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Dear Fizzer: 6/30/2021 21:04:46


Huitzilopochtli 
Level 56
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Please let players adjust the kill rate for bomb cards. Presently, it's set at 50%, but I want the ability to change that number. For instance, I use a mod in my games that gives bomb cards the ability to destroy cities, but I don't want the 50% kill rate attached to the card. It would also be cool if we could set a solid number for the kill rate, like 2 armies, instead of a percentage. I imagine this wouldn't take much time or effort to do. What do you guys think?
Dear Fizzer: 6/30/2021 21:06:43


krinid 
Level 60
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I'll pre-empt the answer for you based on how I suspect he'd respond ... make a mod for it. Or get someone to do it for you. If I get some time, I'll do it. But maybe someone else more cycles can take it up.

There are Nuke cards with adjustable %'s but those target all territories not just neighbouring territories, so different. Plus the UI to use it totally different.
Dear Fizzer: 6/30/2021 21:21:53


JK_3 
Level 61
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Mods are not the solution tho, since they require games with mods.

Modded games are:
  • Expensive to make if you want non-members to join
  • Need a lot more resources from the server

    So it is in everyone's best interest if Fizzer implements this, instead of telling everyone to make mods. I understand that Fizzer has limited time, so that some experimental settings need to be proven worth implementing by a mod, but once a setting has been proven good, it should ideally be moved to the base game.

    Since the bomb card is also a M only feature, making that card more useful would also make M itself more useful (and thus more valuable).
  • Dear Fizzer: 6/30/2021 21:24:35


    Huitzilopochtli 
    Level 56
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    I would settle for a modded card (similar to nuke and pestilence) that destroys cities. That's what I really want personally.
    Dear Fizzer: 7/1/2021 09:10:49


    Rick Sanchez 
    Level 59
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    you should try sending a cease and desist to fizzer
    Dear Fizzer: 7/1/2021 09:30:34


    καλλιστηι
    Level 60
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    How hard would it be to implement a mod in the game code in a way which wouldn't burn that many server recourses?
    Can you more or less just copy past, rewrite the code in a different language or do you have to write an entirely different code?

    Edited 7/1/2021 09:31:03
    Dear Fizzer: 7/1/2021 09:38:20


    JK_3 
    Level 61
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    Well mods are made using LUA, but the server runs on C# (iirc). This makes mods easier to make for players that are not (decent) programmers. It also ensures that the script only has access to the LUA container/object it runs in, which prevent a mod from accidently taking down the entire server.

    Downside of that, is that LUA scripts dont get compiled, but are interpreted at runtime. That consumes much more of server resources than running straight C# code would.

    Mods will always run slower and with more resources than native code, regardless of their language, since for safety sake, they need to run in a container that limits their access and abilities. (Even if the mod was precompiled code, it would still take time to copy all the variables in and out of the container.)
    Dear Fizzer: 7/2/2021 18:13:05


    krinid 
    Level 60
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    Mods are not the solution tho, since they require games with mods.

    If mods aren't the solution, that means you're going to convince Fizzer to modify the existing bomb card? When was the last time we saw existing core WZC in-game functionality changes? Do you really think this is going happen? Even the new functionality that Fizzer himself adds have been added as mods (Limited Moves, Swap Picks, etc).
    Dear Fizzer: 7/2/2021 18:52:44


    JK_3 
    Level 61
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    I guess they have been implemented as mods due to either safety reasons, or just to make more mods (so mods are use slightly more than never) to increase the value of memberships.

    It would probably have been better to implement it as a non-mod, but that requires far more work to do safely. (I've done this myself with the script I use to update the CL forum, rather than edit the original script and risk breaking it, I've made a 2nd script that edits the output of the 1st one 😅)
    Dear Fizzer: 7/3/2021 16:41:05


    krinid 
    Level 60
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    Fizzer isn't worried about wrecking his previous code by modifying it.
    They're added as mods because that's how he's decided to add new in-game functionality. Any in-game changes we've seen has been UI or visual, not game mechanics. My guess is that the core game is now seen as a finished product. CW etc, are add-ons, not core game impacting things. Game mechanics beyond what exists now is supplementary and will be added via mods.
    Dear Fizzer: 7/3/2021 17:55:28


    JK_3 
    Level 61
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    If that is the case, Fizzer will need to implement better (G)UI options for mods.

    Rn, mods are lacking the ability to have players select another player or territory, which cause all sort of weird constructions (like using spy cards to select a territory, or text fields where players have to type out the name of the territory without making any typos)
    Dear Fizzer: 7/3/2021 18:52:44


    krinid 
    Level 60
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    Sure would be nice!
    Dear Fizzer: 7/9/2021 13:54:23


    JK_3 
    Level 61
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    It not only would be nice, it would be necessary . If Fizzer is not going to develop the main game, he needs to give options for modders to keep developing it.
    Dear Fizzer: 7/28/2021 19:17:38


    Master Turtle 
    Level 62
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    Make a user voice for it ;)
    Dear Fizzer: 7/28/2021 19:22:47


    JK_3 
    Level 61
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    Haha, like anyone even reads the uservoice..

    If someone makes a new suggestion on uservoice, they need to start posting the link to uv everywhere to get a few people to vote for it.
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