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Taking Warlight to the Next Level: 7/15/2015 22:12:26

M. Poireau 
Level 57
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This still seems more like a map design issue than a visual interface issue to me. (Again, take a look at connections in Ursa:Luna which are absolutely not "marked" in any systematic sense, like the tunnels under the cliffs and the teleportation pads.)

But a mockup of a better idea than that would be really fun to see, as well.
Taking Warlight to the Next Level: 7/16/2015 03:10:53


Tyrion Lannister
Level 54
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Perhaps make it so that only some maps have bunkers watchtowers etc.

And that these maps are only avalible to higher level players (like custom scenarios) or, that bunkers and watchtowers can be turned on/ off (like fog can).

that would help with the new player problem MERCER.
Taking Warlight to the Next Level: 7/19/2015 16:52:18

M. Poireau 
Level 57
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I don't think it would be too hard to indicate bunkers and watchtowers in a legend next to the map.

e.g.

"This map has watchtowers. They are indicate by the graphic [which looks like this]. From a watchtower, you can see all the territories in the bonus."

Much like how the Jerusalem map has a legend which describes the cities visually.

https://www.warlight.net/Map/9359-Fall-Jerusalem-Crusades

Of course, it would be up to the individual map designers to use this feature in clever ways, and to make it clear. But that's already the case with all Warlight maps - anyone could, in theory, include weird and bizarre connections on a map without making them clear. (As happens sometimes by accident, when a mapmaker includes extra connections by accident, or missed a few.)

Edited 7/19/2015 16:53:25
Taking Warlight to the Next Level: 7/19/2015 16:58:42

M. Poireau 
Level 57
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Another example is the recent Earthsea map:

https://www.warlight.net/Play?PreviewMap=45676

I think it would be quite fine to leave this aspect up the designers of a given map.

The only necessary change in terms of how Warlight works would be to be able to indicate when you can move to a territory but not see what's in it. However, that already happens with Complete Fog, so it shouldn't be too difficult.

Another good example is the Ursa:Luna map.

https://www.warlight.net/Forum/31547-new-map-ursaluna

You could alter the cliffs and ladders system so that the troops "up top" can see down, but the armies at the bottom cannot "see" up the ladder. They must attack blindly and hope for the best. (I could see doing the same thing with the teleporters and maybe even the tunnels.)
Taking Warlight to the Next Level: 7/26/2015 05:23:01

M. Poireau 
Level 57
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I wonder if anyone has knowledge of how the Recon/Surveillance cards work?

Is it possible to use the same code to selectively apply Fog settings to parts of the map?

A card which shrouds an entire bonus in Complete Fog for a turn or two could be very interesting.
Taking Warlight to the Next Level: 7/26/2015 05:34:15


Genghis 
Level 54
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Recon / Survey / Spy cards are loosely balanced between each other. There's instances where one is better than the other.

Recon is good for when you want a tactical view for an area you plan on expanding or exploring.

Surveillance is good for scanning bonuses to check for enemy interference. Otherwise, it's not much better than recon, if not worse.

Spy card is perhaps the strongest and sometimes useless. Depending on settings, it can scan all neutrals. Otherwise, it helps to know your opponents' every move. The fewer players in a game,the stronger it is.
Taking Warlight to the Next Level: 7/26/2015 05:45:52

M. Poireau 
Level 57
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Genghis, I wasn't asking about their *use* in games. I'm asking about how the code for the cards works. Did you read the thread?

I think it's an interesting avenue to explore: selective and variable use of Fog settings in maps. It could create a lot of variety in Warlight strategies and/or maps.
Taking Warlight to the Next Level: 8/5/2015 18:41:59

M. Poireau 
Level 57
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I've reviewed the usevoice for "one-way connections", and Fizzer has made the following comment:

"I can certainly see the appeal of one-way connections. However, honestly, I think they create more complexity than we want. WarLight, at its core, is a simple strategy game and we want to keep it simple for newcomers to learn.

Therefore, it’s unlikely this will get added unless it receives a ton of demand."

How realistic is a "ton of demand"? Is this interesting enough to consider?

I agree with Fizzer that it may be an unneeded complication. Having said that, it would be a very simple (likely) modification which would allow users to then create all kinds of maps which take Warlight into new territory (without the need for any other changes to the game).
Taking Warlight to the Next Level: 8/5/2015 18:42:57

M. Poireau 
Level 57
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I'd also still like to hear about the coding behind the various "Reconnaissance cards".

Is it possible to repurpose that code to make selective fog? It seems like it should be, but I can't know for sure.

A card which "fogs out" an entire area would be a pretty interesting device.
Taking Warlight to the Next Level: 8/21/2015 16:40:16

M. Poireau 
Level 57
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Bumping this one more time:

Does anyone know how the coding for Recon cards, etc, works?

