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Mods in Mega Games: 2022-08-11 18:42:56

Fizzer 
Level 64

Warzone Creator
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I often get requests to allow mods in mega games. I want to allow this, but I need to collect more data first to see how they perform to ensure the game doesn't break. A broken game would be bad news for everyone, since it means that 100+ people are now in a game that can't continue, so it's my job to ensure that doesn't happen.

So the first step is I'd like to run some tests. For this, I want to collect some templates that use mods and have been used on big games.

So I'd like to call out to everyone who creates mega games and would like to use mods, or anyone who makes modded games with many players: Please send me a couple example links to games that used mods with lots of players. Feel free to post them as a reply to this thread.

Pick your best templates that makes good use of mods, as I may end up making games on these templates to test with.

Thanks!
Mods in Mega Games: 2022-08-12 01:59:30


Harmony
Level 57
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When are you making mods accessible to normal players? Because right now due to membership requirements barely anyone cares and uses them. Adding another payed feature on already expensive mega games just means that there will be even less use for mods. I'm pretty sure that as long as things stay this way, most players will keep ignoring this feature.
Mods in Mega Games: 2022-08-12 02:17:11


krinid 
Level 63
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Here's one that I've hosted with 40 players - __SUPEREXPLOSIVE 40_Africas v2.2 [mods]:
https://www.warzone.com/MultiPlayer?TemplateID=1423937

And here's one with fewer players but still a bunch, and also a ton of mods (better different ones than the above link) - __Safehold - Connected Commanders [mods]:
https://www.warzone.com/MultiPlayer?TemplateID=1425648

Imho, both of these settings work well, but players who don't understand how the mods work can have issues, and notably with Connected Commanders, can even lose unexpectedly. Dutchman's Essentials mod could help with that, but it still requires players to (A) actually read it, and (B) understand it. Some mods change the mechanics enough that a quick read isn't sufficient to figure out how to play (or how not to).

@Belum - Even if non-members can't make modded Mega Games, they can join the ones a member creates. And with up to 300 players, this means a lot of people members & non can a heavily modded game.
Mods in Mega Games: 2022-08-12 03:44:27


Motoki 
Level 62
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Sloppy likes making these maybe he will make more but here are some of the games that included Mods.



*** rak and muli cannot find the surrender button

Edited 8/12/2022 03:47:02
Mods in Mega Games: 2022-08-12 14:49:00


Bring * back! ⌛sucks! 
Level 62
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When are you making mods accessible to normal players? Because right now due to membership requirements barely anyone cares and uses them. Adding another payed feature on already expensive mega games just means that there will be even less use for mods. I'm pretty sure that as long as things stay this way, most players will keep ignoring this feature.

You can join a modded game without membership, it is the host who has to pay coins to allow that (once per week we can make a modded game for free). This essentially kills mods for the strategic community.
Mods in Mega Games: 2022-08-12 17:11:53

vena
Level 61
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What's the record in turns for a Warzone game? Let Rakleader and Muli have fun, why does everyone bother it? They are with 2 players left in a single game. I could never play so many turns, because it is boring. But hey, people are different
Mods in Mega Games: 2022-08-12 17:24:39


JK_3 
Level 63
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57956 turns is my current record
Mods in Mega Games: 2022-08-12 18:06:19

vena
Level 61
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Wow, that's really impressive JK. Let's see if Rakleader and Muli can do that
Mods in Mega Games: 2022-08-12 19:21:33


UnFairerOrb76 
Level 58
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Jk cheated by doing it on a lotto map with a friend
Mods in Mega Games: 2022-08-12 19:22:46


UnFairerOrb76 
Level 58
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While we are on the topic is there a reason why we can't create custom scenario mega games?
Mods in Mega Games: 2022-08-13 08:29:37


(ง︡'-'︠)ง let's fight!! 
Level 62
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Lol. If you know that the 2nd of Muli's 4 ongoing games is past the 9000th turn too, I wonder at which are the remaining 2 games ^^
Mods in Mega Games: 2022-08-13 09:51:56

vena
Level 61
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Wow, that's very impressive of Muli. I would never have so much patience and fun in such a long game
Mods in Mega Games: 2022-08-13 16:59:11


UnFairerOrb76 
Level 58
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That's the neat part, they dont
Mods in Mega Games: 2022-08-13 20:11:20

vena
Level 61
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They must have a reason (or reasons of course) to play such a long game. Why would they otherwise do that?
Mods in Mega Games: 2022-08-13 21:00:43


AbsolutelyEthan 
Level 64
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Staying on the topic of this thread:

I’ve made 5 mega games so far (1 100, 3 200, and 1 300) and I’ve never thought of what mods I would like on there. I’d get nervous of some of these mods prolonging mega games. So IMO only the real simple ones that don’t involve players doing extra things would make sense for me.

