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MOD me beautiful: 4/4/2017 22:42:53


ps 
Level 60
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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: 4/5/2017 00:11:28


Zephyrum 
Level 60
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You forgot the more important link: https://www.warlight.net/EnableModDevelopment
MOD me beautiful: 4/5/2017 00:56:36


ps 
Level 60
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just checking if you were paying attention ;)
MOD me beautiful: 4/5/2017 04:37:15


knyte 
Level 58
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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: 4/5/2017 04:52:09


master of desaster 
Level 65
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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: 4/5/2017 05:01:42


Master of the Dead 
Level 63
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EDIT : See below.

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


Master of the Dead 
Level 63
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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: 4/5/2017 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: 4/5/2017 07:23:15


Quicksilver
Level 59
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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: 4/5/2017 07:49:41


Krzysztof 
Level 66
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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: 4/5/2017 09:57:33

DanWL 
Level 62
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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: 4/5/2017 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: 4/5/2017 12:10:44


Krzysztof 
Level 66
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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: 4/5/2017 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: 4/5/2017 16:02:34


Master of the Dead 
Level 63
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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: 4/5/2017 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: 4/5/2017 17:42:27

Fizzer 
Level 58

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: 4/5/2017 20:45:46


knyte 
Level 58
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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: 4/5/2017 21:02:21


Stewie
Level 51
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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: 4/5/2017 21:14:54


Krzysztof 
Level 66
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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? ;)
MOD me beautiful: 4/5/2017 21:32:37


Krzysztof 
Level 66
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another mod: choosing opponent picks. Idea from
https://www.warlight.net/Forum/4941-variant-make-opponents-territory-selections

https://github.com/kszyhoop/WarlightModPicksSwap

There's one difference though - you don't know what your opponent tried to give you, so if you steal any of his starts, you won't know where he is.
MOD me beautiful: 4/5/2017 23:06:52


TBest 
Level 60
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Mod suggestions:

Capture the flag. If a player loses their flagg, they are eliminated. One simple way to do this is to have commanders being unable to move. An option could also be that capturing someone's flagg, give you all their territories to you.

Several card mods would be cool too.

Nuke card, Bomb card now affects bordering territories.

BlitzKrieg Card - Order Priority makes ALL your orders happen before an opponent moves.

AirLift ATTACK - Airlift can now attack ANY territory, even if it is fogged.

Gift Late - Gift happens at the end of a turn, allowing attacks and transfers to be done first?

several other cards can be modded in interesting ways too. Thees are just examples.

Edited 4/6/2017 00:04:40
MOD me beautiful: 4/5/2017 23:31:09


Cata Cauda
Level 58
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Mod idea:

Adding people later in the game.
Like people could join an ongoing game.
Very useful for diplos, even for strategic games. Either a booted player can be replaced by someone else or someone can choose territories which can be gifted to said player. In diplos they could work as vasalls and make a never ending diplo.

Edited 4/5/2017 23:31:33
MOD me beautiful: 4/6/2017 01:08:30


Clint Eastwood 
Level 59
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Nuke card, Bomb card now affects bordering territories.

Did you get that idea from me, or are we all having the same idea over and over? But yes, that would be god damn epic.
Adding people later in the game.

I love that idea. It makes diplos more realistic. I can say there's a revolution going on in part of the country, then gift some territories to a new player. Bam. New nation.
MOD me beautiful: 4/6/2017 01:37:27


Zephyrum 
Level 60
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Some scrap ideas that for the most part do not sound too hard to put on a .lua file for any interested.

Commander related

1) Commander value editor
Edits the value of a Commander from 7 armies to whatever is seen fit

2) Bosses in Multiplayer
Enables the use of Bosses on Multiplayer games (commanders with health rather than a fixed single value)

3) Static commanders
Cancels all "move commander" actions upon commit

4) Maneuvering commanders
Multiattack is enabled for stacks with a commander attached

Bomb card related

1) Power slider
Slider that allows changing the power of the bomb card to be just 25% or maybe nuke the entire territory for 100%

2) Fallout bomb card
Applies a bomb card enough times to send it to the minimum possible army count/make it a neutral-0 territory

3) Bomb airlift
Consumes one airlift card to make a bomb card apply on any territory including non-bordering

4) Fixed power bomb card ("missile card?")
Bomb cards attack as if they are a set number of armies instead of killing a % of the enemies (e.g. bombs with a value of 15 would apply like invading the territory with 15 armies)
MOD me beautiful: 4/6/2017 04:13:17


Master of the Dead 
Level 63
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another mod: choosing opponent picks. Idea from
https://www.warlight.net/Forum/4941-variant-make-opponents-territory-selections

https://github.com/kszyhoop/WarlightModPicksSwap
Awesome work!

Edited 4/6/2017 04:13:35
MOD me beautiful: 4/6/2017 20:17:25

Derfellios 
Level 59
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I am working on knyte's random bonus idea.
I have created the necassary functions to select new bonuses.
https://www.warlight.net/wiki/Mod_API_Reference:Game implies there will be commands for changing a map. Do they already exist and is it just the wiki that needs to be changed or is it just an idea?

There will be a lot of small mods. Are there some people who dont mind to merge them to have multiple mods at once?

Edited 4/6/2017 20:18:45
MOD me beautiful: 4/6/2017 20:32:17

Fizzer 
Level 58

Warzone Creator
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https://www.warlight.net/wiki/Mod_API_Reference:Game implies there will be commands for changing a map.

That page is saying that data about the map is readable. That's there now, but it isn't writable, and isn't documented yet.

The MapDetails object will never be writable as that's specifically data about a map, which could be shared between many games.

In the next update we're adding the ability to set overridden bonuses, but only at game creation.

In the future, we hope to add the ability to override the income calculation, which would allow you to determine each player's income based on any formula you wish. I think that's what would be needed to do this idea. This hook is a ways down the list at the moment though.

Edited 4/6/2017 20:32:35
MOD me beautiful: 4/7/2017 03:17:31


Ekstone 
Level 55
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- Maybe don't you plan to create a new sheet for the CLOTs idea too? ;)
What is the CLOTs idea?
Every uservoices which aren't in Fizzer's immediate roadmap :D
I mean those ones which is feasible using CLOT of course.

For example my ideas ;)
  • Making a CLOT for the Tour, in order that we can use these features:
  • MOD me beautiful: 4/7/2017 07:12:02

    Fizzer 
    Level 58

    Warzone Creator
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    I just finished coding the last feature for the next mod update. Running the test pass overnight and hopefully it will be deployed tomorrow.
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