Thanks Kushan, I've added this to section 5b.ORIGINAL: Kushan
I'd like to be able to modify AI ship names.
Kushan
The Modder's Masterlist
RE: Modders Wishlist
RE: Modders Wishlist
I can't announce the planned mod itself, as announced mods are usually the first to get scrapped. I intend to ask other modders for assistance with many of the things here, once we know exactly what will be available for modding, as I have too busy of a life to do it ALL myself.
Let me give you an idea of what I want to do with respect to my planned mod; give an idea of scope. I intend to turn DW into more of an adventure game with 4x elements than a true 4x game. The inclusion of events and storylines makes most of this possible, provided I am able to spawn in enemy ships and/or interstellar-capable monsters. This relies on the strict ability to both script the results of the story and events (like finding ruins or whatever) and their relative numbers. I would also LOVE to script bonus rewards for completing certain events or certain storyline things within outlined parameters.
Further, this mod requires a full overhaul of many of the economic and social aspects in game. Well, not so much an overhaul, but stripping out a lot of the things important to empire management, but not useful in the scope of the planned game. I have little- or no- use for diplomacy, and would seek to hardwire most interactions and restrict any communications between races to statements including "WE WILL TILE OUR PALACES WITH THE SKULLS OF YOUR CHILDREN" right before launching large-scale attacks. But thats because most factions of different race will be locked in total war throughout the game at all times.
Incidentally, I'd like to change how bombardment works-- you need a special, ultrarare resources to create a ship that can glass a planet's surface. Consuming this ship on use would be even better. Otherwise, you are stuck with invasion (though, as I mentioned in my previous post, I don't want multiracial planets).
Now, espionage in my envisioned game world requires some changes as well. I would like to turn most espionage inward-- the player fiefdom has little to no use for another race's technology. The main mechanic I am planning for espionage could be a bastardization of 'corruption' and I'm not entirely sure how it will get inserted. Corruption would grow as a function of planetary population, and grows faster on higher pop planets. Espionage would then be used to battle this corruption, for if it reaches a certain threshold, revolution could happen, taking that planet to an enemy faction. I would also want this revolution to result in the spawning of a whole shitload of enemy ships--IF the player has some ability to combat it via espionage. All that might be tough to understand, but imagine a ticker that adds 1% of this 'corruption' per month to a planet, and 2 spies workign full time would be taking chunks out of that ticker every few months, a whack-a-mole approach. An alternate way to doing this would be to make one enemy faction a 0-planet species, which has a single-minded approach to undermining your faction with espionage, its only way to get planets is to get yours to revolt.
The resource system should be quite effective in allowing me to overhaul certain game aspects, as long as I can add more or remove extras. How luxury goods interact wtih planets is something i'd like some control over-- mostly to weaken its impact on both development and happiness. One would simply have to mod the resource requirements for a certain ship component from "steel and aluminum" to "plasma cores" and "armor plate," and factories for those items would need to produce those items, which woudl then need to be shipped to the shipyards to build the craft. I intend to grossly slow down resource production in order to make having as many component factories (bastardized mining stations) hugely important.
I'm bastardizing research to make it about archeology rather than advancement. I would like to make research conditional on finding an artifact, at which time the research on it could begin. It would be REALLY great if the artifact (a unit of luxury good, perhaps) would have to be ensconsed in the research facility for them to research it, but that might be too much.
Lastly, I want to hard code all ships in the game, in order to model certain differences between races. Since research is functionally static, except for the bonus-giving-artifacts, ship designs can as a result be static as well. So I'd like to turn off AI control for the AI for ship design.
Let me give you an idea of what I want to do with respect to my planned mod; give an idea of scope. I intend to turn DW into more of an adventure game with 4x elements than a true 4x game. The inclusion of events and storylines makes most of this possible, provided I am able to spawn in enemy ships and/or interstellar-capable monsters. This relies on the strict ability to both script the results of the story and events (like finding ruins or whatever) and their relative numbers. I would also LOVE to script bonus rewards for completing certain events or certain storyline things within outlined parameters.
