The Modder's Masterlist

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

Moderators: Icemania, elliotg

Cykur
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RE: The Modder's Masterlist

Post by Cykur »

I always wanted to be able to mod the resource model and construction requirements. DW has this fabulous economic simulation happening, but for the most part once you get access to a resource, you have enough of it. You just have to wait for it to get carted around for new spaceports on fringe worlds.

It would be nice to see a progressive model where resources were a bit more of a limiting factor for key technologies without completely shutting down your entire economy. Where you could make the cheaper ship modules out of the more readily available stuff, but advanced techs required specific more rare materials.

There is a little bit of that going on in DW, but more often I found that if you ran out of something, it could just completely shut down your economy because there is so much overlap with how the materials are used.
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Data
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RE: The Modder's Masterlist

Post by Data »

Not sure how easy will this be to mod, better post it in the general wishlist as well. Once we have it in the game it would be indeed great if we could mod it as well.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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Nedrear
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RE: The Modder's Masterlist

Post by Nedrear »

Something that itched me since I first modded a race:

We got negative skills with the characters, but why can't we apply negative values ot the race characteristics?

It would help me make my races more individualistic if I could reduce the mining rate by 10% or if I could make them pay extra for ships and troops if they are a sea race, fighting on continental worlds or elsewhere- since its only 1 of X planet types I would increase the cost in general and argue as they need to get the equipment and train for it anyway.
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feelotraveller
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RE: The Modder's Masterlist

Post by feelotraveller »

Ability to mod government types.

If already asked for (too lazy to read entire thread) put me down for +1. [;)]

Edit: To make clear, I want to be able to change the bonuses governments give.
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Nedrear
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RE: The Modder's Masterlist

Post by Nedrear »

Since I am modding the general features of races more seriously now, I will collect all things I am bothered with:

1. No negative values for race effects like mining rate or trade income. Characters can have them, so the game seems to support it already. Just add it.
2. Limited amount of ressource effects (I would like to combine "mined at" and "present" in two different ways while maintaining boni through special breweries etc. For that I need more than 3 slots!)
3. Deciding if a character can die and his age and rough life expectancy... dieing is important.
4. More event choices in case of characters and populations... for example you can gain traits, but not lose them in an event? Why not let a character die in a race event? I can create races that would get rid of old for new...  there is a lot of space.
5. More event slots for races...

Why ask for all that? Let's just say my races are extremly individualistic and I would like to make them that way ingame too. If I have to scratch race characteristics because I can't put the necessary events in or anything similiar is bad.
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Arcatus
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RE: Modders Wishlist

Post by Arcatus »

A current flag doesn't do what you would expect:

Expanding        ;Y/N

Sure, it stops the empire from using colonizers but it also enables the characteristics used by the ancient guardian race.
Instead of this flag I propose to break it up into the functions that is now indirectly enabled by this toggle:

"Expanding Y/N" - Should only do what it is supposed to - prevent the empire from using colonizers and troops to acquire new planets.
"Isolationists Y/N" - the race does not migrate to other empires worlds, but can still travel between their own worlds (currently the expanding flag disables all population transports. The transports are not even used to relocate populations)
"Influence factor 0.5 - 2" - Reduces or increases the size of influence spheres
"Pirates can copy designs Y/N" - Prevents pirates from copying and using this race designs

If a flag is still needed to enable other minor "behind the scenes" functions for the Ancient protectors, then it should be called "Ancient Protector Y/N"  [;)]
 
 


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Arkblade
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RE: Modders Wishlist

Post by Arkblade »

1.
character files "Appearance order" expand.
if you use "?" instead of number. that character Appearance order is randomly change when each game started.

2.
You can change the characters to immortal.
They don't die. but when placed in the die situation, they take injured or MIA and can't be used a while.

3.
can add races & character description. and that add to galactopedia.
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Arkblade
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RE: Modders Wishlist

Post by Arkblade »

Moddable galactopedia.
you can add/delete category/topic.
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Kalthaniell
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RE: Modders Wishlist

Post by Kalthaniell »

Just one question

Since some of the modding possibilities from the wishlist were implemented in Legends, shouldn't they be taken off the list??? Or am I missing something?
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Arkblade
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RE: Modders Wishlist

Post by Arkblade »

1.
random characters can use random portraits.
(that random portraits can be defined by race)
and provided gender to the names and random portraits.

2.
can define "reappear".
When a character with this flag is removed from the game,
he putting to last(or random) "Appearance order".
and can reappear in the games. (any number of times)

3.
predefined and random hybrid.
if you use "?" instead of number/text.(appearance order, name, portraits, skill, trait)
that value is randomly change when each game started.
(More precisely, each time when they appear in the game)
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Igard
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RE: Modders Wishlist

Post by Igard »

Updated for Legends! [:)]

Removed several sections that have now been implemented in Legends.

Altered section 1a. Ability to set a race's homeworld to ALWAYS be it's starting homeworld. My pet hate is starting each game with some random home system.

