This mod permit to manage forces and diplomacy between them.
This mod is inspired on pvp control and sandbox, but here the goal is far beyond, it permit to have complete control of forces and the diplomacy between them.
In factorio, forces are teams and this mod permit to add forces, to move players in these and setting diplomatic rules between forces.
This has 2 main views :
Force view : permit to create forces, join to them and merge a force to the current force. You can also change other players by clicking on their name then doing as you would for you.
Diplomatic view : permit to set other forces as ally or enemy, for this, you can also change other forces diplomacy by clicking on their name then doing as you would for you.
For now this mod has no configuration but they are planed :
Presets : Would permit to rapidely select how player are repartited (each player has a force, players in a fixed number of forces) and what diplomatic rules to use by defaut (peaceful or pvp)
Administration : would permit to lock modification for everybody based on some rules
Force admin : Only them would have the permission to modify the diplomacy of their forces
Player settings : would permit to modify player color.
Nations : would permit to temporary switch to another force if the rights are given by the other force.
Advanced diplomacy : Engaging war or making peace would have a cooldown.
This looks sooo fun. Hope I'll see a server soon in my region running it.
Re: [MOD 0.12.x] Diplomacy (0.12.0)
Posted: Mon Mar 28, 2016 10:03 am
by SgtKamato
Hey there i like this mod very much but how about with a password function?
Re: [MOD 0.12.x] Diplomacy (0.12.0)
Posted: Mon Mar 28, 2016 7:25 pm
by Kazaanh
So uhm how does it works exactly? Hotkey in-game? For dedicated servers only?
Re: [MOD 0.12.x] Diplomacy (0.12.0)
Posted: Tue Mar 29, 2016 1:51 am
by y.petremann
Evan_ wrote:This looks sooo fun. Hope I'll see a server soon in my region running it.
Pro tip : Argue with server admin and ask for it.
Pro pro tip : not now, whatever could be your arguments, they will not accept unless I release the planed admin panel.
SgtKamato wrote:Hey there i like this mod very much but how about with a password function?
Already planed, and would add more ...
Kazaanh wrote:So uhm how does it works exactly? Hotkey in-game? For dedicated servers only?
You can use it on all type of game (singleplayer, multiplayer, dedicated multiplayer), it would simply add a diplomacy button for all players to access the interface.
Re: [MOD 0.12.x] Diplomacy (0.12.0)
Posted: Tue Mar 29, 2016 12:07 pm
by Kazaanh
y.petremann wrote:
Kazaanh wrote:So uhm how does it works exactly? Hotkey in-game? For dedicated servers only?
You can use it on all type of game (singleplayer, multiplayer, dedicated multiplayer), it would simply add a diplomacy button for all players to access the interface.
I got it already, it seems this mod does not work with multiplayer games already in-progress. I started a new game and UI has appeared in the top left corner of the screen.
*by does not work I mean UI does not appear, its missing
Re: [MOD 0.12.x] Diplomacy (0.12.0)
Posted: Tue Mar 29, 2016 7:36 pm
by provet
Finally! Have been looking for something like this ever since I played with this once
Re: [MOD 0.12.x] Diplomacy (0.12.0)
Posted: Tue Mar 29, 2016 9:17 pm
by y.petremann
Kazaanh wrote:
y.petremann wrote:
Kazaanh wrote:So uhm how does it works exactly? Hotkey in-game? For dedicated servers only?
You can use it on all type of game (singleplayer, multiplayer, dedicated multiplayer), it would simply add a diplomacy button for all players to access the interface.
I got it already, it seems this mod does not work with multiplayer games already in-progress. I started a new game and UI has appeared in the top left corner of the screen.
*by does not work I mean UI does not appear, its missing
Yeah for now it only works on new game, but with the admin update, it will be fixed.
Re: [MOD 0.12.x] Diplomacy (0.12.1)
Posted: Tue Apr 05, 2016 5:56 pm
by y.petremann
Just put an update for internationalisation, bug fixes and some preparation to Permissions.
Re: [MOD 0.12.x] Diplomacy (0.12.1)
Posted: Sun Apr 10, 2016 1:00 am
by silent
FYI, I forked this mod and did some hacks to be able to hook it up to flsw_auth, it is now running quite splendidly on the pvp server : viewtopic.php?f=53&t=23269
Re: [MOD 0.12.x] Diplomacy (0.12.1)
Posted: Sun Apr 10, 2016 10:13 pm
by y.petremann
silent wrote:FYI, I forked this mod and did some hacks to be able to hook it up to flsw_auth, it is now running quite splendidly on the pvp server : viewtopic.php?f=53&t=23269
I've take a look at all those modifications and a lot are really interesting, in fact when I made the mod I had times and this last week and for aproximatively a week there would not be any update.
On my case I'm working on three things :
Unit tests, because I've seen a lot of bugs and the only way I've seen is to triger these special cases
Permissions, because I want to have the diplomacy gui to let player seeing status in addition to setting them but not having random guy changing them, by default if there is no admin and it's not set as no admin, the first player joining would be the admin. A remote interface would permit to access those settings. There will be a setting to change output to all, admin only or nobody.
