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RE: Modders Wishlist

Posted: Thu Jan 13, 2011 5:45 am
by Shark7
This is basically something Data suggested, but I've refined it down a bit:

Ability to designate shipyards for open, civilian, or military construction.
  • Open - Default: These shipyards build whatever comes up in the queue, just like we have now.
  • Military: These player designated shipyards build only military ships, and are there for always available for new military construction. Civilian ships will never be built at a designated military yard.
  • Civilian: These shipyards build the civilian ships as queued up by the AI, the exception is that they can be forced to a military ship by opening the shipyard itself and ordering the military ship into the queue.

RE: Modders Wishlist

Posted: Thu Jan 13, 2011 6:28 am
by Igard
Added section 4e. Ability to designate shipyards for open, civilian, or military construction.

That's a good one. It might go on my top 10.

RE: Modders Wishlist

Posted: Thu Jan 13, 2011 8:47 am
by RViener
Screen lock icon should change between locked and unlocked icon.
Bob

RE: Modders Wishlist

Posted: Thu Jan 13, 2011 7:20 pm
by BigWolfChris
ORIGINAL: Shark7

This is basically something Data suggested, but I've refined it down a bit:

Ability to designate shipyards for open, civilian, or military construction.
  • Open - Default: These shipyards build whatever comes up in the queue, just like we have now.
  • Military: These player designated shipyards build only military ships, and are there for always available for new military construction. Civilian ships will never be built at a designated military yard.
  • Civilian: These shipyards build the civilian ships as queued up by the AI, the exception is that they can be forced to a military ship by opening the shipyard itself and ordering the military ship into the queue.

Surely, this really wouldn't for the mod list though?
Wouldn't this be something for the masterlist to be coded into the game itself?

RE: Modders Wishlist

Posted: Thu Jan 13, 2011 7:32 pm
by Igard
I think I'd like to see it get implemented in the game before we get a chance to mod it, but then it does no harm in adding it to the mod list.

It's a good idea though and one that should probably be on the master list too.

RE: Modders Wishlist

Posted: Thu Jan 13, 2011 7:40 pm
by BigWolfChris
I've quoted it on the master wishlist, but thing is, if it's put into the core game, nothing would be gained by modding it unless we're able to build multiple types of yards

RE: Modders Wishlist

Posted: Thu Jan 13, 2011 9:37 pm
by Shark7
No, I got the wrong wishlist when I posted. Much better in the main wishlist. I really should not post at 2 in the morning. [:-]

RE: The Modder's Masterlist

Posted: Thu Jan 13, 2011 11:04 pm
by Igard
Time to change the name of the thread I think. [:D]

From now on this thread is called, the Modder's Masterlist.

RE: The Modder's Masterlist

Posted: Thu Jan 13, 2011 11:42 pm
by Shark7
ORIGINAL: Igard

Time to change the name of the thread I think. [:D]

From now on this thread is called, the Modder's Masterlist.

You're just trying to make it worse...I'm dazed and confused enough as it is. [:D]

RE: The Modder's Masterlist

Posted: Fri Jan 14, 2011 4:55 am
by Data
i experience the same at those late hours....nothing could make it better so why not make it worse? [:)]

RE: The Modder's Masterlist

Posted: Fri Jan 14, 2011 12:06 pm
by Igard
Haha. Most of my posts are at those late hours, so I guess that's why I'm always talking such nonsense!

I think having 2 threads with the word 'wishlist' was what threw people off a bit.

Removed section 4e. Ability to designate shipyards for open, civilian, or military construction. I still think it could be a good idea, but only depending on what direction the game's modding takes. If we can mod each individual ship and base design, then that would be very interesting, but I'm not sure if it's the right way to go.

Modifiers and Other Suggestions

Posted: Fri Jan 21, 2011 12:43 am
by GeorgiaBoy
I am not sure where to post these ideas. Since I would like to edit modifiers (such as Population, Maximum Population, Morale, Production, Maximum Number of Facilities, Total Wealth, Income per time unit, etc.) I posted here...Anyway, I noticed in many 4x games, the modifiers could not be edited very much. I would like to edit each modifier to increase or decrease by percentage or number. (Example 30% or 30000) Each modifier could be changed by +, -, *, or /. Another tag on the modifier would effect singly or all ship, facility, planet, system, empire, or game. In other words, a ship, component, or facility can be limited to one per game (first to build), one per player, system, planet or ship/facility.

Also, I would like to have optional weapon modifiers ala MoO2/3.
Examples are:

Point Defense--Cuts range, but increases fire rate.
Ignores Armor
Ignores Shields
No Range Limitation
Rapid Fire--Increases Fire Rate, decreases chance to hit.
Overloaded--Double Damage/4X Cost
All components can be mininturized.

