The Modder's Masterlist

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

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DTFS
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RE: Modders Wishlist

Post by DTFS »

im with Igrad's first post
GIVE US MODABLE ANYTHING [:D]
thats ME
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WoodMan
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RE: Modders Wishlist

Post by WoodMan »

A relatively minor request, but something I would find handy, the possibility to change the date at which the game starts.
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Igard
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RE: Modders Wishlist

Post by Igard »

ORIGINAL: WoodMan
A relatively minor request, but something I would find handy, the possibility to change the date at which the game starts.

Added to section 20. Changeable starting date.
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RE: Modders Wishlist

Post by 2guncohen »

ORIGINAL: DTFS

im with Igrad's first post
GIVE US MODABLE ANYTHING [:D]

I endorse your opinion [:D]
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RE: Modders Wishlist

Post by Shark7 »

Ability to mod in technologies that would allow from improvement to planet quality.

- Yes Terra-forming, but on a less grand scale.
- Planet quality could only be taken to a level good enough to live on and not cost you a ton of money. IE say cap it at 60% via technology.
- Some form of maintenance cost associated.
- Could be easily integrated into the current 'station side' ship designs, rather than having to be built on the planet itself. Perhaps even a 'bio-control' station archetype, independent of the starports.
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Igard
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RE: Modders Wishlist

Post by Igard »

Once again Shark7, you've given me food for thought.

I got thinking about something as simple as a weather control system, like the one on the planet Risa in Star Trek TNG. IIRC correctly this took the form of a satellite network, but the tech device could be located on the planet's spaceport. The sci-fi novel 'Red Mars' had alot of details about terra-forming. I can't remember too much, one thing I do recall was a series of small wind mills that produced heat and warmed the marsian atmosphere, again there could be a control device for this in orbit although I believe the wind mills were self sufficient as they only needed a strong wind which is certainly not a problem on Mars.

Maintenance and level of effect would be set by the modder so I don't see any way to legislate a 60% cap.

I think I'll make a sub-section to 3a. Modable technology, where I'll start adding new tech properties to add to the game. I hope this all makes sense.[&:]
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RE: Modders Wishlist

Post by Shark7 »

ORIGINAL: Igard

Once again Shark7, you've given me food for thought.

I got thinking about something as simple as a weather control system, like the one on the planet Risa in Star Trek TNG. IIRC correctly this took the form of a satellite network, but the tech device could be located on the planet's spaceport. The sci-fi novel 'Red Mars' had alot of details about terra-forming. I can't remember too much, one thing I do recall was a series of small wind mills that produced heat and warmed the marsian atmosphere, again there could be a control device for this in orbit although I believe the wind mills were self sufficient as they only needed a strong wind which is certainly not a problem on Mars.

Maintenance and level of effect would be set by the modder so I don't see any way to legislate a 60% cap.

I think I'll make a sub-section to 3a. Modable technology, where I'll start adding new tech properties to add to the game. I hope this all makes sense.[&:]

Well, in order to legislate the cap, Elliotg simply needs to code it so that no planet can have its quality risen above 60% if it was not generated at the higher rate.

I'm not a coder, but to me it seems that something along the lines of:

If terraforming tech = true then increase quality;

If planet quality <= 59, then quality increase = true.
If planet quality >= 60, then quality increase = false.

If terraforming tech = false, then no quality increase.

And there you have it, the hard-cap in place while allowing anything less than 60 to be increased up to 60. [;)]

Also, even if the 'weather control' doesn't increase the quality, it could still have a happiness effect...so building it would still help. Just a thought.
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RE: Modders Wishlist

Post by Igard »

Ok, I've updated the list.

It's not that I disagree with you Shark7. I don't think we should have volcanic worlds with a quality of greater than 90%, but stilll look like the 7th level of hell! I'm just not sure if Elliot will implement a cap and also, there are probably some modders who would like the idea of terraforming fully, regardless of the way the planet looks.

So, maybe it should be up to us to use restraint when modding. If the increase is kept small and there are only 4 or 5 types of improvement tech, then we can very easily calculate ourselves how much the increase should be without worrying about limitations.


