
And given that it activates Opportunity Events in the field, it generally be your first build.Īnother building worth talking about is the Lab, as it exists entirely as a springboard to reach the end game. The Communications Tower is the cheapest building in the game, and it was designed to be low hanging fruit that would help players understand the flow of “make money in the field, spend it at the base”. In that version, you were an arms dealer that was setting up shop on an old WWII military island, and repairing and repurposing old equipment.

Fun fact: the fact that game starts with the comm tower looking all broken and rusted is a nod to an earlier version of the game, which was called Arms Dealer. Speaking of Opp Events, we have the communications tower. That means greater chances of preventing defense events, a smaller cost for weekly security past 50 Notoriety, and a greater chance of succeeding in Junior Executive driven Opportunity Events.

It allows you to have more armor (+50 Juniors with each level), and it also improves it’s effectiveness Your Juniors are 25% better at everything they do with a level 2 Facility, and 50% better with a level 3 Facility. What the Junior Executive Facility does is act as a supercharger for that armor. They also limit the weekly security burn once you hit 50 Notoriety. You can spend them to get out of trouble, and if you have enough, they can help you avoid defense events all together. Armor morphed into bodyguards, which morphed into Junior Executives. The original design of the game allowed you to buy literal armor bulletproof vests and the like. The Junior Executive Facilities are a good example of this.

The base is rolled into the overall design in ways that aren’t immediately apparent or explicitly mentioned, though. The building descriptions in the build menu tells you what each does in loose terms, but there are specifics that are left out. Redis is only used for storing bot access tokens, which are recorded when the app is first installed on a team.The base was half of the core idea of Notorious Inc when it was first put to paper Make money via DopeWars-esque financial strategy and then spend it via Heroes of Might and Magic-esque base building. It sends messages through the Slack Web API. It receives DMs from Slack via the Events API and button clicks are received through the Interactive Messages endpoint. When a game is started, dopewars bot creates and holds a telnet connection to dopewars. This should be enough to get your development environment started. Start dopewars: dopewars -S -f dopewars.sco -g dopewars.cfg -r dopewars.pid -l dopewars.log &
Dopewars loot verification#
Set the Redirect URI to Set the Interactive Messages endpoint to Set the Events endpoint to Copy config/default.json5 to config/local.json5 and fill in the client ID, client secret, verification token, and port. Start ngrok or set up HTTPs to your development environment. Turn on Interactive Messages and Event Subscriptions.

Dopewars loot install#
Install dopewars on OS X with homebrew brew install homebrew/games/dopewarsĬlone the repo into the directory of your choice. It handles the UI and receiving input from Slack, while dopewars itself handles the gameplay, state, and high scores. Dopewars bot is a dopewars client that acts as a proxy to Slack.