Finally, here are some interesting suggestions for weapons which I would like to be able to create via modding (if not already in/suggested):

Ship Components
Stasis Field--Freezes ship in place for that turn
Limpet Mines--Launches like a torpedo, but with each hit, slows down the target ship by X%.
Shield Depleting Weapons/Shields that are immune from depletion.
Anti Missles-Defends against missles only.
Antimatter Vortex--Destroys any one ship in one turn per ship size.--must destroy ship creating gateway to save ship.
Plasma Web--Slows target and does damage for each turn the target remains in the web or the web is destroyed. The web can be targeted.
Ionic Pulse--Area of Effect weapon inflicting damage on every enemy ship and missle in range.
Repair Drones
Energy Draining Field--Substitutes for shields, drains X% of incoming energy weapons.
Refraction Field--Any energy directed at field is refracted at X% back at the shooter.
Displacement Field--Lowers chance for weapons to hit.
Hard Shields--Exempt from 'ignores shields' modifier. Stops/slows damage from every weapon.
High Energy Field--Area of Effect weapon, destroys any missle, fighter, or bomber in its range.
Self-Destruct Weapon
Shield Rechargers--Recharges shields at X%
Tractor Beam--Slows enemy movement, makes hitting enemy easier.
Warp Dissipator--Prevents escape of targeted ship.
Nanite Streamer--Takes control of an enemy ships systems, giving you control of the ship.Some races immune.
Spacial Compressor--Enables more conponents (X% or raw number) on a ship.
Subspace Phasing Device--Enables ship to 'phase out', so energy or a projectile passes straight through.

Flag so components can only be used by AI or not. Finally, additional racial traits (which a player starts with at the beginning of the game) can be researched through the tech tree. This would resemble the 'evolutionary mutation' trait in MoO2.

Just my .02

Igard, please update the master list as you see fit, adding all/some/ or none of the suggestions...

GB

RE: Modifiers and Other Suggestions

Posted: Fri Jan 21, 2011 7:06 am
by Data
wow, GeorgiaBoy, nice debut [:)]

RE: Modifiers and Other Suggestions

Posted: Tue Jan 25, 2011 2:52 pm
by GeorgiaBoy
Thanks Data. I have modded other 4X games and have seen these lacking in moddability in other games. I believe I read somewhere that the tech tree moddability will be next on the patch list [&:]. That patch will tell me a lot about how robust the modding will be compared to other titles such as SE V or MoO3. In my opinion, Gal Civ II (with all of the expansions), SE IV, and BotF (it simply was not coded to be modded, although the fan community has made TREMENDOUS strides) do not have the robust modding options the first two games have (that I know of). I understand CodeForce/Matrix are not exactly the size of EA, but having to 'settle' for an average space 4X game since MoO 2/Ascendancy leaves me with high expectations. I suspect many here agree with me are fine with spending the money (limit for me is $200 USD for base game and ALL expansions--that is how much I would like the perfectly moddable game) if our expectations are fulfilled.

Have a good one,

GB

P.S. I wonder if there would be a modding option for the Shakturi to invade mid/late game 'full force' into the galaxy--like the Borg in Birth of the Federation?

RE: Modifiers and Other Suggestions

Posted: Sun Jan 30, 2011 6:28 pm
by Igard
Appended section 5a. Moddable weapons.

Great suggestions GeorgiaBoy. Sorry for taking so long to update. I've added the weapons ideas to the list. The only slight problem I have with this is, I'd rather have a list of attributes rather than actual weapon types. That way we can say 'this is what we want to edit for each weapon' rather than 'these are weapons we want included'. So some of it probably belongs on the master wishlist and I may go through it myself and actually make a list of attributes/properties. For the moment though, this is the best list of various weapon types I've seen so really nice work. [;)]
I am not sure where to post these ideas. Since I would like to edit modifiers (such as Population, Maximum Population, Morale, Production, Maximum Number of Facilities, Total Wealth, Income per time unit, etc.) I posted here...Anyway, I noticed in many 4x games, the modifiers could not be edited very much. I would like to edit each modifier to increase or decrease by percentage or number. (Example 30% or 30000) Each modifier could be changed by +, -, *, or /. Another tag on the modifier would effect singly or all ship, facility, planet, system, empire, or game. In other words, a ship, component, or facility can be limited to one per game (first to build), one per player, system, planet or ship/facility.

I'm leaving this out, because I have to honestly say, I don't understand some of it. Apologies for this, it's not a critisism, but more of a lack of understanding on my part. I think some of it is already moddable, such as morale and population growth, but things like Max facilities and Total wealth, I'm going to need more info before I can add it to the list.

