Just some mod feasability questions

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zgrssd
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Just some mod feasability questions

Post by zgrssd »

So, same deal as last time: I got some ideas. And wanted to see if they could be implemented, given the current limitations of modding.

So can I:

1. Give a slow gain towards a tech (I was thinking specifically the Racial Diplomacy Techs)?
I could see this done via a silent event, that triggers every so often and gives a +1 Tech progress.

2. Give Planets a extra weight so mining Ships (and only those) go there with priority?
Even if that means going to planets without any other resources?
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frankycl
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Re: Just some mod feasability questions

Post by frankycl »

zgrssd wrote: Sat Mar 11, 2023 8:29 am can I:

1. Give a slow gain towards a tech (I was thinking specifically the Racial Diplomacy Techs)?
I could see this done via a silent event, that triggers every so often and gives a +1 Tech progress.

2. Give Planets a extra weight so mining Ships (and only those) go there with priority?
Even if that means going to planets without any other resources?
As far as I know you can only:

1. decrease/increase the research-speed in general - or for each race in general (with the policy-files), but not the research-speed for a specific tech.
However, in specific events, you could increase the gain of specific techs - or enable them in the first place, but you can't disable or decrease the gain, or slower the researchspeed.

2. No - this a hardcoded feature that can only be used in-game with strategic/tactical thoughts (and additionally you can't mod things belonging to specific planets (because they are generated and specified only with the galaxy-generation in-game) - except when you link a specific event with them.).
AKicebear
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Re: Just some mod feasability questions

Post by AKicebear »

Your first goal seems very possible - look into the skip drive bonuses events that all races get at game start as an example.

The second seems like a coding mod, not with simple XML.
zgrssd
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Re: Just some mod feasability questions

Post by zgrssd »

AKicebear wrote: Sat Mar 11, 2023 5:14 pm Your first goal seems very possible - look into the skip drive bonuses events that all races get at game start as an example.

The second seems like a coding mod, not with simple XML.
I was thinking both might be. Good to know.

My biggest worry about the Event is probably message spam. I hope I can do invisible events.
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iancmtaylor
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Re: Just some mod feasability questions

Post by iancmtaylor »

You could likely create a piece of debris that gives 'x' tech, then create an event that causes it to spawn in at Homeworld or something. When salvaged, would give an amount of that tech.
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zgrssd
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Re: Just some mod feasability questions

Post by zgrssd »

iancmtaylor wrote: Sun Mar 12, 2023 4:53 am You could likely create a piece of debris that gives 'x' tech, then create an event that causes it to spawn in at Homeworld or something. When salvaged, would give an amount of that tech.
A interesting idea.
I guess it would still need to be salvaged?
And wouldn't it still produce a message "you made progress from salvage"?
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iancmtaylor
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Re: Just some mod feasability questions

Post by iancmtaylor »

Yes, it would need to be salvaged, and would make a message.

I never really looked at the events file, not familiar with whether you can make a silent event that increments research.

I'm confident that my way would work though.

-- I have no idea what the trigger for my event would be, I don't even know what the triggers in the file are, other than game start and exploration.
I am /u/SharkMolester, moderator of /r/DistantWorlds and BFHKitteh, admin of https://dw2.fandom.com/wiki/Distant_Worlds_2_Wiki.
zgrssd
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Joined: Tue Jun 09, 2020 1:02 pm

Re: Just some mod feasability questions

Post by zgrssd »

iancmtaylor wrote: Sun Mar 12, 2023 5:38 am Yes, it would need to be salvaged, and would make a message.

I never really looked at the events file, not familiar with whether you can make a silent event that increments research.

I'm confident that my way would work though.

-- I have no idea what the trigger for my event would be, I don't even know what the triggers in the file are, other than game start and exploration.
I skimmed the Event file a bit. Just starting with the Home Colony Ruins stuff.

The Message itself is apparently a Trigger Action. Meaning it should be optional:

Code: Select all

<TriggerActions>
  <GameEventAction>
	<Type>GeneralStoryMessageToEmpire</Type>
	<MessageTitle>Expand and Exploit!</MessageTitle>
	<Description>At long last, we have developed the technology to explore beyond our planet, thanks to the excavation of the ancient Haakonish ruins on our homeworld. The ingenuity of our forebears now belongs to us!
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