Further, this mod requires a full overhaul of many of the economic and social aspects in game. Well, not so much an overhaul, but stripping out a lot of the things important to empire management, but not useful in the scope of the planned game. I have little- or no- use for diplomacy, and would seek to hardwire most interactions and restrict any communications between races to statements including "WE WILL TILE OUR PALACES WITH THE SKULLS OF YOUR CHILDREN" right before launching large-scale attacks. But thats because most factions of different race will be locked in total war throughout the game at all times.
Incidentally, I'd like to change how bombardment works-- you need a special, ultrarare resources to create a ship that can glass a planet's surface. Consuming this ship on use would be even better. Otherwise, you are stuck with invasion (though, as I mentioned in my previous post, I don't want multiracial planets).
Now, espionage in my envisioned game world requires some changes as well. I would like to turn most espionage inward-- the player fiefdom has little to no use for another race's technology. The main mechanic I am planning for espionage could be a bastardization of 'corruption' and I'm not entirely sure how it will get inserted. Corruption would grow as a function of planetary population, and grows faster on higher pop planets. Espionage would then be used to battle this corruption, for if it reaches a certain threshold, revolution could happen, taking that planet to an enemy faction. I would also want this revolution to result in the spawning of a whole shitload of enemy ships--IF the player has some ability to combat it via espionage. All that might be tough to understand, but imagine a ticker that adds 1% of this 'corruption' per month to a planet, and 2 spies workign full time would be taking chunks out of that ticker every few months, a whack-a-mole approach. An alternate way to doing this would be to make one enemy faction a 0-planet species, which has a single-minded approach to undermining your faction with espionage, its only way to get planets is to get yours to revolt.
The resource system should be quite effective in allowing me to overhaul certain game aspects, as long as I can add more or remove extras. How luxury goods interact wtih planets is something i'd like some control over-- mostly to weaken its impact on both development and happiness. One would simply have to mod the resource requirements for a certain ship component from "steel and aluminum" to "plasma cores" and "armor plate," and factories for those items would need to produce those items, which woudl then need to be shipped to the shipyards to build the craft. I intend to grossly slow down resource production in order to make having as many component factories (bastardized mining stations) hugely important.
I'm bastardizing research to make it about archeology rather than advancement. I would like to make research conditional on finding an artifact, at which time the research on it could begin. It would be REALLY great if the artifact (a unit of luxury good, perhaps) would have to be ensconsed in the research facility for them to research it, but that might be too much.
Lastly, I want to hard code all ships in the game, in order to model certain differences between races. Since research is functionally static, except for the bonus-giving-artifacts, ship designs can as a result be static as well. So I'd like to turn off AI control for the AI for ship design.
RE: Modders Wishlist
Very ambitious, very exciting idea, thiosk. I hope this becomes a reality. The possibilities are staggering.
Just think, we could ask lancer to write us an Emperor Fred story![:D] How cool would that be?
I'm not sure where to put any of this on the list. If you want me to add any part of it to a section, let me know the segment of your post and the section number of the wishlist.
Obviously, the part about changing bombardment shouldn't be hard if we have access to all tech and resources. We would just remove all but one bombardment weapon and give it an extremely rare or high amount of a resource as requisite.
On slowing down research, one way of doing this could be to alter the labs output to almost zero or zero. Finding an artifact of a certain type (one which we have set to provide the sufficient amount of research) would then give us that tech. After removing all debris fields and random ruins, that would give us complete control over the tech available. The player would follow the story and gain new tech only as the story progresses. Having an artifact as an object in the game is a great idea, Of course this could just be created as a ship. If we had control over the amount of research it would yield and the stats of the ship (so that it's not viable to keep it) then this would have the effect. TBH, I'd prefer to see a small object in space that one of my freighters could go and pick up or 'tow'. That would be cool.
Just think, we could ask lancer to write us an Emperor Fred story![:D] How cool would that be?
