{Released - Image Heavy} Extended Alien Races (v1.1) - Updated 10.1.12

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Ogaburan
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{Released - Image Heavy} Extended Alien Races (v1.1) - Updated 10.1.12

Post by Ogaburan »

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Bored of meeting the same aliens?
Hopefully this mod will have something in it for you...

First of all I want to point out this is my first ever mod i made alone, and the first one messing with Distant worlds. That said, i would really want any kind of feedback from you guys!

The goal of this mod is to add more & more races, so that each game will be as unique as it can be.
I will not concentrate on balancing the various races, rather try and give them a unique "flavor".

Change-log;
v0.1 - To test my abilities, i only added two somewhat "kitschy" alien races. Both based on popular movies, aiming towards the lower common denominator to see if this thing will even catch on. The Navii & Pradators.
v0.2 - Fixed some stuff, added 3 tribute races. Hynerian, Salarian & Centauri.
v1.0 - Changes to reproduction rates on existing races. Added the Asgard, Turian & the Psilon.
v1.1 - Quick fix for all the silly things i forgot. Tweaked Turians victory condition to something less "Nazi".

Suggestions, advice and general bug hunting will be more then appreciated!
Especially regarding victory conditions.

Contains;

1. The Navii - (based on the movie avatar)

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Native to their homeworld of Pandora, they are extremely adapted to living on it. Connected to a naturally existent planet-wise power grid. Yet this is also their major flaw, relaying on that grid for centuries, they are arguably not ready to make the jump into a space fearing space. Other races interest in their homeworld natural resources made them realize they need to venture into space. Somewhat aggressive by nature, regarding most aliens as "thieves", yet reliable friends to those that manage to befriend them.

2. The Predators - (based on... common!)

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Few have survived first encounters with these fierce warrior alien race. Not enough to ask for a name, thus they are simply known as "Predators". A very intelligent and physically strong race, showing extreme interest in hunting down everything and anything. For each important occasion in an individual's life they are required to produce hunted offerings, the more intelligent & dangerous the game is - the better! Thus all sentient races soon learned to avoid their birth-day parties... Yet if one does manage to befriend them, they will become one's most trusted friend, putting their own lives on the line in order to protect their friends.

3. Hynerian (Farscape tribute)

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Although small and seemingly harmless. Many regret underestimating these intelligent, cunning and resourceful race. Luckily they are mostly focused on personal goals and wealth, otherwise they would have enslaved the galaxy ages ago. Although their natural life lasts for centuries, it is rare for an individual not to be murdered, usually by members of his own family. This might seem cruel, but it proved to be a very good system. Only the most able young replace the most unresourceful elders. Long live Dominar Rygel XVI!

4. Salarian (Mass Effect tribute)

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Short lives. Fast living. Very Intelligent. Genealogy important. Good Friends. Bad Enemies.

5. Centauri (Babylon 5 tribute)

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*For me Babylon 5 was the Londo Mollari show. It is rare that such a "bland" race (Yet another galactic empire) to leave a memorable impression, but such was the skill of Peter Jurasik.

Just discovered a new way to move between to stars, the Centauri are bent on claiming what is theirs - everything. Either by conquest, or by convincing others they were here first! Long live Emperror Londo Mollari!

6. Asgard (Stargate tribute)

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A dieing race. Their obsession with technology & advancement ultimately lead to their inability to reproduce naturally. Currently they clone new bodies and "download" their consciousness to the new clones. Their peaceful nature means they will typically act as a galactic arbitrator and peacemakers, backed up by their feared death rays.

7. Turians (Mass Effect tribute)

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A very militaristic society, with a very strong honor code. Most likely to go to war with other races. Having failed to conquer, or gained respect to their new foes. They will become a most trusted ally.