And just in case ... you have some security flaws, other players can still change other color, Instead of locking to see other players settings with the player force selection, lock every function that need admin rights, including changing player color, toggle of admin powers should be in settings
Re: [MOD 0.12.x] Diplomacy (0.12.1)
Posted: Mon Apr 11, 2016 11:26 am
by silent
y.petremann wrote:
silent wrote:FYI, I forked this mod and did some hacks to be able to hook it up to flsw_auth, it is now running quite splendidly on the pvp server : viewtopic.php?f=53&t=23269
I've take a look at all those modifications and a lot are really interesting, in fact when I made the mod I had times and this last week and for aproximatively a week there would not be any update.
On my case I'm working on three things :
Unit tests, because I've seen a lot of bugs and the only way I've seen is to triger these special cases
Permissions, because I want to have the diplomacy gui to let player seeing status in addition to setting them but not having random guy changing them, by default if there is no admin and it's not set as no admin, the first player joining would be the admin. A remote interface would permit to access those settings. There will be a setting to change output to all, admin only or nobody.
And just in case ... you have some security flaws, other players can still change other color, Instead of locking to see other players settings with the player force selection, lock every function that need admin rights, including changing player color, toggle of admin powers should be in settings
Heya! Thanks for the fix to player color
I've made two pull requests, one standalone just with the fixes I made and one that adds the auth functionality. Btw, I'm planning to add a proper role management interface to the auth mod, so that clients can do access control using lists of roles and action tables instead just an admin/not-admin function.
I think unit tests are a great idea, it's quite difficult to debug these multiplayer-only functions when developing. (I need to add more tests to my code as well).
I'm not sure I understand what you mean by a remote interface allowing access to settings, in any game where admin functions are required the console will have to be disabled, is there any difference to having the authentication interface internal or remote?
Re: [MOD 0.12.x] Diplomacy (0.12.1)
Posted: Mon Apr 11, 2016 3:34 pm
by y.petremann
silent wrote:
y.petremann wrote:
silent wrote:FYI, I forked this mod and did some hacks to be able to hook it up to flsw_auth, it is now running quite splendidly on the pvp server : viewtopic.php?f=53&t=23269
I've take a look at all those modifications and a lot are really interesting, in fact when I made the mod I had times and this last week and for aproximatively a week there would not be any update.
On my case I'm working on three things :
Unit tests, because I've seen a lot of bugs and the only way I've seen is to triger these special cases
Permissions, because I want to have the diplomacy gui to let player seeing status in addition to setting them but not having random guy changing them, by default if there is no admin and it's not set as no admin, the first player joining would be the admin. A remote interface would permit to access those settings. There will be a setting to change output to all, admin only or nobody.
And just in case ... you have some security flaws, other players can still change other color, Instead of locking to see other players settings with the player force selection, lock every function that need admin rights, including changing player color, toggle of admin powers should be in settings
Heya! Thanks for the fix to player color :)
I've made two pull requests, one standalone just with the fixes I made and one that adds the auth functionality. Btw, I'm planning to add a proper role management interface to the auth mod, so that clients can do access control using lists of roles and action tables instead just an admin/not-admin function.
Thank, I will looks for them, on my side the auth system is too simplistic, I was doing something equivalent to permissions in minecraft, the main idea is that mods and players needs to authentificate with a double salted hash, could be affected to group and then permissions could be set between groups.
silent wrote:I'm not sure I understand what you mean by a remote interface allowing access to settings, in any game where admin functions are required the console will have to be disabled, is there any difference to having the authentication interface internal or remote?
Remote control would permit to admin to inject predefined settings using scenario control.lua
Re: [MOD 0.12.x] Diplomacy (0.12.1)
Posted: Tue Apr 12, 2016 12:17 pm
by wenxiao1992
Hi, I found plenty much logs showing while playing with this mod. I saw many print_all calls in control.lua.
Are there anything we can do to truen logs or should I edit the code to prevent these logs?
Re: [MOD 0.12.x] Diplomacy (0.12.1)
Posted: Tue Apr 12, 2016 11:46 pm
by y.petremann
Just to make some information clear, I couldn't make an update until this bug is fixed viewtopic.php?f=7&t=23587
For now I'm working with a workaround but it's like using chewing-gum to keep a crane stand still ...
wenxiao1992 wrote:Hi, I found plenty much logs showing while playing with this mod. I saw many print_all calls in control.lua.
Are there anything we can do to truen logs or should I edit the code to prevent these logs?
RektSalad69 wrote:Bad issues with the mod viewtopic.php?f=18&t=23716&p=148917#p148917
I can't bear the constant console sound and playing with only half of my screen when I get attacked
I've updated the mod to remove all those debug messages
Re: [MOD 0.12.x] Diplomacy (0.12.2)
Posted: Sat Apr 30, 2016 6:58 pm
by Exxter
Does not work, no "Diplomacy" button on a dedicated Linux Server. Andy ideas?
Re: [MOD 0.12.x] Diplomacy (0.12.2)
Posted: Wed May 04, 2016 2:08 pm
by binbinhfr
Hi, very nice mod !
Are you still updating it ?
It would be nice to have an admin (maybe the first player creating the map would be the admin by default) and then other player connecting would have limited rights. But admin would be able to promote other players to admin rights.