I'm not sure where to put any of this on the list. If you want me to add any part of it to a section, let me know the segment of your post and the section number of the wishlist.
Obviously, the part about changing bombardment shouldn't be hard if we have access to all tech and resources. We would just remove all but one bombardment weapon and give it an extremely rare or high amount of a resource as requisite.
On slowing down research, one way of doing this could be to alter the labs output to almost zero or zero. Finding an artifact of a certain type (one which we have set to provide the sufficient amount of research) would then give us that tech. After removing all debris fields and random ruins, that would give us complete control over the tech available. The player would follow the story and gain new tech only as the story progresses. Having an artifact as an object in the game is a great idea, Of course this could just be created as a ship. If we had control over the amount of research it would yield and the stats of the ship (so that it's not viable to keep it) then this would have the effect. TBH, I'd prefer to see a small object in space that one of my freighters could go and pick up or 'tow'. That would be cool.
RE: Modders Wishlist
It wasn't meant to go on a list as much as provide some vision and some scope for folks who are designing moddability
I'm glad you find it compelling!
As for Emperor Fred, I'm hoping lancer just writes a damn book and screenplay
Edit: you know, DW is really a great game, but I'd like to point out here the number one sticky point. DW is a living galaxy built off the master of orion mold. What I really want is a living galaxy built off the spore mold. True sandbox, endless variety, fight when you want to fight, expand when you want to expand, and exploit when you want to exploit.
THAT is the 4x game I really want.
I'm glad you find it compelling!
As for Emperor Fred, I'm hoping lancer just writes a damn book and screenplay

Edit: you know, DW is really a great game, but I'd like to point out here the number one sticky point. DW is a living galaxy built off the master of orion mold. What I really want is a living galaxy built off the spore mold. True sandbox, endless variety, fight when you want to fight, expand when you want to expand, and exploit when you want to exploit.
THAT is the 4x game I really want.
RE: Modders Wishlist
Arghh, no not Spore, lol. I remember my friend asking me what Spore was like after I bought it, the only response I was able to come up with was "The biggest disappointment since WWII".
"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking
RE: Modders Wishlist
Biggest disappointment since MoO3. I suppose WWII ranks as a bigger disappointment for Germany, Italy, and Japan, however.
And note I don't want SPORE, I want a proper 4x game set in a spore galaxy. Open ended, procedural, and with as much to choose to do as to choose not to do.
And note I don't want SPORE, I want a proper 4x game set in a spore galaxy. Open ended, procedural, and with as much to choose to do as to choose not to do.
RE: Modders Wishlist
Sections 2f and 2g added to the list. Modable race flags. New image format for race flags.
RE: Modders Wishlist
About space monsters : the ability to tame them...
I'm sure this is not intended as a troll, but it looks a lot like a huge one... Watch your words ! The entire Europe suffered a lot under or near the nazi rule. Know that there is a sense of shame in Germany about this war, not in the form of a great defeat, but who they once gave the power to and what was done with it. I'm quite sure Italians are not proud who their country sided with at this time either (nor the leader they had), and I wouldn't be surprised that Japanese people regret it as well.I suppose WWII ranks as a bigger disappointment for Germany, Italy, and Japan
RE: Modders Wishlist
I don't think thiosk was trolling, just trying to be funny.
I think what he means is that it was a disappointment for the leaders of those countries at the time of the 2nd WW.
Just a reminder to mind what you say, thiosk.
I think what he means is that it was a disappointment for the leaders of those countries at the time of the 2nd WW.
Just a reminder to mind what you say, thiosk.
RE: Modders Wishlist
A few more from me...
1. It would be nice to be able to write our own galactic history for themes and be able to over-ride the default galactic history.
- Writing the backstory
- Triggered events that have race/galactic history information
- Ability to write each race's history and have it in the galactopedia
2. Ability to mod our own 'ruins' events.
Examples:
- A race that is only available in a game through a triggered event. This would be one of the standard races but would not be able to be independant and would show up similar to the 'sleeping race' when triggered.