Added section 1e. Negative values for race stats.

Altered section 1g. Pre-space/Pre-industrial civilizations. I replaced 'Space Ogres' with this. Just makes things more clear I think.

Added section 8c. More resource slots.

Added section 8d. More resource effects.

Added section 10d. More Events.

Added section 10e. More Event Slots.

Added section 1k. Fix the Expanding Y/N flag.

Added section 19b. Character files Appearance order.

Added section 19c. Character Status. [Arkblade suggested making characters immortal, but I think that could be addressed better with the life expectancy characteristic, previously suggested. However, the idea of a char being injured, or MIA for a period of time, is a good one.]

Added section 9c. Galactopedia Character descriptions.

Added section 19d. Random Portraits.

Added section 19e. Re-appearing Characters.

Added section 19f. Ability to Enter Random stats.
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Arkblade
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RE: Modders Wishlist

Post by Arkblade »

thx for adding to the list.

new suggestion.

- increase the limit number of races/ship families/flags/characters.

they increase to the 128/256/512...
 if possible to infinity, is better.

-adding to more color to the flags.
can select from web safe colors.
also if can use #RRGGBB like format, is better.
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Arkblade
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RE: Modders Wishlist

Post by Arkblade »

- can make an absolute leader.
He does not lose the leader position.
coup can't happen. and always win the election.
but War and the assassination, also life affects him.
(if he is not immortal)


- Multiple Dialogs.
can define Multiple Dialogs for one situation.
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Igard
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RE: Modders Wishlist

Post by Igard »

ORIGINAL: Arkblade

new suggestion.

- increase the limit number of races/ship families/flags/characters.

they increase to the 128/256/512...
if possible to infinity, is better.


It is valid, but I wouldn't worry about this too much. Elliot always seems to push the game to it's limits by adding more races. I expect he'll continue to do so.

Appended section 1f. A different image format for Race Flags.

Added section 19g. Absolute leadership.

Added section 1l. Multiple Dialogs. (EEK! And I'm having trouble enough writing dialogue for all the situations we have already!![:D])


Arhggg! After writing that, I can't remember the idea I came here to add![:'(]
Harry2
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Joined: Tue May 03, 2005 12:30 am

RE: Modders Wishlist

Post by Harry2 »

- can make an absolute leader.

Would this not be applicable only to non-democratic type governments?

The whole idea of an empire leader in DW is a bit puzzling to me. If there is a Leader, then what is the Player? The faceless powerful group that holds the real power behind the politicians that we all suspect exists? [:'(]
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Arkblade
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RE: Modders Wishlist

Post by Arkblade »

ORIGINAL: Harry2
- can make an absolute leader.

Would this not be applicable only to non-democratic type governments?

The whole idea of an empire leader in DW is a bit puzzling to me. If there is a Leader, then what is the Player? The faceless powerful group that holds the real power behind the politicians that we all suspect exists? [:'(]

I assume political form for both.(democratic and non-democratic)
and should be Optional.
It is for people like you that want to change a game design.
or devised for such races. (Borg Queen)
and for Hero of the story. you can play DW as a character-driven games a little.
(like japanese strategy games. these hero characters can't purge from games without "dramatic story event" [;)])

Thus I am writing to Modders Wishlist.


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MartialDoctor
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RE: Modders Wishlist

Post by MartialDoctor »

Basically, I want to make refined products more expensive (e.g. making ships and stations more expensive), increasing maintenance costs for research labs and manufacturing plants, and decreasing the value of diplomatic trading of technologies, disputed stations, and wars.

So, I'm hoping that these things can be moddable in the near future. It would make for some great mods, I feel! [:)]
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Shark7
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RE: Modders Wishlist

Post by Shark7 »

ORIGINAL: Harry2
- can make an absolute leader.

Would this not be applicable only to non-democratic type governments?

The whole idea of an empire leader in DW is a bit puzzling to me. If there is a Leader, then what is the Player? The faceless powerful group that holds the real power behind the politicians that we all suspect exists? [:'(]

Actually it is quite applicable to democratic forms of government. One good example is a constitutional monarchy, where the king or queen (a leader, just with very limited powers) is a hereditary, for life position. Meanwhile, the actual business of running the country is done by the elected parliament and prime minister (bet yall figured out what a good example is by now) [;)].
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Shark7
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RE: Modders Wishlist

Post by Shark7 »

As always, my expanded economy is on my wishlist: tm.asp?m=3101641

Figured it would be easier to just link to it as opposed to typing it all out again. [:)]
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rogerbacon51
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RE: Modders Wishlist

Post by rogerbacon51 »

I'd like the ability to sort by more than one column. Currently you can sort by any one column but when you try to sort by a second one it forgets the sorting of teh first one. It would be nice to be able to sort by ship type, and then by location or whatever. Adding the ability to hold down shift key and have multiple levels of sorting would help in navigating the spreadseet-like data charts a lot.
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