*Asked by Kalthaniel
**Based mostly on Nedrear's suggestion and files form his mod; Galactic WWII
( tm.asp?m=2985347 )

8. Psilon (Master of Orion tribute)

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The Psilons were a race of Humanoids who populated the Orion Sector. Famed for their devotion to the pursuit of knowledge to the point of fanaticism.

Download Link (v1.1); http://www.mediafire.com/?n6a97yk2ejmgu2o

Credits;
Kalthaniells Shipyard! - for the ship designs.
Nedrear - Advices.
Jon Micheelsen - Psilon Race picture.
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Kalthaniell
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RE: Extended Alien Races (v0.1)

Post by Kalthaniell »

Great idea Ogaburan [:)]. I think , additional races mod is a very good idea. There are already ppl doing ships and sci-fi theme mods, but I can't recall anyone focusing solely on races. There is one WWII mod, but races represent different nations of humans. It would be great if you continue to work on this project.

If you ever run out of race pics, you might use my race icons. I made the graphics, but they lack a 'soul'.
tm.asp?m=2829768
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Ogaburan
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RE: Extended Alien Races (v0.1)

Post by Ogaburan »

I already have your work! Thats what got me started to be honest... lacking any real inspiration atm to make them unique, i decided to make "per-existing" ones... to see if publishing these is even worth the effort...

You also reminded me i forgot to give credit for using (http://www.matrixgames.com/forums/tm.asp?m=2845072) Kalthaniell's ship designs!
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feelotraveller
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RE: Extended Alien Races (v0.1)

Post by feelotraveller »

[8D] Very much looking forward to how this turns out. I won't be testing though... [:(]

Just a comment on the screenies - both races have a default reproduction rate of 0%. Does this mean that their population will never grow?

An excellent project.
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Ogaburan
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RE: Extended Alien Races (v0.1)

Post by Ogaburan »

ORIGINAL: feelotraveller

[8D] Very much looking forward to how this turns out. I won't be testing though... [:(]

Just a comment on the screenies - both races have a default reproduction rate of 0%. Does this mean that their population will never grow?

An excellent project.

Well, as far as my understanding of things goes - no. They just dont get any bonuses to it... i might be wrong tho, and if i am i urge someone else who knows better to correct me.

Im fairly new to the game... and still getting used to the new consents/game-play mechanics of it.
Thats exactly the kind of feedback im looking forward tho! ...and i will be looking into reproductions.

Haven't got allot of time to test these, but in my play-trough they i didn't notice any population problems (not that i really looked). They are still not performing as well as i wanted, the Navii are far too "nice" for my taste, usually offering free trade around +6... The stench of the Securans are all over them still!
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Theluin
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RE: Extended Alien Races (v0.1)

Post by Theluin »

ORIGINAL: Ogaburan

Well, as far as my understanding of things goes - no. They just dont get any bonuses to it... i might be wrong tho, and if i am i urge someone else who knows better to correct me.

I'm afraid you are wrong [;)] The default reproduction rate is well the reproduction rate of the race.
If you set it to 0% than they won't reproduce.
If you want a race to reproduce faster or slower than the other races you just use bigger or smaller numbers as that race's reproduction rate.

One other thing: The 3rd Navi victory condition doesn't give them any boost in "victory points" when completed (It is responsible for 0% of their racial victory) and is unattainable in most games.
In 700 stars galaxies there is usually only one source of each restricted resource and one more on the guardian homeworld. That only sums up to 4 sources and the Navi would have to have an Empire spanning most o the galaxy to obtain them.
On larger 1400 stars games there are sometimes 6 sources of the restricted luxury resources but it is still very (and I mean VERY [:D]) difficult to control more than one.