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RE: Modders Wishlist

Post by Shark7 »

ORIGINAL: Igard

Ok, I've updated the list.

It's not that I disagree with you Shark7. I don't think we should have volcanic worlds with a quality of greater than 90%, but stilll look like the 7th level of hell! I'm just not sure if Elliot will implement a cap and also, there are probably some modders who would like the idea of terraforming fully, regardless of the way the planet looks.

So, maybe it should be up to us to use restraint when modding. If the increase is kept small and there are only 4 or 5 types of improvement tech, then we can very easily calculate ourselves how much the increase should be without worrying about limitations.




The way I see it, the code will have to be changed to allow for it anyway, so the cap could be put in place at that time.

Granted I would use restraint anyway with my own mods. My thinking is 5 levels of tech with a 5% increase per level...so some planets (24 or less quality) still wouldn't be in the black quality wise. Of course its just as easy for someone to be able to make every planet 100% with no cap in place.
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RE: Modders Wishlist

Post by Shark7 »

Another thing that is becoming a clear need to me is the ability to set a file for the players starting ship designs. Every game I end up having to redesign (or load saved designs for) my ships, it would be nice if the game started with my preferred designs already in place.
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RE: Modders Wishlist

Post by Igard »

That's something that bugs me every time I start a new game! The save file rarely works properly as tech is never the same.

I've added to the list, section 5c. The ability to set each empires starting ship designs. I made a slight change. We should be able to set this up for each race. Every race should have their own tech tree (seperate wish), but they will also need to have their own starting design since every race is different.
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RE: Modders Wishlist

Post by Shark7 »

ORIGINAL: Igard

That's something that bugs me every time I start a new game! The save file rarely works properly as tech is never the same.

I've added to the list, section 5c. The ability to set each empires starting ship designs. I made a slight change. We should be able to set this up for each race. Every race should have their own tech tree (seperate wish), but they will also need to have their own starting design since every race is different.

I guess one work around to the tech difference issue is to start a game with everything set to the lowest level that can allow you to design a ship and design the base designs from there...

Basically, Armor, engines, reactor, lasers, shields, habitation, etc. You'd leave out torpedos, hyperdeny, and LR sensors due to them being higher on the tech tree. Still a basic tech tree and ship design file would be nice. If we could take each race, mod their file so that Race 0 always starts with Techs A, B, C etc and their ships always started out with the same, it would help. Even just defining their tech tree would help as you could start a game, design your ships in game, and knowing at basic tech level you will always have the parts you just started with, save the file and load for each race.

This would make things much easier.

Example of a tech tree

Lets say we have the Race0TechTree.txt :


Tech_____________Postion in tree____ Unique

1. Laser____________ L1 _______________ 0
2. Blaster__________ NULL _____________ 0
3. Pulse Laser______ L2 _____________ 1
4. Lightning Cannon_ NULL _____________ 1

This way, you can use one format with all the techs, but by either setting a Level (in case L1 or Laser 1) or Null not present in the tech tree. The Unique modifier would signify a tech that can only be researched by this empire or stolen via spy missions (if it is NULL for position in tree for this race). Also this would be even easier if it were done in an excel spreadsheet.

So that is one Master Tree with all tech available and not unique as the BaseTechTree.txt or .xml (if you use the excel) that would be the default as current. Then you could override it in the customization folder for only certain races or all races by simply making a Race0TechTree.txt, etc to define the tech trees. This combined with giving the player the ability to define new techs would give modders a lot of flexibility in making each race unique research wise.

Now just to be able to make the graphics to go with my grand plans...anyone good at making a lightning graphic? [:D]

Edit: When I get home from work, I'll load up excel and make a screenshot of example tech tree and tech table. Some things are easier to show than explain.
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RE: Modders Wishlist

Post by Igard »

Thank you for stickying this thread, Erik. And there was me worried it was going un-noticed![:)]

Shark7, I've appended section 5c accordingly. Excellent stuff.
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Shark7
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RE: Modders Wishlist

Post by Shark7 »

ORIGINAL: Igard

Thank you for stickying this thread, Erik. And there was me worried it was going un-noticed![:)]

Shark7, I've appended section 5c accordingly. Excellent stuff.

