolve orders.

In order to make this work, in Diplomacy you can only have a maximum of one unit on a territory. Whether we’re thinking of it as Diplomacy with unit stacking or Warlight with simultaneous moves - this sounds like a massive headache to program and a massive headache to play.
Request to strategic players: 2024-10-19 07:28:26

Bruno Bacelli
Level 11
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Apologies if this was already covered (I am a beginner), but I'd like naval forces to be handled differently from land armies. Something that would require planning ahead to build up your navy and then gain control of a sea area and create the possibility of amphibious operations.
Request to strategic players: 2024-10-19 23:25:04


Hergul 
Level 62
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Solve the cycle luck in some maps, where a specific pick cycle is OP (so getting pick 1 or not).

A simple improvement is both players must select the preferred mover order associated with pick 1, then at least, if you lose the best pick cycle you get the best move order cycle.

More articulated would be to bid extra-armies for getting the best pick or move order cycle.
Request to strategic players: 2024-10-20 14:39:49


Bring * back! ⌛sucks! 
Level 62
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Bug Fizzer to allow mods to change move order.
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