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RE: Modders Wishlist
Posted: Fri Jul 30, 2010 11:20 pm
by Shark7
ORIGINAL: Igard
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?
Yep, you got it. With the Casus Belli it might not be impossible to change it for the better/worse, but you'd really have to work at it. The main thing I want from Casus Belli is the ability to 'script' which races will have a tendency to form alliances, which the current racial bias does not guarantee.
For example, invading a love empire's planets would still be cause for war, and would probably move them to neutral with you, and eventually to hate if you keep it up. With a hate race, if you send them enough bribe money, they might eventually take a neutral stance with you.
Obviously it would be easier to make a love race hate you than a hate race love you.
RE: Modders Wishlist
Posted: Fri Jul 30, 2010 11:55 pm
by Igard
section 2j added. Race bias and casus belli modifiers.
section 17 added. Fix errors in the empire set up screen after changing theme.
Thanks Shark7, I think this is super idea. Just read my little speech at the end of it.[:D]
RE: Modders Wishlist
Posted: Sat Jul 31, 2010 1:02 pm
by Shark7
Ability to define planets in a mod.
A text file that allows the player to define any number of planets for special cases
- Planet name
- System in which it will always appear
- Resources that will always be found at the planet
- Habitability and Quality can be hard-coded
- Planet size hard coded
- Ability to set a specific graphic to use with the planet IE: a pointer to 0001.png in the PlanetArt folder.
Let's say I want to create the planet Eden in the Paradise system, the most perfect paradise (Quality 100, Habitability 100) in the known galaxy. Eden is a huge terrestial planet (size 600) that everyone wants to live on when they discover it, not to mention 1 or more rare resources are located here, along with large quantities of gold, gems, etc. This is the planet everyone is fighting for control of. You might even make a graphic for it of a beautiful lush, paradise to be the jewel of the galaxy.
RE: Modders Wishlist
Posted: Sat Jul 31, 2010 3:39 pm
by Igard
Nice one, Shark7. Added to section 14. Modable planet types.
RE: Modders Wishlist
Posted: Tue Aug 03, 2010 9:43 am
by Igard
Section 14b added. Ability to add new planet images. This was one of Baleur's suggestions from another thread.
RE: Modders Wishlist
Posted: Sat Aug 07, 2010 12:35 am
by DTFS
I wish they make a Map Maker where you can Actually determine the location of each star (you could create Clusters for instance) preGame - i mean the ingame Editor is cool and all but it would be alot more fun to just mark a couple of places on the map before you start to show where groups of stars would be
ALSO:
i wish they'd release the components for editing even if its only at the basic level like the races.txt
RE: Modders Wishlist
Posted: Sat Aug 07, 2010 9:25 am
by WoodMan
Igard great job keeping the list up to date!
I have another suggestion, just a simple one this time.
Make the Customization folder the exact same structure as the Distant Worlds base folder. At the moment it is slightly different, also hopefully anything (at least most things anyway) in the base folder and its subfolder should be customizable and we can then just add a file/folder with the same name into the customization folder. Also, hopefully when the modders patch is released a simple updated customization guide just letting everyone know where everything goes and what the new possibilities are will come with it.
Cheers!
RE: Modders Wishlist
Posted: Sat Aug 07, 2010 11:32 am
by Igard
ORIGINAL: DTFS
i wish they'd release the components for editing even if its only at the basic level like the races.txt
That may well end up being the case. We don't really know what the extra improvements are going to be, we just have to wait and see.
@Woodman, Good ones. I'm not sure if this will be how it goes, perhaps there will just be small additions with each patch. Eventually we would get to this stage, but I've added it all the same since this is our goal.
Added section 18a. Improved Customization folder.
Added section 18b. A new improved customization guide.
RE: Modders Wishlist
Posted: Wed Aug 11, 2010 7:15 am
by Shark7
Another nice to have thing:
Ability to make a colony name list so a player can build a list of names he/she wants to use for newly colonized planets. As a planet is colonized, the name is assigned from the list. A simple comma deliniated list, just like the ShipNames.txt would suffice.