- Discovery of a new resource type
- Trigger a new race 'invading' the galaxy (large fleet moves in and attacks planets and colonizes planets).
3. Ability to check/designate a race that can NEVER form its own independant colonies or be a starting colony race (my space Ogre example from earlier).
4. This is a PRIORITY for me: The ability to define new species types. IE Felinoid, Gas Bags, Silicoid, Etc...
- Some of these could have special habitability zones
- Toggle to allow a species to colonize the gas giants (gas bags) at the expense of being able to colonies terrestial worlds
- Ability to define special relationships in the species tables (IE Cat Girls hate Rat Boys, etc).
5. Ability to define ship design theory for my theme species
Examples:
- Race 1 favors lasers and will never use torpedoes.
- Race 2 will always have at least 2 shields on every ship.
- Race 3 will always build ships of certain speed and manuevre.
More Later. [;)]
1. It would be nice to be able to write our own galactic history for themes and be able to over-ride the default galactic history.
- Writing the backstory
- Triggered events that have race/galactic history information
- Ability to write each race's history and have it in the galactopedia
2. Ability to mod our own 'ruins' events.
Examples:
- A race that is only available in a game through a triggered event. This would be one of the standard races but would not be able to be independant and would show up similar to the 'sleeping race' when triggered.
- Discovery of a new resource type
- Trigger a new race 'invading' the galaxy (large fleet moves in and attacks planets and colonizes planets).
3. Ability to check/designate a race that can NEVER form its own independant colonies or be a starting colony race (my space Ogre example from earlier).
4. This is a PRIORITY for me: The ability to define new species types. IE Felinoid, Gas Bags, Silicoid, Etc...
- Some of these could have special habitability zones
- Toggle to allow a species to colonize the gas giants (gas bags) at the expense of being able to colonies terrestial worlds
- Ability to define special relationships in the species tables (IE Cat Girls hate Rat Boys, etc).
5. Ability to define ship design theory for my theme species
Examples:
- Race 1 favors lasers and will never use torpedoes.
- Race 2 will always have at least 2 shields on every ship.
- Race 3 will always build ships of certain speed and manuevre.
More Later. [;)]
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
- rk0123msp@mindspring
- Posts: 81
- Joined: Fri Jul 23, 2010 12:14 am
RE: Modders Wishlist
There's several things I would like to mod into the game, but I don't think the things I would like to see are possible at this point (or even if they'll ever be possible .. too much of an overhaul):
1) Adding more & diversified monsters with special capabilities as well as movable asteroids & moons with minable resources in highly eliptical orbits on the galaxy map.
2) More reasearch components & researchable levels. I'd like to triple the number of weapons available for one, I'd like to add specialized components with special capabilities, for example small ship cargo bays for figters & bombers. Also I'd like to see planetary defensive bases, satallites, mine-fieds, planetary wide shields, many other things.
3) additional research catagories such as finance, genetics & biological research (to build monsters), cybernetics (robotic soldiers and ships), terraform capability to transform "dud" moons/worlds to something habitable.
1) Adding more & diversified monsters with special capabilities as well as movable asteroids & moons with minable resources in highly eliptical orbits on the galaxy map.
2) More reasearch components & researchable levels. I'd like to triple the number of weapons available for one, I'd like to add specialized components with special capabilities, for example small ship cargo bays for figters & bombers. Also I'd like to see planetary defensive bases, satallites, mine-fieds, planetary wide shields, many other things.
3) additional research catagories such as finance, genetics & biological research (to build monsters), cybernetics (robotic soldiers and ships), terraform capability to transform "dud" moons/worlds to something habitable.
Not tho' the soldier knew
Someone had blunder'd:
Theirs not to make reply,
Theirs not to reason why,
Theirs but to do and die:
Someone had blunder'd:
Theirs not to make reply,
Theirs not to reason why,
Theirs but to do and die:
RE: Modders Wishlist
Thanks Shark7.
Triggered events added to section 12b.
New ruins events added to section 12c.