All in all a nice mod. Here's hoping that you'll continue developing it [:)]
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Nedrear
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RE: Extended Alien Races (v0.1)

Post by Nedrear »

The "character" of a race is only one modificator. The main part is the policy. For example the mass spamming of explorers can be prevented by reducing the will to explore in the policy. Free Trade priority is there too. A race got more than one file that is important to their behavior. Further your "victory conditions" if enabled in the game will further trigger how a nation behaves. I got a nation build for a short time to explore 90% of the universe... they did it 3 years after start to 85%... they spammed them alright.
Your overall victory threshold shouldn't be 125% by the way... make it exactly 100%
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Ogaburan
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RE: Extended Alien Races (v0.1)

Post by Ogaburan »

@Theluin

Wow,
Thanks! Thats exactly the kind of feedback i need... will change things accordingly.
About the unique resources tho, even 2 would be too much then for smaller maps? I dont see an option to make it proportional... making it just 1 seems very silly, as they can basically "luck it out".

@Nedrear
Im slowly discovering what each line in these files actually mean, as i said im fairly new to this game.
What do you mean by "Your overall victory threshold shouldn't be 125% by the way... make it exactly 100%"?
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Nedrear
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RE: Extended Alien Races (v0.1)

Post by Nedrear »

Controlling your homeworld gives the Navi 100% to victory. The second one for pacts gives them 25%. Together they are 125%. Right now when the victory conditions kick in the Navi win by default as long as they got their homeworld. Controlling the special ressources on the other hand is unimportant. Even if you control all 6 you gain 0% towards general victory.
 
You should read the modding guide of Elliot. He explains very well which line does what. And edit the previously Securan policy file. After that they won't be that nice anymore if you increase will to war and reduce trade priority.
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Ogaburan
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RE: Extended Alien Races (v0.1)

Post by Ogaburan »

ORIGINAL: Nedrear
You should read the modding guide of Elliot. He explains very well which line does what. And edit the previously Securan policy file. After that they won't be that nice anymore if you increase will to war and reduce trade priority.

*I did read... and i did edit their the securan-based files.
I think in my test there was just a strange combination of factors that made them extra friendly, as another race behaved in the same manor, one of the reptilian races i cant recall their name. Im still tweaking... if you have a specific thing you think i can change... dont be shy!

Furthermore, the victory conditions did kick in in my test and they didn't win...
Arent the victory condition a combines value of the 3 victory conditions?
Actually making holding their homeworld just 33#, i that case i wont even change the 3rd victory condition as it balances out the first...

Im going to start playing on dwarf maps...

*I just realized, did you mean the official PDF guide released? Or is there another one...?
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Nedrear
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RE: Extended Alien Races (v0.1)

Post by Nedrear »

No the reason the race victory did not shatter your general victory was because you activated the generel victory conditions too. This includes having X % of population etc. If you would only play with race victory conditions - as I do in my mods - the navi would win by default after X years before they apply.
 
Furthermore they are quite friendly - means they like treaties - might have a policy to support it - free trade 2.0 etc. - and furthermore it is part of their racial victory! The last part will also amplify the chance ofthem asking for it.
 
Policy part lowest area:
 
HomeworldDefensePriority  ;1.0
ColonizeContinentalPriority  ;1.0
ColonizeMarshySwampPriority  ;1.0
ColonizeOceanPriority  ;1.0
ColonizeDesertPriority  ;1.0
ColonizeIcePriority  ;1.0
ColonizeVolcanicPriority  ;1.0
ColonizeRuinsPriority  ;1.0
ControlRestrictedResourcesPriority  ;1.0
ResearchPriority  ;1.0
TradePriority  ;2.0
AlliancePriority  ;1.0
SubjugationPriority  ;1.0
TourismPriority  ;2.0
ExplorationPriority  ;1.0
WarWillingness  ;1.0
BreakTreatyWillingness  ;1.0

Victory Conditions
 
WAY TO WIN Condition1Type  ;37
FIRST MARKER (X as much or X many) Condition1Value  ;2
TOTAL VICTORY % IF FULFILLED Condition1Proportion  ;17
ADDITIONAL DATA FOR THE VICTORY (if x is 55% this Y will tell you which... for example Ice colonies) Condition1AdditionalData  ;0
 