Agreed, thanks for stickying the thread Erik.

Also, I do still plan to get a screen shot of an excel table up, just to give you a better idea.
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RE: Modders Wishlist

Post by Shark7 »

Here is an example of a tech table. The racial tree would be even simpler with only a tech, whether it appears, and whether it is unique.

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RE: Modders Wishlist

Post by Shark7 »

After looking at the "New Planet Textures" thread in the modding forum, it might be nice to define a few new planet types.

IE:

Forested: heavy Forrest, limited growth
Rocky/Mountainous: Lots of rocks, lots of minerals, limited colonization potential.
Irregular: Think of Kessel from the Star Wars Universe. Can have an atmosphere, but multiple asteroid/meteor strikes have less it anything but perfectly round.

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RE: Modders Wishlist

Post by Igard »

Nice.[:)]

Added to the list section 14c. Additional planet types.

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Igard
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RE: Modders Wishlist

Post by Igard »

Added section 7b Ability to change weapons image size.

This was suggested by Baleur on another thread.
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RE: Modders Wishlist

Post by Shark7 »

An ability to set empire policies. Note that this will probably take a revision of the game code itself to allow for it.

Policies:

1. Empire Alien Relations: What you do with the aliens that you conquer/colonize. I currently suggest the following categories:

a. Assimilation: Basically the DW default as it is now. The Alien race is accepted into your empire and you gain their bonuses. Aliens are free to leave their 'home' planets and intermingle with your people on all colonies. Can colonize new planets.
b. Quarantine: The Aliens are allowed to live on their home planet, but may not leave it and may not intermingle with other races of the empire. You gain their bonuses only for that planet, and only at 25% of normal. Can colonize new planets.
c. Forced labour: The aliens are herded up into camps and forced to work for your people. You gain no bonuses from their race, but you do get a 30% increase in mining efficiency on the planet the aliens are located on. Not allowed to colonize.
d. Annihilation: Aliens are slowly reduced over time until they are no more...self explanatory. I'd avoid eating the soylent green. [:'(]

On the policies, they should not only do what is described, but also have an effect on reputation. An empire that assimilates would recieve a small reputation boost, quarantine would be a reputation nuetral policy, Forced labour would be a small negative effect, and annihilation would make you evil. Obviously the policy would best be tied into the goverment type. Way of Darkness can annihilate away without too much worry, Republic would want to assimilate.

Also could be tied into the love/hate suggestion. Obviously if you hate the Boskara, you would actually approve of the Securans wiping off the galactic map and vice-versa.

Again, a simple table or number setting would suffice. Policy could be set by the player in game, but for the AI, policy would be set in a table for each race...IE just because you hate the Boskara doesn't mean you wouldn't like to assimilate the Sluken. A table just like the love/hate table suggestion would suffice.

0 = Assimilate
1 = Quarantine
2 = Forced Labor
3 = Annihilate

2. Spending policy: This is a way to determine if the empire spends money as fast as it makes it or saves for a rainy day. Affects only AI empires.

a. Spender: Empire spends 75% of income on military and colonizing at all times. Disadvantage is not much money on hand when war comes.
b. Balanced: Empire spends 50% of income on ships/bases, but saves the other 50% of that years income. Balanced obviously.
c. Saver: Spends only 35% of income. Lots of money on hand when needed.
d. War: Bumps up to 80% of income spent. This goes into effect when 1 empire is at war with you, and until other conditions are met. This policy will not allow spending to go into the red though. Ends when war is ended or until empire survival is at stake (25% of planets lost).
e. Survival: NO SPENDING LIMITS. Goes into effect when 2 or more empires declare war or 25% of planets are lost.

Again would really be keyed to empire tendencies. Warlike aliens would use spender, cautious empires would probably use saver, and friendly would likely use balanced (as they don't plan to go to war). Hive minded races (Boskara, Dayut, and Sluken) could probably be assigned war or survival as default due to their aggressiveness.

I'll edit this list as I come up with more ideas. [:)]
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RE: Modders Wishlist

Post by Igard »

Good ideas once again, Shark[;)].

Integrated into section 2d. Options for multiracial colonization/conquering.

Added section 2k. Racial Spending policy.
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