IE:
Paradise, Utopia, Eden, Sanctuary, etc, etc, etc
RE: Modders Wishlist
Posted: Wed Aug 11, 2010 9:13 am
by Igard
That's a good idea.[:)]
Section 19. Colony name txt file. Added to the list.
RE: Modders Wishlist
Posted: Wed Aug 11, 2010 12:54 pm
by Shark7
ORIGINAL: Igard
That's a good idea.[:)]
Section 19. Colony name txt file. Added to the list.
Came to me late last night while I was playing and having to rename my planets as I go. Did make note of the moons now having actual names as opposed to E129 etc.
RE: Modders Wishlist
Posted: Wed Aug 11, 2010 1:40 pm
by Sark
ORIGINAL: Igard
3. Modable technology. Edit the names, images and properties of each tech.
3b. Ability to add/remove tech. Define their position in the tech tree. This includes new weapon types, shields, everything.
Just to flesh this out a bit more... I would like to see an option to flag a tech as untradable. I feel that tech trading advances the research much more quickly than I would like and it would be nice to be able to turn it off.
It would also be nice to flag a tech as only available to a certain race so then you could develop race specific tech trees as well.
RE: Modders Wishlist
Posted: Wed Aug 11, 2010 5:51 pm
by Igard
Great suggestions, Sark.
Section 3c. Option to flag tech as untradable added to the list. I hate it when empires so carelessly offer to trade, what should be, their closest guarded secrets.
Section 3d. Option to assign a tech to one certain race added to the list. This seems to me a very simple and easy solution to creating race specific tech trees.
RE: Modders Wishlist
Posted: Wed Aug 11, 2010 6:02 pm
by WoodMan
Dunno if this really counts, but my number 1 wish, the modders patch will be before the addon. Even if its only basic like allowing us to assign hive/merch guild/tech/utop governments to custom races and use 20 ship sets.
RE: Modders Wishlist
Posted: Wed Aug 11, 2010 7:41 pm
by Igard
I'm not getting my hopes up too much, I have a feeling it will be basic stuff that we get at first. I'll be happy as long as it gives us plenty of work to do. 20 ship sets would be my number 1 wish since it will allow me to start adding more Star Trek ships.
RE: Modders Wishlist
Posted: Wed Aug 11, 2010 11:14 pm
by Shark7
ORIGINAL: Sark
ORIGINAL: Igard
3. Modable technology. Edit the names, images and properties of each tech.
3b. Ability to add/remove tech. Define their position in the tech tree. This includes new weapon types, shields, everything.
Just to flesh this out a bit more... I would like to see an option to flag a tech as untradable. I feel that tech trading advances the research much more quickly than I would like and it would be nice to be able to turn it off.
It would also be nice to flag a tech as only available to a certain race so then you could develop race specific tech trees as well.
Going a bit further you could have species specific techs that can only be obtained through spy missions. They can not be researched or obtained via trade or ruin events, the tech is specific to one race/species, and it is not necessarily a starting tech.
Just an example:
The humans being forced to find new power sources due to their early reliance on fossil fuels that eventually dissapeared have developed a compact, efficient reactor core to power even their smallest vehicles. This has led to a breakthrough in reactor technology that gives ships the same reactor power as standard reactors in half the space (the tech would be 'Reactor Miniturization and reduces reactor space by 50%). This technology is heavily guarded by the humans and all human reactors are set to detonate on destruction or unauthorized access of the ship to protect it.
The Sluken want this tech. Several attempts to capture an intact ship with the technology have failed as the fail safe triggered a self destruction of the ships. Sluken high command has devised a plan to kidnap the Human lead scientist and 'persuade' him to divulge the technology.
IN this example, the Sluken would have at best a 2-3% chance of success...more likely 1%. But you get the idea...a special tech that is guarded and never shared.
RE: Modders Wishlist
Posted: Wed Aug 11, 2010 11:15 pm
by Shark7
ORIGINAL: Shark7
ORIGINAL: Sark
ORIGINAL: Igard
3. Modable technology. Edit the names, images and properties of each tech.
3b. Ability to add/remove tech. Define their position in the tech tree. This includes new weapon types, shields, everything.
