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Give Me your Mod Ideas: 4/19/2017 10:29:07

melwei [PG]
Level 57
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"Victory conditions mod, you don't have to get a full elimination, just complete objectives to end the game (really useful for huge maps). Could be great for scenarios."

I had this idea, too. It is kind of problematic yet since there is no possibility to include UI on the client's ingame screen, but when UI arrives, I'm probably going to create a scenario like this, with a fitting map (maybe built on my own)
Give Me your Mod Ideas: 4/19/2017 16:06:04


l4v.r0v 
Level 59
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Are you able to defog territories and conceal their army counts? If so, an intel mod would be nice.
Give Me your Mod Ideas: 4/19/2017 17:03:41


SharK
Level 52
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An ARMY LIMIT per territory is what is needed. I really hate the strategy that many people use of STACKING up and then bulldozing everything in their way. It really spoils the game.
Give Me your Mod Ideas: 4/19/2017 17:13:12


SharK
Level 52
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I would suggest that a TIME LIMIT game option be given so that the winner would be the one with the most territories captured. This would encourage more people to join games with large number of players. The idea of eliminating 20 players to be crowned the sole winner is not very encouraging.
Give Me your Mod Ideas: 4/19/2017 17:20:33


SharK
Level 52
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please give POINTS FOR SECOND PLACE finishes for games with 5 or more players.

this will discourage players from quiting. Does it have to be All or Nothing?
Give Me your Mod Ideas: 4/19/2017 17:41:16


SharK
Level 52
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ROGUE NATION

Allowing a multi-player game with one or more territories controlled by an AI with greater starting number of armies. This would add a Kim Jong Un factor to the game.
Give Me your Mod Ideas: 4/19/2017 18:01:53


TBest 
Level 60
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ROGUE NATION

Allowing a multi-player game with one or more territories controlled by an AI with greater starting number of armies. This would add a Kim Jong Un factor to the game.

How is this different from using custom scenario?

Regarding points, that would never happen. If it did we could make a mod to get us to whatever level we wanted.

An ARMY LIMIT per territory is what is needed. I really hate the strategy that many people use of STACKING up and then bulldozing everything in their way. It really spoils the game.

That could work well as a mod.

Edited 4/19/2017 18:02:16
Give Me your Mod Ideas: 4/19/2017 21:01:56


SharK
Level 52
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How is this different from using custom scenario?

Is it possible to start with an AI in mult-player game? How would I set this as custom scenario?
Give Me your Mod Ideas: 4/19/2017 21:10:47


l4v.r0v 
Level 59
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@SharK: Yes, you can just add AI players to multi-player games- with or without Custom Scenarios unlocked.

That said, the mod is still valid because you lose a lot of the pick strategy when Custom Scenarios get involved.

Edit: once mods are able to store data, how about an expiring income mod? If you don't use the armies gained during a certain turn within some number of turns, you lose them.

Edited 4/19/2017 22:25:10
Give Me your Mod Ideas: 4/19/2017 22:35:47


SharK
Level 52
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you can just add AI players to multi-player games- with or without Custom Scenarios unlocked.

I usually play 6 player FFA with Random cities distribution and random wastelands. I want to add an AI with one territory with a large number of armies to start the game. (ie. Small country with nukes - North Korea). I would even prefer if this rogue nation was also random.

With custom scenario I lose the random distribution. I don't want to play the same game environment over and over again. Plus this would give me, the game creator, an advantage over other players.
Give Me your Mod Ideas: 4/21/2017 09:04:09


Buns157 
Level 68
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Give Me your Mod Ideas: 4/21/2017 09:20:24


dabo1
Level 57
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deployment limits sound interesting, I will make a mod for that

Edit: Mod is ready, just waiting on Fizzer for a promotion

Edited 4/21/2017 10:24:32
Give Me your Mod Ideas: 4/21/2017 10:49:28


dabo1
Level 57
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so mod late airlifts is also ready and also only waiting on Fizzer for a promotion
Give Me your Mod Ideas: 4/21/2017 14:59:35


SharK
Level 52
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Thanks for all your efforts dabo1.
So, only members can create games with MODS?
Give Me your Mod Ideas: 4/21/2017 15:02:00


dabo1
Level 57
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yes and only members can play games with mods at the moment.
Give Me your Mod Ideas: 4/21/2017 21:02:36


ViralGoat 
Level 60
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hey dabo1, is the nuke card mod ready? When I create a single player game vs AI with reinforcement and reconnaisance cards, I cannot access the card menu at all (the card pieces don't show up). There must be a bug.
Give Me your Mod Ideas: 4/21/2017 21:35:51


ViralGoat 
Level 60
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similar question for Late Airlift. Just tried it and didn't airlift at all
Give Me your Mod Ideas: 4/22/2017 02:23:24


TBestLittleHelper
Level 50
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The Nuke mod works for me. @dabo You might want to mention in Mod description that the nuke card ALSO works as a recon card. As in - you see through the fog. Oh, and it would be cool if you added an option for fallout to it? So that a nuke will work over several turns.... well when Fizzer allows us to store game info.

However, the airlift mod seem to have a bug. This: (Line 18, serverAdvance
if(order.FromTerritoryID == order.ToTerritoryID)then

doesn't look right. I assume it should be ~= ?
I wonder, is that check needed? I mean WL should take care of it for you, right?
Oh wait. Since it happens after orders, you need to check that the player still controls it. That is what you meant to do :D Not check the territory ID :D but the owner of the territory ID

Edited 4/22/2017 02:26:56
Give Me your Mod Ideas: 4/22/2017 08:25:53


dabo1
Level 57
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sorry about the bug with the late airlifts it is fixed now

The nuke card bug is a little big more complex cause I skip all orders and then add the orders again, with the nuke orders injected. But a player won't receive card pieces through this option cause no attack was made from the viewpoint of the system. This bug might take around or two days to fix or maybe more. This bug might also exist in other of my mods, which use the same technic. The Mods Stack Limit, Deployment Limit and Nuke Card are effected through this bug

Edited 4/22/2017 09:11:48
Give Me your Mod Ideas: 4/22/2017 15:34:05


dabo1
Level 57
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Nuke Cards receive now the card pieces again. The other two Mods will follow soon.

Edit: Deployment Limit works now too

Edited 4/22/2017 18:51:33
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