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Card ideas: 2025-05-08 22:29:41


(ง︡'-'︠)ง let's fight!! 
Level 62
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Travel into Future card.

Lets you travel in time. Can be played at the end of a turn. The entered turn is executed normally. After that. The further X turns are played by AI for all players. You take over the game again after this X turns played by AI.

Edited 5/8/2025 22:31:01
Card ideas: 2025-05-08 22:33:33


(ง︡'-'︠)ง let's fight!! 
Level 62
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Travel back in time card.

You travel back to X turns prior. This way you get a 2nd chance if you messed up some things. Or if you used the future card before, get a 2nd chance if the AI messed up some things.

Edited 5/8/2025 22:34:38
Card ideas: 2025-05-08 23:44:08


krinid 
Level 63
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What's the story regarding trolls in CL? Sounds like there are non-serious players, and their teammates accept their surrenders?

Sounds like a team/clan problem, not something you can solve via any additional mechanism, they'll just find new ways to troll, like always treating teammates as enemies instead of transferring, etc
Card ideas: 2025-05-09 00:01:36


old yeller 
Level 60
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trolls can only be perma killed with fire.
it is known
Card ideas: 2025-05-09 00:24:12


Corn Silver 
Level 62
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You've convinced me krinid - the troll clan is probably rotten beyond redemption. Only excommunicating the troll would show me that they are serious.

Otherwise maybe they should be banned from CL then? Or at the least be given a severe point penalty.

It's not optimum to let the troll run rampant all over us. I just wish that an enormous python would incapacitate and squeeze some sense into the troll - is that too much to ask?
Card ideas: 2025-05-09 00:34:43


old yeller 
Level 60
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maybe a different forum for this?
here we tell krinid our great card ideas and he either creates them or tells us why were stupid.
Card ideas: 2025-05-09 06:41:42


krinid 
Level 63
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lol, I would agree that you want a different forum for trolls in CL; there's no mod that will solve a troll problem
Card ideas: 2025-05-09 06:47:42


krinid 
Level 63
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here we tell krinid our great card ideas and he either creates them or tells us why were stupid
lol, more like why I respond indicating why:
(A) it's not possible (eg: can't interact with surrenders, can't modify teams in a game, can't bring back eliminated players, etc)
(B) it's possible, is an interesting/fun idea but really not likely to be used in games
(C) it's possible, interesting and actually practical

i look for the mod ideas that fulfill (C)

it can easily take 10-20 hrs to code and test a mod, so i focus on the ones where players will actually:
(i) create games using this mod
(ii) actively join games that use this mod
(iii) enjoy this functionality in a game when this functionality is played
Card ideas: 2025-05-09 06:59:19


krinid 
Level 63
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regarding some of the recently posted ideas:

  • Travel into Future card - an intriguing idea, but I'm not sure it really makes sense; would anyone actually like to play in a game where all their plans and strategies suddenly get sent to hell by the AI playing a few turns for them? Just doesn't seem practical/fun, but complexity-wise, if it's possible (I'm not sure yet) it's medium; have to ensure the settings for players to turn into AIs is enabled, figure out to turn players into an AI for some # of turns (this is the part I'm not sure is possible yet), then how to undo them going into an AI (or just require them to reclaim control on their own; 1 player would have to remain non-AI to prevent the game from auto-ending); but more importantly, does this mechanic work? would people want to play a game using such a mod?

  • Travel back in time card - this is interesting; it's been asked for a few times now so I'm considering it; but I do ask - who among the player base would:
    (i) actually create games using this mod?
    (ii) actively join games that use this mod?
    (iii) enjoy this functionality in a game if this card was played and impacted your moves? (ie: you have to redo your moves of the previous turn, keeping in mind that the turn # can never go backward, but the state of the map/cards/etc could theoretically be rolled back

    the complexity to implement this is HUGE, it literally requires a rollback of every component of the game for all players for all territories/cards/gold/armies/etc for each turn in the rollback; it would have to ignore all mod functionality b/c mods can't transfer information between each other, but even limiting to core WZ mechanics, it's not 100% possible, but it could be done to some reasonable degree (restoring armies/gold/cards/territory ownership, etc); eliminated players for example can not be brought back to life with the currently available API

  • delayed blockade - a legit good request, need to think through how it would exactly work
  • Card ideas: 2025-05-09 07:04:20


    JK_3 
    Level 63
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    While I think reverting turns is a cool idea, the frustration it might bring to all other players in the game, in combination with the numerous implementation challenges (interacting with other mods, not having enough mod storage to store all game data needed, etc) should probably be enough reason to consider it failing the "C check".