Can it be feasibly repurposed for selective Fog? (After all, it adjusts existing Fog settings.)

An anti-Reconnaissance card (which Fogs out an area) would be very interesting.
Taking Warlight to the Next Level: 8/21/2015 16:58:07


Fan the Apostle
Level 56
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Maybe Fizzer could make a programme to make Warlight maps easier , like autoconnecting map territories. And maybe sell it on android/ios with some hardware limitations. I'd love to see that. It seems that maps need to consume more MB just for more detail.

Like the xbox live party there could be voice chat included , and without using twitch. It would be quite cool if that were to exist.

Memberships. It could stay as it is... Maybe you get like... ERM.. 15 coins a day and 5 for each login ... I guess.

Maybe there could be a thing like this

Bronze - All current member features , same pricing. And 15 coins a day!

Silver -

Yearly - $20
Lifetime - $60

All bronze features , +5% points per win , 30 coins a day! , free mega strategy pack -maps

Gold -

Yearly - $30
Lifetime - $80

All features below , +15% more points per win , free strategy pack and 50 coins a day!

Ladders :

3v3
4 player FFA

More about membership :

You can downgrade from gold>silver for 250 coins or 500 coins whether you choose lifetime of yearly

Silver> bronze 150 coins.

You can also buy membership for coins!



Maybe there could be a free bronze membership period that lasts like for 2 house at random dates
Taking Warlight to the Next Level: 8/21/2015 18:00:26


Жұқтыру
Level 56
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I'd rather Fizzer take years working on GOOD features rather than crappy for money features.
Taking Warlight to the Next Level: 8/21/2015 18:07:45


Benjamin628 
Level 60
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^
Taking Warlight to the Next Level: 8/21/2015 18:50:35


IMpLeXiTy
Level 38
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This sounds awesome
Taking Warlight to the Next Level: 8/21/2015 20:23:25


Ω Cat Juggernaut 
Level 59
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+10 Xapy
Taking Warlight to the Next Level: 8/21/2015 21:53:27


Phoenix
Level 56
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You need to be more specific on what you want:

I'm a java programmer but without the 'open source' I can only guess what one could do.

One quick way:
(more like a crude inefficient way, lazy way)

"bunker"
Should be easy enough, dense fog set on only 1 territory from map maker.
just an "if statement" in the code if each territory is an object (how i think it is)
At least it appears so.
(if I understood correctly that bunkers are pre-set, right?)

If not then you need to find a way to stop warlight from displaying the armies in a particular territory of your choosing while game is running.(there might be easy ways or very complex, depending on the code)
Since fog has to be preset(i assume) one way is to be done in the main program by creating a condition (if) and then create a new parameter for each territory(true or false boolean) to show territory armies or not.

"observation tower"
if statement and basically copy the code of the Reconnaissance Card with a slight modification depending what you want.

"security cameras"
if statement and basically copy the code of the Reconnaissance Card with a slight modification depending what you want.

Territory that hide armies(hide territory)
Here there is a bit of slightly more work because as long as you use cards, basically the code is already done for you.(you are just making a slight change)
I do not know the code for the fog so i can only speculate.
However it should have something to do with checking where player is and show territory (+1(i) away)in the main program.
One could insert an if statement here and first checks if it is hide territory before continuing.


An other way is to create a "hide territory" card and then use it, it should be a slight modification of the Reconnaissance Card.
The Reconnaissance Card shows a territory already, so the code is already done but instead this time it needs to hide a territory but only 1 territory and not the adjacent.

Ideally you would create a class for the Reconnaissance Card with all possible methods and then use the version that you need by inserting the right parameters for "observation tower", "security cameras", "hide territory".

But it all depends on the current code of Warlight.
If you make too many conditions, you might slow down a bit the game and i do not know how many conditions warlight already has.
Depends on how good of a programmer fizzer is.

Short answer, yes theoretically speaking the cards(code) could be used as a way of achieving what you are asking.
Taking Warlight to the Next Level: 8/22/2015 00:13:10

Uberpenpal
Level 57
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From the perspective of a map maker, you are adding 2 or 3 layers of information onto an area, which means you are doubling the work of someone making a map, because they now have to navigate through these extra layers. It does make for interesting options (that I'll grant you), but the work load already to design, test, and bring a game to the general public is already excessive enough that people making one or two maps, don't usually come back to make a third. As the difficulty of map making is increased, the quantity of maps will proportionally decrease, and their quality is likely to suffer as well.
Taking Warlight to the Next Level: 8/22/2015 01:30:52


DW: Soz, NGL, I Play SLOW. UV BN Warned! 
Level 57
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Bump! :)
Taking Warlight to the Next Level: 8/22/2015 03:27:28

The Dark Knight
Level 34
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Dublin Warrior is a racist who should be banned from warlight! He does not understand the issues of antiblackness!
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