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Mods v0.03 are live!: 4/11/2017 20:12:50

Fizzer 
Level 58

WarLight Creator
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WarLight has just been updated with a new version of the mod framework! Here's what's changed:

- Completed the namespace changes outlined in https://www.warlight.net/Forum/255036-breaking-mod-changes-003. You should now update your mods with these breaking changes to fix them again.
- Added constructors for many more types, such as card instances and special units. This means it's now possible to assign special units into the map during Server_StartGame, like this:

local t = standing.Territories[123];
t.NumArmies = WL.Armies.Create(5, { WL.Boss1.Create(t.OwnerPlayerID) });


Just don't go too crazy with special units. It's recommended that no player ever have more than 3 special units in their control at any given time (this is just a recommendation at this point, but it may become a rule in the future)

- Fixed a bug with mods where accessing in invalid property popped up a generic "An error has occurred" window instead of a nicer alert.
- Fixed a bug that caused an error when a mod created a list and assigned it back to an object.
- Fixed a bug with mods where integers as dictionary keys were incorrectly being converted to strings.
Mods v0.03 are live!: 4/11/2017 20:20:45


TBestLittleHelper
Level 47
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"Added constructors for many more types, such as card instances and special units. This means it's now possible to assign special units into the map during Server_StartGame"

YES! NICE COOl!

"Just don't go too crazy with special units. It's recommended that no player ever have more than 3 special units in their control at any given time (this is just a recommendation at this point, but it may become a rule in the future)"

Oh. oh. well that was a quick letdown :/ Just imagine every territory being a boss! How is that a bad thing!?
Mods v0.03 are live!: 4/11/2017 20:23:55


knyte 
Level 58
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Or every territory is a commander so you have to defend or die.
Mods v0.03 are live!: 4/11/2017 20:30:16


Clint Eastwood 
Level 59
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Or every territory is a commander so you have to defend or die.

Dear GOD.....
Mods v0.03 are live!: 4/11/2017 20:56:38


Жұқтыру
Level 55
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that sounds like an awesome idea
Mods v0.03 are live!: 4/11/2017 21:05:59

Krzysztof 
Level 66
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It's recommended that no player ever have more than 3 special units in their control at any given time


what's the problem with it?
Mods v0.03 are live!: 4/12/2017 01:07:09

Fizzer 
Level 58

WarLight Creator
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what's the problem with it?

The UI and internal data structures aren't designed to have lots of them. For example, special units are shown as checkboxes in the attack/transfer dialog. One checkbox per unit. It would become a micromanagement nightmare to manage lots, especially if the attack/transfer dialog gets taller than your screen due to having tons of special units on a territory. Further, the map starts to get really busy when tons of special units are on the same territory (imagine 50 special units on a territory that can barely fit a two-digit army number, and then 50 more on the territory next to it.)

Not only UI issues but I'm also not sure how well the internal mechanisms will scale if there are lots of special units. They haven't been tested and could cause performance problems.
Mods v0.03 are live!: 4/12/2017 01:42:10


Zephyrum 
Level 60
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They haven't been tested and could cause performance problems.


Well, that's why we're here for. Being a guinea pig sure is fun.

That said - don't make it a written rule, please. Keep just a reccomendation/warning to avoid disastrous games. At the end of the day, it's a modder's responsibility, not yours, to make the mod work. As long as there is a way out of modded games if needed (insta surrender, doesn't count on boot/win ratios)*, there is no issue here.

*I assume, at least, you don't plan on making mods count as actual games any soon. It would only make sense since very likely some of them are going to be imbalanced or more luck-related. Which brings up a suggestion: a list of officially recognized mods whose gameplay effect is more or less acceptable to count as actual games, such as your randomized wastelands one.

That said, great one Fizzer! Bosses are pretty cool and I already have some applications in mind.




Straying a bit away:
Any hopes of making a "custom unit maker" in the future? This'd work like this - you'd set custom options for the unit, such as:


  • Values - Strength of the unit. Commander is 7, for example.
  • Mobility - Normal moving, can multi-attack, move only by airlift, move only every X turns, can't move...
  • Checkmate Yes/No - Taking it instantly eliminates the player like the commander or not.
  • Fixed value or Health Bar - Whether the value is a fixed number you have to beat in a single strike (like commanders) or a sum of "health" which you can weaken over time (like Bosses).
  • Sprite - Pick whether it looks like the dank Commander or the boring Boss in-game.
  • And whatever else people can think.


This'd be hard to make, since I believe it's impossible with the current settings in WarLight. Values, Mobility and Sprite I believe will be easy to edit by modding after some more hooks and such as added, but the Checkmate Yes/No and fixed value vs health bar might actually require some hardcoded features to be made flexible.
Mods v0.03 are live!: 4/12/2017 01:43:47

Fizzer 
Level 58

WarLight Creator
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Custom special units, like you describe, is something I've thought about and would like to do. Custom cards, too. But they won't be in the first version.
Mods v0.03 are live!: 4/12/2017 02:07:15


Zephyrum 
Level 60
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Nice! Means they might eventually come. You do know how to keep us hyped, I'll tell you that much. :)
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