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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Triponthisman
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RE: Modders Wishlist

Post by Triponthisman »

Wow nice suggestions! Here's hoping they get added.
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Shark7
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RE: Modders Wishlist

Post by Shark7 »

ORIGINAL: 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


After more time to think about it, this should also work in a reverse order. That is, races that use the annihilate policy would likely resist being assimilated, while races that try to assimilate would assimilate rather easily when conquered.

Examples:

Space Ogres are big, stupid, ferocious beasts who hate everyone...including other Space Ogres. When they aren't fighting alien invaders, they are trying to bash each others heads in. When conquered, they prefer to fight to the death rather than be caged. As such, even if you conquer them, there would be a long period of great unhappiness, with a high probability of open revolt, requiring a large garrison to keep the peace. Over time, they would slowly be less unhappy and eventually even controllable...

On the other hand, the cute Space Elves are a happy people who get along with everyone. While there will still be a short period of unhappiness following conquest, they will quickly assimilate into their new society and the chance of revolt is very unlikely. After a brief time of unhappiness, all happiness levels return to normal and the Space Elves become productive members of the Imperial Populace...

This is all dependant on the conquering race's own policy as well. Even cute Space Elves will rebel if you decide to annihilate them or put them into forced labour.

The point being that 1) it should not always be easy to assimilate a conquered race, and 2) being cruel will require the use of more garrison troops to carry out the policy.
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Igard
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RE: Modders Wishlist

Post by Igard »

ORIGINAL: Shark7

After more time to think about it, this should also work in a reverse order. That is, races that use the annihilate policy would likely resist being assimilated, while races that try to assimilate would assimilate rather easily when conquered.

Examples:

Space Ogres are big, stupid, ferocious beasts who hate everyone...including other Space Ogres. When they aren't fighting alien invaders, they are trying to bash each others heads in. When conquered, they prefer to fight to the death rather than be caged. As such, even if you conquer them, there would be a long period of great unhappiness, with a high probability of open revolt, requiring a large garrison to keep the peace. Over time, they would slowly be less unhappy and eventually even controllable...

On the other hand, the cute Space Elves are a happy people who get along with everyone. While there will still be a short period of unhappiness following conquest, they will quickly assimilate into their new society and the chance of revolt is very unlikely. After a brief time of unhappiness, all happiness levels return to normal and the Space Elves become productive members of the Imperial Populace...

This is all dependant on the conquering race's own policy as well. Even cute Space Elves will rebel if you decide to annihilate them or put them into forced labour.

The point being that 1) it should not always be easy to assimilate a conquered race, and 2) being cruel will require the use of more garrison troops to carry out the policy.

Appended to section 2d. Options for multiracial colonization/conquering.

That's a good point, it didn't cross my mind that each race would react differently to being conquered.
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Igard
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RE: Modders Wishlist

Post by Igard »

Added section 11b. Modify the game fonts.

Would be a nice touch and could help solve some problems users are having with font sizes/clarity.
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Simulation01
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RE: Modders Wishlist

Post by Simulation01 »

Igard, I like your list however...I couldn't help but notice that there is nothing said in regard to Diplomacy.  I guess I can take from that omission that you don't regard added diplomatic options as a priority wish?

Edit:

Forgive me Igard, I actually forgot this was the 'Modders Wishlist' thread. However there may be some possibility's for diplomacy modding ( like phrases or something ).
"Tho' much is taken, much abides; and though we are not now that strength which in old days moved Earth and Heaven; that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will." -Tennyson
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Igard
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RE: Modders Wishlist

Post by Igard »

ORIGINAL: Simulation01

Igard, I like your list however...I couldn't help but notice that there is nothing said in regard to Diplomacy.  I guess I can take from that omission that you don't regard added diplomatic options as a priority wish?


Thanks Sim. As you can see, it's everyones list, I just look after it.[:)]

I haven't thought of anything yet that can be modded for diplomacy. Did you have anything in mind?

EDIT: Ok just read your edit.[:D]

Dialogue can already be modified. Check out my Star Trek mods.