Just to flesh this out a bit more... I would like to see an option to flag a tech as untradable. I feel that tech trading advances the research much more quickly than I would like and it would be nice to be able to turn it off.
It would also be nice to flag a tech as only available to a certain race so then you could develop race specific tech trees as well.
Going a bit further you could have species specific techs that can only be obtained through spy missions. They can not be researched or obtained via trade or ruin events, the tech is specific to one race/species, and it is not necessarily a starting tech.
Just an example:
The humans being forced to find new power sources due to their early reliance on fossil fuels that eventually dissapeared have developed a compact, efficient reactor core to power even their smallest vehicles. This has led to a breakthrough in reactor technology that gives ships the same reactor power as standard reactors in half the space (the tech would be 'Reactor Miniturization and reduces reactor space by 50%). This technology is heavily guarded by the humans and all human reactors are set to detonate on destruction or unauthorized access of the ship to protect it.
The Sluken want this tech. Several attempts to capture an intact ship with the technology have failed as the fail safe triggered a self destruction of the ships. Sluken high command has devised a plan to kidnap the Human lead scientist and 'persuade' him to divulge the technology.
IN this example, the Sluken would have at best a 2-3% chance of success...more likely 1%. But you get the idea...a special tech that is guarded and never shared.
And as an add-on to this, would be nice to have a tech table that we could assign to each individual race so that each race has its own tech tree. [;)]
RE: Modders Wishlist
Posted: Thu Aug 12, 2010 10:34 am
by Igard
ORIGINAL: Shark7
would be nice to have a tech table that we could assign to each individual race so that each race has its own tech tree. [;)]
Appended to section 3d. It's basically what Sark said, but this is a good method for implementing it.[;)]
ORIGINAL: Shark7
Going a bit further you could have species specific techs that can only be obtained through spy missions. They can not be researched or obtained via trade or ruin events, the tech is specific to one race/species, and it is not necessarily a starting tech.
Just to clarify. This tech would be untradable and very hard to steal? Apart from that, it's no different from any other tech. It could appear anywhere in the tech tree.
In your example you mention miniturization tech. I'm not sure if you are just using this as an expample or if you want racial bonuses for specific tech stats. I don't think that will work with Distant Worlds. We should be able to create our own techs and then assign them to the races we want. So if we want the humans to have 50% smaller reactors, we would create several reactors that are 50% smaller than everyone else's.
RE: Modders Wishlist
Posted: Thu Aug 12, 2010 11:28 am
by Shark7
ORIGINAL: Igard
ORIGINAL: Shark7
would be nice to have a tech table that we could assign to each individual race so that each race has its own tech tree. [;)]
Appended to section 3d. It's basically what Sark said, but this is a good method for implementing it.[;)]
ORIGINAL: Shark7
Going a bit further you could have species specific techs that can only be obtained through spy missions. They can not be researched or obtained via trade or ruin events, the tech is specific to one race/species, and it is not necessarily a starting tech.
Just to clarify. This tech would be untradable and very hard to steal? Apart from that, it's no different from any other tech. It could appear anywhere in the tech tree.
In your example you mention miniturization tech. I'm not sure if you are just using this as an expample or if you want racial bonuses for specific tech stats. I don't think that will work with Distant Worlds. We should be able to create our own techs and then assign them to the races we want. So if we want the humans to have 50% smaller reactors, we would create several reactors that are 50% smaller than everyone else's.
Just an example, but you do understand. But yes, some techs should be able to be marked as unique and be very hard for other races to obtain.
Edit: Also, even if you copy the stats exactly, a laser in one tech table can be called a blaster or a disruptor for another tech table. It's the same thing and does the same damage, but it gives you a species specific name for it if you so desire.
RE: Modders Wishlist
Posted: Thu Aug 12, 2010 7:52 pm
by Igard
Good stuff, Appended to section 3c.
Empires really should guard their secrets more carefully.[;)]