The other thing that would make me hesitate on adding a mod to a mega game I create would be the turnover on players. I set prerequisites decently high enough to encourage only committed Warzone players to join, and I still get plenty of turn-1 boots. I think mods might scare more people off on staying.

Edited 8/13/2022 21:02:47
Mods in Mega Games: 2022-08-13 23:42:10


Just_A_Dutchman_ 
Level 60
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Ethan has a point, but that is a bigger problem than just modded mega games and a topic for another thread. Here's my suggestion:

For the first test(s) we should have simple, easy-to-use mods. Mods like Connected Commanders, Custom Card Package (nuke, pestilence and isolation cards) and my new Factions mod shouldn't be included for the first tests. There are several reasons for that.
1. Game changing mechanics
2. Not being up to date mods
3. Complexity

The thing I'm struggling with is that most simple, easy-to-use mods are diplo oriented mods. Other simple mods like Highest Income Disadvantage or Forts are most of the times not that well known. But they are easy to learn, don't have game changing mechanics and are relatively up to date. So here is my personal mod list, ordered from best suited to least suited:

1. (Essential mods)
- Essentials
I cannot stress this enough, the mod only adds documentation for a lot of the mods in Warzone. Excluding this mod from a modded game, especially with a lot of players new to mods, isn't a good game imo (seriously, i don't spend hours making that mod just for fun...)

2. (A bit less essential mods)
- Gift Armies 2 / Gold - easy to use
- Randomized Bonuses / Wastelands - although they are not that popular mods, you can create some funky games with them
- BonusValue QuickOverrider - Tool for ge creating
- King Of The Hills - rarely has any impact on the game, but nevertheless a really fun mod
- Random Starting Cities - spice up game creation, good paired with manual distribution
- AI's don't deploy / play cards - useful mods for AI handling
- Highest Income Disadvantage - unique, fun, little game mechanic where the those with the highest income become fully visible
- Local Deployment Helper - the mod for LD games, will get an update soon to fix some issues

3. (A bit lesser essential, but still good mods to use)
- Diplomacy (2) - good mods, but to big of a game mechanic for a higher ranking imo
- Late Airlifts - same reason
- Safe Start - really good and useful mod, but most of the times raises a lot of questions and complains
- Extended Randomized Bonuses - same as Randomized Bonuses, but used less and more confusing
- Forts - good mod, not to big of a game mechanic
- FreeExpansion - new but promising
- Hybrid Distribution (2) - a bit confusing for most players, but still fun
- Income Threshold - can be used as a tool to eliminate low income players quickly
- Special Units Are Medics - fun little game mechanic
- Hospitals - although it adds a big game mechanic, with the right settings this mod is really fun and strategic

4. (Good mods, but maybe not for this purpose)
- Limited MultiAttacks / Attacks - although the mods work amazing, players who don't know these mods have a high disadvantage
- Advanced Diplo Mod V4 - to complex for this purpose if you ask me
- Buy Cards - difficult to balance
- Commerce Plus - same reason
- Swap Territories - will cause to much chaos imo
- Capture The Flag - I personally cannot guarantee the mod will work, it's a quite complex mod from the inside
- Meteor Strike - new and promising

If a mod is not included in the lists above, I don't recommend using it at all. But feel free to ask me why, or anything else. This is of course a list made from my personal opinion, feel free to argue with it but keep it respectful :p
Mods in Mega Games: 2022-08-14 12:27:02


UnFairerOrb76 
Level 58
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When both your mods get the "new but promising" review.

I'm not sure if that is a bad thing or a good thing

Edit: I will say that although the first feature of the Meteor strike mod is small and simple. The second feature could lag out as I've not tested it with a huge amount of players. Although if you want to wittle down your 300 players to 20 then it is perfect!

Edited 8/14/2022 12:29:57
Mods in Mega Games: 2022-08-14 12:38:11


Just_A_Dutchman_ 
Level 60
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a good thing, don't worry ;)

the second feature should be fine, it based on how many territories there are and not on how many players there are (or at least in my understanding, haven't looked into the source code that much of your mod)

Edited 8/14/2022 12:55:38
Mods in Mega Games: 2022-08-14 12:47:42


UnFairerOrb76 
Level 58
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Your right!
Mods in Mega Games: 2022-08-14 18:03:06


Bring * back! ⌛sucks! 
Level 62
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Why not press the button mod?
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