Space Ogre idea added to section 2h.
Additional race families ideas appended to section 2b.
Ship design theory added to section 2i. A most awesome idea, Shark. I like this one alot.
OK, the wishlist is no longer written in any meaningful order of priority or do-ability. Too much hard work re-arranging everything.[;)]
Triggered events added to section 12b.
New ruins events added to section 12c.
Space Ogre idea added to section 2h.
Additional race families ideas appended to section 2b.
Ship design theory added to section 2i. A most awesome idea, Shark. I like this one alot.
OK, the wishlist is no longer written in any meaningful order of priority or do-ability. Too much hard work re-arranging everything.[;)]
RE: Modders Wishlist
ORIGINAL: rk0123msp@mindspring
There's several things I would like to mod into the game, but I don't think the things I would like to see are possible at this point (or even if they'll ever be possible .. too much of an overhaul):
1) Adding more & diversified monsters with special capabilities as well as movable asteroids & moons with minable resources in highly eliptical orbits on the galaxy map.
2) More reasearch components & researchable levels. I'd like to triple the number of weapons available for one, I'd like to add specialized components with special capabilities, for example small ship cargo bays for figters & bombers. Also I'd like to see planetary defensive bases, satallites, mine-fieds, planetary wide shields, many other things.
3) additional research catagories such as finance, genetics & biological research (to build monsters), cybernetics (robotic soldiers and ships), terraform capability to transform "dud" moons/worlds to something habitable.
Not much can be modded at present, rk.
I like the idea of eliptical orbits. Fighters have been discussed at length on these boards, I hope that we'll see them one day. As for the special components for the fighters, That should be possible with modable tech. Building monsters? That's a new one for me!
- rk0123msp@mindspring
- Posts: 81
- Joined: Fri Jul 23, 2010 12:14 am
RE: Modders Wishlist
ORIGINAL: Igard
I like the idea of eliptical orbits. Fighters have been discussed at length on these boards, I hope that we'll see them one day. As for the special components for the fighters, That should be possible with modable tech. Building monsters? That's a new one for me!
I was thinking the "Doomsday machine" episode from the original Star Trek series. If I remember correctly the race that built this "planet destroyer" actually got themselves & their planet destroyed by it. Genetics & bio research could open up a whole slew of possible "Frankenstein" monsters that can be built by the players to defeat the AI (or vice versa [;)]) .. this would include bio weapons like diseases and not just the "planet killers".
Not tho' the soldier knew
Someone had blunder'd:
Theirs not to make reply,
Theirs not to reason why,
Theirs but to do and die:
Someone had blunder'd:
Theirs not to make reply,
Theirs not to reason why,
Theirs but to do and die:
RE: Modders Wishlist
Just a thought on how to set up the race bias:
Easiest way would be to have a 'table' that lists each race 0-infinity, in which you use a switch to define the default casus belli (how each race feels about the other).
- 0 = neutral (We have no opinion of you)
- 1 = love (We naturally admire you)
- 2 = hate (We instinctively hate you)
The nice thing about being able to set it this way is that each race can feel differently towards each other race.
Race 1 may be neutral to race 2, but race 2 hates race 1, etc.
What are the effects of race bias? It depends.
1. With a neutral stance, the standard diplomacy/reputation modifiers would apply.
2. With a 'love' stance, the race is eager to be friends, offer treaties, and make alliances. Also, the 'love' stance would make a race much more forgiving of transgressions (IE they'll almost act like a doormat and let you walk all over them...to a point). Bad actions and bad reputation would have reduced effects on a race that loves you.
3. With the 'hate' stance, any minor incident means war...and ending the war will be very difficult. Bad actions would have double or triple effect with races that hate you, and bad reputation would also have a significantly increased effect.
Neutral stance is the default.
What do we gain with this?
