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Card ideas: 2025-01-30 17:14:20


Rex Imperator 
Level 59
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Oh I just understoud that krinid was making all the cards ! That's a very good thing !

Edited 1/30/2025 17:15:15
Card ideas: 2025-01-30 18:00:56

(deleted)
Level 47
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@krind you can use completely custom turn phases as well. you'd need to check the values for the 'normal' turn phases to make sure it's in the appropriate turn phase
Card ideas: 2025-01-30 20:29:37


krinid 
Level 63
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@Dan, that functionality was removed recently. It produced odd results so has been restricted to the preset phases.

@Rex, not all of them, but a bunch of them. Notably the ones that either seem interesting or align with stuff I'm working on. Some of the suggestions are actually just additions to some of the cards I'm working on (like Leon's Explosives one, it's really just a weaker Nuke, so really easy to make that).

StereoTunic9039 is creating some (he's considering the Retry Card suggestion and he's making a Landmine mod now). Dutch makes stuff all the time so think he's too busy on those to implement these changes.

Following are the one's I'm working on & will publish in the Custom Card Package A mod. The first 3 are refreshes of dabo1's Custom Card Package mod that implements Nuke, Pestilence, Isolation. I'm updating them to be proper cards, upgrade the the UI so they're easy to use (Nuke can click on territories to activate instead of selecting territory name from a list, etc).

Done / final tweaks in the works:


Working on next:


Working on in the future (after first release of the Custom Card Package A mod):


So if there are any suggestions which are essentially variations of any of these cards, where it makes sense, I'd just add a configuration option for that - like making the Nuke card fully configurable to activate in a different phase. Default will be BombCards phase.
Card ideas: 2025-01-30 20:38:28


alexclusive 
Level 65
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That's great, krinid!
Card ideas: 2025-01-30 20:41:55

(deleted)
Level 47
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that functionality was removed recently. It produced odd results so has been restricted to the preset phases.


When was that removed? I don't remember seeing anything about that mentioned on blog or change history.
Card ideas: 2025-01-30 20:43:05


MetalGear4.5 
Level 66
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What about a card which makes it where your opponent can’t hold cards for a few turns
I don’t know if anyone has already thought of this since I am a little out of date with this forum
Card ideas: 2025-01-30 20:46:16

(deleted)
Level 47
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^ that's possible but not at all intuitive. you wont get the normal message of having to use cards when making orders. what would happen is cards being discarded on you or your team's behalf as the turn advances, instead of last player on team being forced to play/discard them

edit: actually it can be intuitive if and only if players running the mod are using the absolute latest version of the warzone app/standalone because of the new orders committed hook. still would need to validate that the cards have been played/used in server advance turn and discard any cards held to really make sure that no cards are being held

Edited 1/30/2025 20:52:28
Card ideas: 2025-01-30 21:37:20


krinid 
Level 63
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@Dan, don't think it was announced. Dutch found the change when the game spawned an error on code that formerly worked (specified +1 on an existing WL turn phase). Not sure which update it was, just that it was recent.

@MetalGear, interesting ... so instead of preventing them from playing them, it prevents them from holding them. It forces a play/discard action. And if they're being Card Blocked at the same time, it forces a discard. It seems too powerful, lol, but I guess that's up to the host to manage game settings.

Got a good name for this card? Card Hold? hmmm

Would probably make sense to implement it as configurable item for # of cards permitted to be held for some # of turns. And I guess leaving it an open value means you could decrease or increase it from the base setting for holding # of cards, so you could for example make base # of cards holdable = 5, then set the Card Hold card to 10, so play it on yourself to hold more cards than usual. Or set it to 0 to force play/discard of everything in hand.

As Dan said, it definitely requires the latest client versions to be able to prompt @ Commit time, or players would potentially get unknowingly wrecked when the turn advances.

Note - This would only work on whole cards. There's no UI to allow players to discard card pieces. Then again, the game puts no restrictions on card pieces anyhow, only whole cards. You could have 9/10th's of 10 cards (equivalent of 9 cards) on a game with card hold limit @ 3, and have no problems keeping them all, so fine to continue in this vein on this topic.

Edited 1/30/2025 21:56:40
Card ideas: 2025-01-31 10:06:54


TheGreatLeon 
Level 61
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Bwoah, this is cool! Excited to try some of these out. You should get a cut of the memberships this will drive haha.

Yes, your proposed “flexible” Nuke card seems like a very sensible implementation to me. I’m curious if others come up with ideas on some of the more exotic sequencing options as well.
Card ideas: 2025-01-31 14:42:12


Rex Imperator 
Level 59
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Yeah, very good !
Card ideas: 2025-02-02 14:14:43


alexclusive 
Level 65
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Weed card
Playable on templates with multi-attack on. After the card is played, for one turn, the enemy armies get slow and can't multi-attack (regular attack works).
Card ideas: 2025-02-04 13:58:03

ART
Level 58
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Switch Card

only works in a game with at least three players
switch territories with another player but distribute your existing armies on your new territories. same goes for the player you switched with
Card ideas: 2025-02-04 14:40:35

(deleted)
Level 47
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For the Switch Card, the mod “Swap Territories” already exists. There is a more customisable mod, “Swap Territories 2”, but is it not currently public.
Card ideas: 2025-02-04 17:14:07


Rex Imperator 
Level 59
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Where can you find it ?
Card ideas: 2025-02-04 17:16:47


Rex Imperator 
Level 59
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@Alexclusive I already created your "weed card", look at page 3.
Card ideas: 2025-02-04 17:26:55


old yeller 
Level 60
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scorched earth card

in commerce games trade your cities for gold to avoid them taken over.
Card ideas: 2025-02-04 23:33:26

(deleted)
Level 47
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Where can you find it?
if you did a internet search, you’d find it. I’ve tried to document as much mods that have been published publicly as much as possible. It’ll be a Warzone wiki or GitHub result.

While creating a game, It’ll be under the “Mods” section
Card ideas: 2025-02-16 01:56:55


krinid 
Level 63
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Hey folks, canvassing for some Members as mod testers (have to be a member to join the modded games as I haven't used my 1/week allocation for these). I have 2 mods that need testing right now. Both of these are low key tests, just play ~5 turns to confirm that the mods are doing what they should w/o errors. They worked fine in SP, just need to do the checks in MP now.

1)
Buy Cards v2 - I updated Dabo's mod to support Custom Cards, prices settable by host on distro (MD) or T1 (AD)
https://www.warzone.com/MultiPlayer?GameID=40428687

2)
Stationary Commanders - I'm re-publishing DanWL's mod after he deleted his account
https://www.warzone.com/MultiPlayer?GameID=40422960

I'll have more coming up in the near future. I have 12 custom cards ready for testing, but likely going to break them up into 3-4 custom card packs of related-ish functionality. Nuke, Pestilence, Isolation, Shield, Monolith, Card Block, Card Piece, Tornado, Earthquake, Quicksand, Neutralize, Deneutralize are done. Airstrike, Forest Fire, Card Hold, Conceal, Phantom & Portal will be coming soon.
Card ideas: 2025-02-16 03:59:45


Wanna'be Hig
Level 30
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Not So Neutral Card

Play this card to make one Neutral territory turn into an AI on your team. (cannot be used on zones that have had block-aids used on them)
Card ideas: 2025-02-18 12:29:33


Babydalorian
Level 58
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Uprising card

2 armies (or a freely definable number before the start of the game) attack a territory of your choice anywhere on the map. So even if it's 1 army must stand guard, it would become neutral afterwards.
If there are more armies than 1 the card would only reduce them by 1 I guess.
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