You may be correct, perhaps something specific to each race that they have access to certain diplomatic options.
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Simulation01
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RE: Modders Wishlist

Post by Simulation01 »

Well, now that I think about it maybe ( if it isn't already possible...not really positive ) you should be able to modify the beginning opinion of certain races both stock and modded.  If you create new resources you should be able to quickly plug in a desire modifier for each race.  Say the Humans can't get enough of Teekan Chicken or something.  Or maybe in the Star Trek mod the Vulcan's have a taste for Human flesh or something....you should be able to mod something like that into the game.  Maybe the other races should be seen not only as an opponent but as a resource with a dedicated value that can be modded for each race.  Maybe Klingons value the 'Honor' of Humans...where maybe honor is given a value depending on the degree to which Human's stand their ground in diplomatic and physical battles.

Diplomacy seems to me to be the result of a variable being given a value and then having an if statement like: if (Humans == 'tasty') then attack and harvest.  LOL that's simplified but how I'm thinking of things.

I'm not really sure....what do you think? A lot of this has been touched on in the main post.
"Tho' much is taken, much abides; and though we are not now that strength which in old days moved Earth and Heaven; that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will." -Tennyson
Aures
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RE: Modders Wishlist

Post by Aures »

Lol Simulation01, Vulcans who like to eat humans would have made for a more interesting Star Trek:First Contact movie. "Peace and long roasting." or "Roast long and marinate.".

Geez, those Vulcans sure are picky about their food sources "It would be illogical to eat anything that hasn't discovered faster than light travel.".
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Igard
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RE: Modders Wishlist

Post by Igard »

That's hilarious, Aures. If that's how the Vulcans behave then what do the Klingons get up to? Practice their ballet moves all day?

ORIGINAL: Simulation01

Well, now that I think about it maybe ( if it isn't already possible...not really positive ) you should be able to modify the beginning opinion of certain races both stock and modded.  If you create new resources you should be able to quickly plug in a desire modifier for each race.  Say the Humans can't get enough of Teekan Chicken or something.  Or maybe in the Star Trek mod the Vulcan's have a taste for Human flesh or something....you should be able to mod something like that into the game.  Maybe the other races should be seen not only as an opponent but as a resource with a dedicated value that can be modded for each race.  Maybe Klingons value the 'Honor' of Humans...where maybe honor is given a value depending on the degree to which Human's stand their ground in diplomatic and physical battles.

Diplomacy seems to me to be the result of a variable being given a value and then having an if statement like: if (Humans == 'tasty') then attack and harvest.  LOL that's simplified but how I'm thinking of things.

I'm not really sure....what do you think? A lot of this has been touched on in the main post.

I think that it's a nice idea, it's just that it would be a huge change to the way resources work in DW. Perhaps something for the master wishlist thread.

What I'm thinking from reading your post is the idea of special racial resources (Teekan chicken). It makes alot of sense that a race would produce or manufacture something unique that they can then trade with others. Tholian silk is a good example or Romulan Ale.

Perhaps it could be designated as a 'Trade' resource. A new group of resources to go alongside, 'Luxury' and 'Strategic'.

Questions would be; How many special resources would each race have? (1 or 2 might be suitable); How much value would these have? (would they be as valuable as loros fruit?); and where do these resources come from? (do they only appear on the homeworld or do they get found on other worlds where the race colonises?).

Anyway, I'm digressing. Perhaps further discussion is more suited for the Master wishilist thread. I'll post our little idea about special racial resources there now.

Kakuzu
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RE: Modders Wishlist

Post by Kakuzu »

Habitable Planet & Resource Slider
There should be a slider that lets the player choose how “alive” their galaxy is. The highest setting would create galaxies where habitable planets are abundant and uninhabitable worlds have valuable resources. Inversely, the lowest setting would create galaxies where habitable planets are rare and resources are scarce. Ultimately, this would allow the player to create prolific galaxies or “dead” galaxies that are loosely based on modern theory.
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Igard
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RE: Modders Wishlist

Post by Igard »

ORIGINAL: Kakuzu

Habitable Planet & Resource Slider
There should be a slider that lets the player choose how “alive” their galaxy is. The highest setting would create galaxies where habitable planets are abundant and uninhabitable worlds have valuable resources. Inversely, the lowest setting would create galaxies where habitable planets are rare and resources are scarce. Ultimately, this would allow the player to create prolific galaxies or “dead” galaxies that are loosely based on modern theory.