You could mod the races into factions that will be almost garraunteed to form MDPs with 'love' races and be all but garranteed to war with 'hate' races. For example, in my mod I want all the humanoid races to band to gether to form the 'Stellar League' while all the bugs band together to form the 'Dark Horde'. While these two factions will never be named, with racial bias I can set all the humanoids to love each other, thus making it very likely they form MDPs, and all the bugs to love each other and very likely for MDPs. By setting all bugs to hate all humans and vice versa you make it so war between these two psuedo factions is inevitable.
Another thing that can be worked in for a diplomacy change would be empire mergers. Say race 1 loves race 2 and vice versa. They could theoretically decide that they are meant for each other and actually offer a diplomatic option "We believe it would be in both of our empires best interests if we were to form a central government and combine our strengths, would you agree to this?" (for example). If you the player accept, you instantly take control of most territory and ships of the offering empire (some would naturally resist and split off to form a new empire). The AIs can gain the same ability, with the offering empire joining the empire the offer is made to. Granted, this would be end game stuff, and not be easy at all to accomplish, even if both races love each other. Basically you are able to conquer without conquest.
Additional race bias also means that some races will resist you to the last man if they hate you or be easily governed if they love you. Neutral or love races will require normal garrison and have normal happiness modifiers when you add them to your empire (via various means).
Races that hate you will always be unhappy at best under your rule, will require greatly increased garrisons to control, and in most cases would rather be wiped out than be ruled by you. This eventually leads to more revolts, high costs for garrisons, lower income from these colonies, and may make bombardment and galactic extermination of the hate race a more desirable option.
While this has been a long winded post, it does allow you to my thinking process for the race bias in a much more detailed form than simply 'cat girls hate rat boys'. [;)]
Easiest way would be to have a 'table' that lists each race 0-infinity, in which you use a switch to define the default casus belli (how each race feels about the other).
- 0 = neutral (We have no opinion of you)
- 1 = love (We naturally admire you)
- 2 = hate (We instinctively hate you)
The nice thing about being able to set it this way is that each race can feel differently towards each other race.
Race 1 may be neutral to race 2, but race 2 hates race 1, etc.
What are the effects of race bias? It depends.
1. With a neutral stance, the standard diplomacy/reputation modifiers would apply.
2. With a 'love' stance, the race is eager to be friends, offer treaties, and make alliances. Also, the 'love' stance would make a race much more forgiving of transgressions (IE they'll almost act like a doormat and let you walk all over them...to a point). Bad actions and bad reputation would have reduced effects on a race that loves you.
3. With the 'hate' stance, any minor incident means war...and ending the war will be very difficult. Bad actions would have double or triple effect with races that hate you, and bad reputation would also have a significantly increased effect.
Neutral stance is the default.
What do we gain with this?
You could mod the races into factions that will be almost garraunteed to form MDPs with 'love' races and be all but garranteed to war with 'hate' races. For example, in my mod I want all the humanoid races to band to gether to form the 'Stellar League' while all the bugs band together to form the 'Dark Horde'. While these two factions will never be named, with racial bias I can set all the humanoids to love each other, thus making it very likely they form MDPs, and all the bugs to love each other and very likely for MDPs. By setting all bugs to hate all humans and vice versa you make it so war between these two psuedo factions is inevitable.
Another thing that can be worked in for a diplomacy change would be empire mergers. Say race 1 loves race 2 and vice versa. They could theoretically decide that they are meant for each other and actually offer a diplomatic option "We believe it would be in both of our empires best interests if we were to form a central government and combine our strengths, would you agree to this?" (for example). If you the player accept, you instantly take control of most territory and ships of the offering empire (some would naturally resist and split off to form a new empire). The AIs can gain the same ability, with the offering empire joining the empire the offer is made to. Granted, this would be end game stuff, and not be easy at all to accomplish, even if both races love each other. Basically you are able to conquer without conquest.
Additional race bias also means that some races will resist you to the last man if they hate you or be easily governed if they love you. Neutral or love races will require normal garrison and have normal happiness modifiers when you add them to your empire (via various means).