Of course, putting it on the list is not so essential, you're still getting your point across. However if you really want it on the list, maybe just write it out in a way that I can easily copy and paste it. Remember folks, it's all about making it easy for Elliot. The less head aches he has, the quicker we'll get some extra support for modding. [:)]



RE: Modifiers and Other Suggestions

Posted: Sun Jan 30, 2011 10:03 pm
by Data
amen to that, Igard
once again, great job from your part as well [&o]

RE: Modifiers and Other Suggestions

Posted: Wed Feb 02, 2011 1:36 am
by GeorgiaBoy
ORIGINAL: Igard

Appended section 5a. Moddable weapons.

Great suggestions GeorgiaBoy. Sorry for taking so long to update. I've added the weapons ideas to the list. The only slight problem I have with this is, I'd rather have a list of attributes rather than actual weapon types. That way we can say 'this is what we want to edit for each weapon' rather than 'these are weapons we want included'. So some of it probably belongs on the master wishlist and I may go through it myself and actually make a list of attributes/properties. For the moment though, this is the best list of various weapon types I've seen so really nice work. [;)]
I am not sure where to post these ideas. Since I would like to edit modifiers (such as Population, Maximum Population, Morale, Production, Maximum Number of Facilities, Total Wealth, Income per time unit, etc.) I posted here...Anyway, I noticed in many 4x games, the modifiers could not be edited very much. I would like to edit each modifier to increase or decrease by percentage or number. (Example 30% or 30000) Each modifier could be changed by +, -, *, or /. Another tag on the modifier would effect singly or all ship, facility, planet, system, empire, or game. In other words, a ship, component, or facility can be limited to one per game (first to build), one per player, system, planet or ship/facility.

I'm leaving this out, because I have to honestly say, I don't understand some of it. Apologies for this, it's not a critisism, but more of a lack of understanding on my part. I think some of it is already moddable, such as morale and population growth, but things like Max facilities and Total wealth, I'm going to need more info before I can add it to the list.

Of course, putting it on the list is not so essential, you're still getting your point across. However if you really want it on the list, maybe just write it out in a way that I can easily copy and paste it. Remember folks, it's all about making it easy for Elliot. The less head aches he has, the quicker we'll get some extra support for modding. [:)]




Hi Igard,

Thanks for appending the modding master list. I have a tendency to babble on, so I will give some examples:

I would like to mod all applicable variables by addition, subtraction, multiplication, or division (percentage) setting an additional boolean to round up or down. The two variables you cited in my post were just examples:

TotalWealth--Simply the total amount of cash on hand at the time.

MinFacilities/MaxFacilities would be the minimum/maximum amount of facilities on a planet. MinFacilities/MaxFacilities would be an integer with an additional flag stating the min/max facilities per planet, system, player, or game. For example, a player can build a unique facility (like the Selay Mustering Base in BotF), but the first player to build this would be the only one built in the game (one per game). Maybe a spacedock facility could have a limit of building one per system. A planetary shield facility would have a limit of one per planet.

Thanks for the hard work, Igard! I am looking forward of doing a Master of Orion Mod eventually, if I can do a very faithful translation...

GB

RE: Modifiers and Other Suggestions

Posted: Wed Feb 02, 2011 5:06 am
by Igard
Section 12d. Moddable Facilities added. Nice, GB. Thankyou.[8D]

Total Wealth. Do you mean the starting amount for each race?

RE: Modifiers and Other Suggestions

Posted: Thu Feb 03, 2011 1:16 am
by GeorgiaBoy
ORIGINAL: Igard

Section 12d. Moddable Facilities added. Nice, GB. Thankyou.[8D]

Total Wealth. Do you mean the starting amount for each race?

Hi Igard,

This is just an opinion. I believe 'Total Wealth' only counts cash on hand, not scrap value of assets (facilities, ships, etc.) after the game starts. No need to post the 'Total Wealth' variable, just that modifiers can be modded by addition, subtraction, multiplication, and division. Examples:

A merchant gives Umpire Empire 10000 credits. This would be +10000
The Umpire Empire is robbed by Bandits for 10000 credits. This would be -10000
The Umpire Empire pays a tribute to da Greedy Pirates of 10% of wealth...If Total Wealth is 10000, then Total Wealth*0.90=9000, for a loss of 1000.


Have a good one,

GB

RE: Modifiers and Other Suggestions

Posted: Wed Feb 23, 2011 6:08 pm
by princej
I actually did not see this anywhere on the list so if its there I missed it , but here are some suggestions of what I would like to be able to see/do:

1) binary / trinary star systems. It would certainly be very cool looking to be able to add binary or trinary star systems and give a bonus for scenary.
2)currently , you may have up to 20 races in a game , I suggest atleast doubling this to 40.