For modding purposes, the value would be set as an integer and would be chosen by the modder rather than the player.

In other words, each theme in the customization folder would have a txt file with a value, say 0-6, with 0 being the 'dead' galaxy, 3 being normal, and 6 being very much alive and kicking.

Where do the habitable planets go? Are they replaced by barren worlds or are there simply less of them?(this would generate alot of empty star systems)
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Shark7
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RE: Modders Wishlist

Post by Shark7 »

ORIGINAL: Igard

ORIGINAL: Kakuzu

Habitable Planet & Resource Slider
There should be a slider that lets the player choose how “alive” their galaxy is. The highest setting would create galaxies where habitable planets are abundant and uninhabitable worlds have valuable resources. Inversely, the lowest setting would create galaxies where habitable planets are rare and resources are scarce. Ultimately, this would allow the player to create prolific galaxies or “dead” galaxies that are loosely based on modern theory.

For modding purposes, the value would be set as an integer and would be chosen by the modder rather than the player.

In other words, each theme in the customization folder would have a txt file with a value, say 0-6, with 0 being the 'dead' galaxy, 3 being normal, and 6 being very much alive and kicking.

Where do the habitable planets go? Are they replaced by barren worlds or are there simply less of them?(this would generate alot of empty star systems)

Would rather see a bunch of gas giant or barren rocks than empty star systems myself.
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Kakuzu
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RE: Modders Wishlist

Post by Kakuzu »

ORIGINAL: Igard

ORIGINAL: Kakuzu

Habitable Planet & Resource Slider
There should be a slider that lets the player choose how “alive” their galaxy is. The highest setting would create galaxies where habitable planets are abundant and uninhabitable worlds have valuable resources. Inversely, the lowest setting would create galaxies where habitable planets are rare and resources are scarce. Ultimately, this would allow the player to create prolific galaxies or “dead” galaxies that are loosely based on modern theory.

For modding purposes, the value would be set as an integer and would be chosen by the modder rather than the player.

In other words, each theme in the customization folder would have a txt file with a value, say 0-6, with 0 being the 'dead' galaxy, 3 being normal, and 6 being very much alive and kicking.

Where do the habitable planets go? Are they replaced by barren worlds or are there simply less of them?(this would generate alot of empty star systems)
They would become barren worlds.

But yeah, that's pretty much the idea.
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Igard
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RE: Modders Wishlist

Post by Igard »

Section 14d. Habitable Planet & Resource Modifier added.

Nice suggestion Kakuzu. I think this makes a huge difference for creating mods where there may be less 'out there'. Also for mods like Star Wars and Star Trek where there always seems to be a habitable world just round the next dust cloud.
TheLastRonin
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RE: Modders Wishlist

Post by TheLastRonin »

If we somehow got everything on this wish-list... Wow... There are no words for how awesome that would be.

*Crosses fingers*
TheLastRonin
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RE: Modders Wishlist

Post by TheLastRonin »

If we could somehow have a way of INCREASING the number of planet textures instead of REPLACING the textures we could make much more varied galaxies!
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Shark7
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RE: Modders Wishlist

Post by Shark7 »

ORIGINAL: TheLastRonin

If we could somehow have a way of INCREASING the number of planet textures instead of REPLACING the textures we could make much more varied galaxies!

The problem there is that the more textures you have, the more of a resource hog the graphics become. The models are usually low polygon and not the problem...in DW, there are no models, so it really is a matter of textures..too many and the game won't run well at all.
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Igard
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RE: Modders Wishlist

Post by Igard »

This list needs some updating. I'll look into this at the weekend.

@TheLastRonin, Section 14 describes possible modding for planets. New planet images are in there somewhere. There are of course ALOT of planet images already in the game, so it's not a huge deal for me. There's still alot of variety.
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Shark7
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RE: Modders Wishlist

Post by Shark7 »

ORIGINAL: Igard

This list needs some updating. I'll look into this at the weekend.

@TheLastRonin, Section 14 describes possible modding for planets. New planet images are in there somewhere. There are of course ALOT of planet images already in the game, so it's not a huge deal for me. There's still alot of variety.

Agree, I am more about substance than eye candy.
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Igard
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RE: Modders Wishlist

Post by Igard »

I've managed to score off a couple of items. Added some titles to (try) make it easier to read.
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