Races that hate you will always be unhappy at best under your rule, will require greatly increased garrisons to control, and in most cases would rather be wiped out than be ruled by you. This eventually leads to more revolts, high costs for garrisons, lower income from these colonies, and may make bombardment and galactic extermination of the hate race a more desirable option.
While this has been a long winded post, it does allow you to my thinking process for the race bias in a much more detailed form than simply 'cat girls hate rat boys'. [;)]
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
RE: Modders Wishlist
Shark7, thank you for explaining this further. My ideas are a bit different. I'll try to explain my version and see what you think.
The option for empire bias (this is how each empire feels about one another) gives the player the ability to set bias from -50 to +50 for every empire in every game. Accessable through the ingame editor.
I would simply like this changed to a .txt file in the customization folder. Instead of each empire listed, each race is listed (not humanoid, insectoid etc).
So just like you said a table style txt file, only with each race listed at the top and down the side, perhaps even just by number? Race image number would do.
This is what I would like to see as it gives the option to create an evil humanoid race or benevolent insectoid if we want to. In the same galaxy there could also be benevolent humans and evil insectoids.
I like the idea about merging 2 empires through diplomacy. I think this should go in the master wishlist thread for Elliot to implement. It also got me thinking, another option for diplomacy could be 'membership', like the United Federation of Planets. The player could offer membersip to other empires. If they are a small empire and the player has a maximum reputation and maximum friendship with that race, the small empire would 'join'. This shouldn't be an easy thing to accomplish and would be impossible on galaxies set to 'chaos'.
The option for empire bias (this is how each empire feels about one another) gives the player the ability to set bias from -50 to +50 for every empire in every game. Accessable through the ingame editor.
I would simply like this changed to a .txt file in the customization folder. Instead of each empire listed, each race is listed (not humanoid, insectoid etc).
So just like you said a table style txt file, only with each race listed at the top and down the side, perhaps even just by number? Race image number would do.
This is what I would like to see as it gives the option to create an evil humanoid race or benevolent insectoid if we want to. In the same galaxy there could also be benevolent humans and evil insectoids.
I like the idea about merging 2 empires through diplomacy. I think this should go in the master wishlist thread for Elliot to implement. It also got me thinking, another option for diplomacy could be 'membership', like the United Federation of Planets. The player could offer membersip to other empires. If they are a small empire and the player has a maximum reputation and maximum friendship with that race, the small empire would 'join'. This shouldn't be an easy thing to accomplish and would be impossible on galaxies set to 'chaos'.
RE: Modders Wishlist
ORIGINAL: Igard
Shark7, thank you for explaining this further. My ideas are a bit different. I'll try to explain my version and see what you think.
The option for empire bias (this is how each empire feels about one another) gives the player the ability to set bias from -50 to +50 for every empire in every game. Accessable through the ingame editor.
I would simply like this changed to a .txt file in the customization folder. Instead of each empire listed, each race is listed (not humanoid, insectoid etc).
So just like you said a table style txt file, only with each race listed at the top and down the side, perhaps even just by number? Race image number would do.
This is what I would like to see as it gives the option to create an evil humanoid race or benevolent insectoid if we want to. In the same galaxy there could also be benevolent humans and evil insectoids.
I like the idea about merging 2 empires through diplomacy. I think this should go in the master wishlist thread for Elliot to implement. It also got me thinking, another option for diplomacy could be 'membership', like the United Federation of Planets. The player could offer membersip to other empires. If they are a small empire and the player has a maximum reputation and maximum friendship with that race, the small empire would 'join'. This shouldn't be an easy thing to accomplish and would be impossible on galaxies set to 'chaos'.
This would be a vast improvement over what we have now. Your bias idea is more along the lines of a starting diplomatic relations modifier, while mine is Casus Belli which is very, very hard to overcome (if its hate at first site, that first impression tends to stick etc). Both would work out, and could in fact be used together.
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
RE: Modders Wishlist
Added section 16. Modable sound folder.
