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New mod: Diplomacy 2: 4/1/2019 18:47:11

Fizzer 
Level 60

Warzone Creator
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Hey all,

I recently added a new mod called Diplomacy 2.

Unlike in the standard Diplomacy mod, in Diplomacy 2 alliances don't expire after a certain number of turns. Instead, they last until one of the players breaks it.

To break an alliance, open the diplomacy menu and click "break" next to that player's name. This will insert an order into your orders list. If you commit your turn with that break order in your orders list, then the alliance will be broken at the end of that turn. This ensures everyone has a one turn warning of alliances breaking.

Also note that the other player will get a pop-up alert notifying them that the alliance has been broken.

Try it out from the mods menu and post here what you think! Does it work? Is this an improvement over the standard Diplomacy mod?
New mod: Diplomacy 2: 4/2/2019 16:11:46

-B 
Level 60
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This is awesome, thank you Fizzer! One question, can we copy existing Mods and modify them? Or do all mods need to be written from scratch? Reason being it'd be nice to allow players to attack in this mod even when in an alliance, but when doing so highlights the players name and makes them a public enemy (for all to see).

I'd rather not duplicate work if avoidable but instead add/extend the diplo 2 mod.

-B
New mod: Diplomacy 2: 4/2/2019 16:13:32

Fizzer 
Level 60

Warzone Creator
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Yep, all mods are MIT licensed which means that you're free to use it in any way you want.
New mod: Diplomacy 2: 4/2/2019 16:19:24

-B 
Level 60
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Sweet, I do remember this now from the stream.

This will be a lot of fun playing around with mods. Thanks again,

-B
New mod: Diplomacy 2: 4/2/2019 16:28:59


master of desaster 
Level 65
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Going to play my first real diplo with enforced rules soon!
New mod: Diplomacy 2: 4/2/2019 17:49:07


{Canidae} Kretoma 
Level 58
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Wow i like this!
New mod: Diplomacy 2: 4/3/2019 01:41:30


King C******* V 
Level 58
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Fizzer is the GOAT
New mod: Diplomacy 2: 4/3/2019 06:50:48

Hasdrubal
Level 59
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I think that in diplo games there should be different goal of the game. Making someone PE can be part of the game but the game itself should not allow people to break rules that game host want to involve.

Goals of the game could be different (one, obviously, is to be last one, like in any FFA game) - from alliance win to forcing opponents to surrender (surrender would not mean end of the game of the player, just he will be forced to either pay indemnities to other side or to stay away from conflicts with the side who forced him to surrender and have economy diminished, or whatever is similar to war games), or to conclude games if some other goals are fulfilled like taking enemy capitals (which should be designated, for instance), making catastrophic defeat (i.e. 50% of all availabe units lost in one battle, thus forcing surrender), etc.

I would like to see expeditionary forces - one player can have own units in friendly (for free) or neutral (paying upkeep) territories, but limiting to certain size or number of units. Owner of the army should have full control over such units and can cooperate with owner of the land who can still have own units there.

For alliance case, there should be in-game team chat open (so, whenever an alliance is concluded, players can have full conversation with alliance members, during the time alliance exists). Once it is broken, in-game chat for that alliance should be suspended until alliance is declared again.

I am aware that above "demands" are not in the spirit of this game, but, it would make diplo games more playable.

However, for what I see in Fizzer's announcements, this is big step forward to diplo games.

Edited 4/3/2019 06:51:41
New mod: Diplomacy 2: 4/9/2019 10:11:55


s1gmoyd
Level 58
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Not even an April Fool's joke
Posts 1 - 9 of 9