    Edited 5/9/2025 09:02:39
    Card ideas: 2025-05-09 07:36:48

    (deleted)
    Level 47
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    Delayed Blockade Card I could do in an about 2 hours (including testing, excluding card image design). Main delay would be making an authentic card image. Community doesn't seem to want to provide card design images or even card design ideas though - https://www.warzone.com/Forum/814662-custom-card-design-suggestions
    Card ideas: 2025-05-09 09:00:45


    krinid 
    Level 63
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    @JK, yea that's my main aversion to it tbh; seems like it'd be fun for the person playing it, but annoying for everyone else, esp when there are multiple cards being played in the same game, may have to replay the same set of turns multiple times, feels like it'd drain the fun; the high complexity of it, and the seemingly low satisfaction of having it used in a game makes this kind of unattractive -- and yet the idea keeps coming back up, lol

    but yea the mod data storage definitely be a factor here; would have to store not only the army counts on each territory but the actual SU objects themselves, b/c they can't be recreated w/o the PNG files associated to the mod

    so yea the more i go through the details, the more this aligns to category (B)
    Card ideas: 2025-05-09 20:08:31

    (deleted)
    Level 47
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    Could maybe use game order custom to tell a mod with special units to create one of its special units
    Card ideas: 2025-05-09 20:10:15


    JK_3 
    Level 63
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    Wouldnt that require knowing:
    1. what other mods there are in the first place
    2. how to format the orders for that mod

    can we even automatically get that info somewhere?
    Card ideas: 2025-05-09 21:28:28


    krinid 
    Level 63
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    that's definitely possible (and tbh I do this in a couple areas among my own mods) but no other mod maker has shown any interest in inter-mod collaboration

    RE: JK's points

    1) sort of yes, sort of no; you don't necessarily need to know what mods the game uses, but do need to be prepared to interact with a mod if the sign is given that it exists

    example: (this is in place already)
    - Resurrection detects attacks where Commanders die & player holds a Resurrection card, then protects the Commander and respawns it somewhere
    - Airstrike performs a manual attack on a non-contiguous territory that can kill Commanders but Resurrection would never know about it
    - So Airstrike detects if a Commander death, it checks if the Resurrection card is defined & if the Commander owner holds one; if not, let the Commander die; if so, protect the Commander & send a custom order to Resurrection to respawn the Commander next turn

    Other possibilities: (these aren't in place)
    - Airstrike send a custom order for Dragon breath strikes
    - Airstrike sends custom orders to Late Airlifts & Transport Airlifts to not block airlift operations used for Airstrike
    - Factions sends out custom game orders to show faction memberships so other mods can implement the some controls for Factions similar to how mechanics work for Teams (allow unit transfers, don't encircle Faction-mates, etc)
    - Any mod that changes a common mechanic in a clear way can send out a custom order on T1 that just notifies other mods that (A) the mod is in play, (B) some config info; and the mod cancels the order itself so it never shows up in the list but as we know, each mod receives it regardless

    2) This isn't difficult, can typically see it by observing either the LOC that submits the PlayCard and/or custom game order -- but I'd recommend that instead of submitting a native order to mimic the mod (ie: tricking the receiving mod so it thinks the order came from itself), that it's a special order marked to complete operation X from another mod, so the receiving mod handles it appropriately (b/c it may need some difference from the normal operation)

    But anyhow no one showed any interest for it so I'm just doing it among my own mods
    Card ideas: 2025-05-09 23:18:04

    (deleted)
    Level 47
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    2) The payload format could be standardised. I thought this detail would be obvious. Shouldn't have to do mod-specific payload format.
    Card ideas: 2025-05-10 17:14:37


    Rex Imperator 
    Level 59
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    lol I just read all that
    Card ideas: 2025-05-10 17:17:00


    Rex Imperator 
    Level 59
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    You're getting really inspirated.
    Card ideas: 2025-05-10 17:43:49


    (ง︡'-'︠)ง let's fight!! 
    Level 62
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    I wouldnt want to play any. I am only here for the ideas.
    Card ideas: 2025-05-11 11:07:28


    Rex Imperator 
    Level 59
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    lol
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