Shark7, I'm going back to the drawing board with this. I thought race bias was a permanent modifier not just a starting diplomacy modifier. I need to do some testing to understand race bias as it stands right now. Does it slowly change over time depending on your relationship with the other empire?
Shark7, I'm going back to the drawing board with this. I thought race bias was a permanent modifier not just a starting diplomacy modifier. I need to do some testing to understand race bias as it stands right now. Does it slowly change over time depending on your relationship with the other empire?
RE: Modders Wishlist
ORIGINAL: Igard
Added section 16. Modable sound folder.
Shark7, I'm going back to the drawing board with this. I thought race bias was a permanent modifier not just a starting diplomacy modifier. I need to do some testing to understand race bias as it stands right now. Does it slowly change over time depending on your relationship with the other empire?
If you set it in the in game editor, it is permanent, but it easily overcome during the game. What I'm looking for is a setting beyond that to open up more possibilites.
Setting to 50 or -50 in game means the race will love or hate you, and that 'we instinctively hate you' or 'we admire you will stick', but with reputation, government type and diplomacy it can be over-come. I've set races to -50 towards me at start and still managed trade agreements in a relatively short time by killing pirates and getting reputation up to heroic (or whatever it is called).
What I'm looking for is more of a 'we hate you and will listen to nothing you say. We hate you and will wipe you out just because you exist' and diplomacy or reputation has very, very little bearing on it. Also, the opposite with the 'we love you and want to spend the rest of our lives with you. And ok, you destroyed one of our merchant ships, but surely it was a mistake, we'll forgive you this time.' Obviously there would be a limit to it...you could through very diligent work get a hate race to be indifferent to you, or a love race to go neutral.
What I'm looking for would go beyond what is already offered. Something that is hard coded into the races via the mod files that keeps you from having to set it each time you play...and that has some more tangible effects other than just diplomacy modifiers.
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
RE: Modders Wishlist
OK, I'm with you now. I've never been able to turn a race with -50 balance to liking me, probably because I always play on restless or chaotic and I'm never a shining beacon of goodness when I play.
So let's put it all together to make sure we're agreed before I add anything to the list.
Let's say we are making a mod with 4 races, 1,2,3&4. 1&2 are humanoid, 2&3 are insectoid.
The bias.txt file located in the theme folder would look like this :-
____1____2____3____4
1___0____50__-50__-50
2___50___0___-50__-50
3__-50__-50___0____50
4__-50__-50___50___0
I used '_' because spaces don't show up.
And the 'casusbelli.txt'(is this a good name for it?) would look something like this :-
____1____2____3____4
1___0____1____2____2
2___1____0____2____2
3___2____2____0____1
4___2____2____1____0
How many penalties/bonuses would we see?
0 = Neutral, no change to relations. Races can interact normally
1 = Love, + 100. Races are highly likely to form a MDP.
2 = Hate, - 100. Races are unable to trade with one another/Trade sanctions in constant effect. Highly likely to war. Likely to bombard rather than invade.
What do you think? I like this idea, but I want it to be clear what we're asking for. Any more that could be added?
So let's put it all together to make sure we're agreed before I add anything to the list.
Let's say we are making a mod with 4 races, 1,2,3&4. 1&2 are humanoid, 2&3 are insectoid.
The bias.txt file located in the theme folder would look like this :-
____1____2____3____4
1___0____50__-50__-50
2___50___0___-50__-50
3__-50__-50___0____50
4__-50__-50___50___0
I used '_' because spaces don't show up.
And the 'casusbelli.txt'(is this a good name for it?) would look something like this :-
____1____2____3____4
1___0____1____2____2
2___1____0____2____2
3___2____2____0____1
4___2____2____1____0
How many penalties/bonuses would we see?
0 = Neutral, no change to relations. Races can interact normally
1 = Love, + 100. Races are highly likely to form a MDP.
2 = Hate, - 100. Races are unable to trade with one another/Trade sanctions in constant effect. Highly likely to war. Likely to bombard rather than invade.
What do you think? I like this idea, but I want it to be clear what we're asking for. Any more that could be added?