You got 100 in you total victory % for their homeworld. That is nonsense! You most likely put the real % in the X Marker. That is wrong!
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Ogaburan
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RE: Extended Alien Races (v0.1)

Post by Ogaburan »


@Nedrear
First, thanks! I will implement the victory condition changes you recommended. :D

2nd, I actually use the "default" policy, and a Securan "race" file which i slightly modified. So they are not as friendly as you might imagine, still considering they might be more cautions towards any other "sky-people" yet de-facto lead by one... Im starting to think my current mix of changes is actually a good one.
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Kalthaniell
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RE: Extended Alien Races (v0.1)

Post by Kalthaniell »

Makes me so proud to see my ships in that screenies

Thx for making Salarians Ogaburan. As a ME fan, I really longed for a well made race from this game. Can't wait to see the Turians though. Also, I was lol'ing real hard when I saw 'ArchEmperor' Rygel[:'(]. Excellent choice!
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RE: Extended Alien Races (v0.1)

Post by Ogaburan »

Im sorry, but i dont really "get" the Turians. They act and behave like cops... I wouldn't even know how to give them a "soul" as you previously said.

Maybe you can explain them in a pm?
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RE: Extended Alien Races (v0.1)

Post by Nedrear »

Turians are a military race, not a police race. They would most likely field a policy close to my "Viertes Reich". Many big bad ships and powerful, all the while acting like god in space. They won't necessarily shot first like my people of the VR, but they should have increased war willingness and should be ready to nuke you if necessary.
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RE: Extended Alien Races (v0.1)

Post by Kalthaniell »

ORIGINAL: Nedrear

Turians are a military race, not a police race. They would most likely field a policy close to my "Viertes Reich". Many big bad ships and powerful, all the while acting like god in space. They won't necessarily shot first like my people of the VR, but they should have increased war willingness and should be ready to nuke you if necessary.

Yup, Nedrear got it right. They'd be highly militaristic, very straightforward race. Good troops, poor spies ( they had Asari and Salarians do all the sneaky work)and poor merchants. Honour is very important to Turians, so they'd be loyal allies and would go quickly to war against races they'd dislike. They build thier ships big and powerfull so they'd probably invest a lot of reaserch in ship building and armor or shields technology.
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Ogaburan
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RE: Extended Alien Races (v0.1)

Post by Ogaburan »

Tell me if the Turian victory conditions are abit too much, i based it on the 3rd reich's.
Testing them... they were fairly aggressive. If you have other ideas, im all ears.

Also for the Psilons victory condition. I must admit i never played masters of Orion, so im somewhat clueless, basing everything on some Orion wiki i found.

Thanks in advance.
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RE: Extended Alien Races (v0.1)

Post by tjhkkr »

Love the Salarian and Turian... they look really neat.
Job well done! [8D]
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
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RE: Extended Alien Races (v0.1)

Post by Nedrear »

ORIGINAL: Ogaburan

Tell me if the Turian victory conditions are abit too much, i based it on the 3rd reich's.
Testing them... they were fairly aggressive. If you have other ideas, im all ears.

Using my policy and game princip is one thing... chosing the right victory conditions to make them even more aggressive another.
Turians don't enslave... and rarely conquer homeworlds. These two points should be replaced.

You can propulse their dependency by giving them the feat of getting the longest lasting mutual defense pact. To increase the aggressiveness let them be the longest time at war. Give both of these a fairly good % of hte total 100% to win. Then they will be priorized.
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RE: Extended Alien Races (v0.1)

Post by Ogaburan »

Good ideas, made me also realize i forgot to tweak a few things (like colors! [&:] & troop strength! silly me!) as well in some of the races.
Will tweak and update shortly...

Will also give the Turians - have the best general as well.

...so just the Psilon remain. Lacking any original idea's i made them Kaidian vc's... also to the Asgard who just fit those so good im thinking of changing the Kaidian files!

Thoughts anyone?
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