DW:U - Questions now that the modding documents have been released
Posted: Wed May 14, 2014 1:20 pm
Just a few questions that popped up as I read through.
1. Sound effects - can they be tied to events somehow? Saw a sound effect for "discovery" which seems to be from the ruin discovery effect... but in the events/actions section of the mod guide didn't see anything that would let me run a sound effect..
2. Design templates - Do they take a median amount of components from the maximum of each component in the template based on the total size, or do they just take as many components up to the listed amount in the template until the maximum construction size is reached? I would like to have the "Frigate" design change in size as the technology level of the race grows... if it just piles up components from the template without thinking about total current max construction size it seems we are locked into the AI's ships always being the same size after they have the tech to put everything required in the template on it.... I hope this is not the case.
Also, how does OverallShipDesignFocus from the races file interact with these ship design files? Can I have multiple design template files for, say, "Frigate" available and then it chooses based on power/speed etc..?
Same goes for ShipSizeFactorMilitary .. does this mean that the race is able to tack on extra stuff not in the template or is it just referring to image scaling?
3. Is the AI smart enough to detect when a too-peaceful galaxy is preventing it from winning the game? IE, if a race has an 80% galaxy conquest win condition but is allied with the only remaining race left alive and cannot control more then 50% of the galaxy unless it declares war on the allied race. In this case, would the AI just sit there not declaring war or would it be able to pursue it's goal and break the alliance?
4. Is there any way to introduce any randomness into the events/actions system? Seems a bit boring if scripted events have to always start from the same planet...
4a. Related to this, is there any way to have the action take place a certain # of days/years after the trigger runs? I didn't see anything related to this either
4b. Also related - no way to have an action trigger off of research being finished? Are we tied directly to map objects to have events trigger?
Think thats it. [8D]
1. Sound effects - can they be tied to events somehow? Saw a sound effect for "discovery" which seems to be from the ruin discovery effect... but in the events/actions section of the mod guide didn't see anything that would let me run a sound effect..
2. Design templates - Do they take a median amount of components from the maximum of each component in the template based on the total size, or do they just take as many components up to the listed amount in the template until the maximum construction size is reached? I would like to have the "Frigate" design change in size as the technology level of the race grows... if it just piles up components from the template without thinking about total current max construction size it seems we are locked into the AI's ships always being the same size after they have the tech to put everything required in the template on it.... I hope this is not the case.
Also, how does OverallShipDesignFocus from the races file interact with these ship design files? Can I have multiple design template files for, say, "Frigate" available and then it chooses based on power/speed etc..?
Same goes for ShipSizeFactorMilitary .. does this mean that the race is able to tack on extra stuff not in the template or is it just referring to image scaling?
3. Is the AI smart enough to detect when a too-peaceful galaxy is preventing it from winning the game? IE, if a race has an 80% galaxy conquest win condition but is allied with the only remaining race left alive and cannot control more then 50% of the galaxy unless it declares war on the allied race. In this case, would the AI just sit there not declaring war or would it be able to pursue it's goal and break the alliance?
4. Is there any way to introduce any randomness into the events/actions system? Seems a bit boring if scripted events have to always start from the same planet...
4a. Related to this, is there any way to have the action take place a certain # of days/years after the trigger runs? I didn't see anything related to this either
4b. Also related - no way to have an action trigger off of research being finished? Are we tied directly to map objects to have events trigger?
Think thats it. [8D]