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Project 'Big E': 6/26/2022 00:18:11


Just_A_Dutchman_ 
Level 60
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i do want to comment about the ranking of the mods. I've wanted to ask for promotion for several mods for months now, and by creating tournaments with them. i think that when mods are used in tournaments and make the game either really interesting or adds/improves such a feature we can raise more awareness for mods.

@AbsolutelyEthan have you checked out the Capture The Flag mod? the principle is really easy, the only thing really is that I've might added to much configuration options that made the mod configuration not really clear
Project 'Big E': 6/28/2022 21:17:09


Just_A_Dutchman_ 
Level 60
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a quick update which isn't really related to 'Big E', but i don't think it's worth making a new forum post for it.

today I've updated some of my other mods, including AI's don't play cards, Capture The Flag and my new upcoming mod, Factions

this Factions mod will be announced better when the mod is public, aside with a manual for it (cos it has a lot of features you'll miss easily)

The updates to Capture The Flag was due to some crashes, those have all been fixed now. the updates for AIs don't play cards are not visible for an outsider, but the mod is now compatible with other mods that force players to play cards (like the Highest Income Disadvantage and the upcoming Factions mod)
Project 'Big E': 6/28/2022 21:40:37


AbsolutelyEthan 
Level 63
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Yeah, i hope the mind-blowing thing will be a big improvement to mods!

hehehehehehehe
Project 'Big E': 6/28/2022 21:43:51


Samurai Jack 
Level 55
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Looking forward to our conversation even more next week! Keep up the good work!
Project 'Big E': 6/30/2022 16:04:38


krinid 
Level 62
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Is there a bug with Late Airlifts? What is it? Think I have heard a few folks say that their airlifts didn't go as expected, but never figured out what the criteria is, and really just took their feedback @ face value.

As for CPU intensive mods ... part of it is the UI. Take the Nuke mod for example. When you select to Nuke a territory, it pops up a selection box of all territory names. On big maps, this can take 10-30 secs to populate and actually pop up. It's not ordered alphabetically or anything else, so it's awkward to use (CTRL-F to the rescue if you're not on mobile or WZ desktop app). Another factor is that there are likely people who are learning to code as they develop mods - so they may do non-optimal things, causing more CPU use. Even moreso b/c it's not only coding, but within the WZ framework which tbh isn't documented well enough to immediately know how to achieve something, and you spend a lot of time trying to execute something, then giving up and doing the next-best-thing b/c interaction with the framework just doesn't achieve the expected results.

But not all mods are like this, some are simple. But when multiple mods are in play, it can get more complex still. You can see it notably when the turns progress and the processing spin indicator keeps spinning.

That said, the UI has changed now allowing to click an actual territory rather than selecting from a list, so mods going forward can be better. Dutch might even have fixed this already, not sure.

As for Project E ... imho, I think the Essentials Mod should just automatically be added to any game using mods. It hurts nothing, it's just an encyclopedia of info on mods that will eventually have all the info you need for every mod. Make Dutch the archduke of mods (and whatever appropriate power that provides) for as long as he's willing to put effort into it. He's done more for the mod community in the last year to (imho) rival all the mods that exist to date. And this documentation is a huge step. I know a bunch of mods fairly well, but every time I host a game with a few, first turn I explain it to everyone b/c as Dutch pointed out, there's limited info on them, and you often have to understand the mechanics beyond whatever info is provided.

But certainly if mods are the best place for new WZ classic functionality, they need to be more accessible. There are a ton of options to do this that could work, I don't have any particular drive towards any 1 solution, but 1 free creation per week for members imho just isn't working.
Project 'Big E': 6/30/2022 21:40:37


JK_3 
Level 63
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But not all mods are like this, some are simple. But when multiple mods are in play, it can get more complex still. You can see it notably when the turns progress and the processing spin indicator keeps spinning.


Perhaps this could by solved by having a maximum complexity limit per game? Each mod adds some complexity (Diplo mod adds a lot, my Press this Button mod very little), and a game is not allowed to have more than X complexity total. That should keep all games somewhat playable, and helps lower server resources.

This is obviously only worth implementing if people actually play modded games, which they still dont, so thats still a problem that needs to be fixed first....
Project 'Big E': 6/30/2022 21:57:18


Just_A_Dutchman_ 
Level 60
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a complexity limit should not be implemented imo, but a better warning showing the combined complexity of the mods is a good idea indeed.
Project 'Big E': 7/17/2022 15:59:41


Just_A_Dutchman_ 
Level 60
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new mod, new manual :p

I've released my new diplomacy mod, Factions. Since this is a really big mod with a lot of features i immediately added a manual both to the document and to the Essentials mod so check it out! :)
Project 'Big E': 7/17/2022 16:06:47


Samek ● 
Level 57
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Spoiler Alert: Not about Moderators! xD

Seriously tho, Dutch's Factions Mod is by far one of my favorites and will prove useful for Diplos in my opinion.
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