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Widen modding possibilities request

 
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Widen modding possibilities request - 4/1/2010 9:29:23 AM   
Okim


Posts: 209
Joined: 1/29/2010
From: Russian Federation
Status: offline
Hi.

Distant Worlds was introduced as a highly customizable game, but so far we can only replace ship images and races. Honestly that is not what i expect form a 'moddable' game.

What we need is an ability to:

1. modify components, add/remove them.
2. modify techs, add/remove them.
3. change texts.
4. modify, add/remove effect images (weapon fire effects, explosions etc.)
5. add more ship families (IIRC there are only 8 ship themes + several derelict ones)

Personally i wont bother making any mods with current DW moddability as i tend to create more advanced mods, with some major changes etc.
Post #: 1
RE: Widen modding possibilities request - 4/1/2010 9:32:29 AM   
ggm


Posts: 128
Joined: 5/26/2007
From: Toronto, Canada
Status: offline
definatly. perhaps also a way to modify ai scripts....

ggm


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(in reply to Okim)
Post #: 2
RE: Widen modding possibilities request - 4/1/2010 9:37:08 AM   
nicodede62


Posts: 190
Joined: 1/4/2008
From: France
Status: offline

quote:

ORIGINAL: Okim

Hi.

Distant Worlds was introduced as a highly customizable game, but so far we can only replace ship images and races. Honestly that is not what i expect form a 'moddable' game....



+1
I was expecting a bit more modding, for moment it is limited .

(in reply to Okim)
Post #: 3
RE: Widen modding possibilities request - 4/1/2010 9:58:51 AM   
Deto

 

Posts: 105
Joined: 2/15/2010
Status: offline

quote:

ORIGINAL: Okim

Hi.

Distant Worlds was introduced as a highly customizable game, but so far we can only replace ship images and races. Honestly that is not what i expect form a 'moddable' game.

What we need is an ability to:

1. modify components, add/remove them.
2. modify techs, add/remove them.
3. change texts.
4. modify, add/remove effect images (weapon fire effects, explosions etc.)
5. add more ship families (IIRC there are only 8 ship themes + several derelict ones)

Personally i wont bother making any mods with current DW moddability as i tend to create more advanced mods, with some major changes etc.


You can replace weapon effects, epxlosions, stars etc, but not in "customize"-folder. Though its what ellyboy said not to do I believe... :)

(in reply to Okim)
Post #: 4
RE: Widen modding possibilities request - 4/1/2010 10:10:34 AM   
Okim


Posts: 209
Joined: 1/29/2010
From: Russian Federation
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Yeap. I know that you can replace images, but we can`t add new components.That`s what i`m asking for. New weapons will also require new image for them :)

(in reply to Deto)
Post #: 5
RE: Widen modding possibilities request - 4/1/2010 10:17:01 AM   
Pymous

 

Posts: 14
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Yes please allow us to mod this game.
Actually we can just replace graphics...
Thanks!

(in reply to Okim)
Post #: 6
RE: Widen modding possibilities request - 4/1/2010 12:14:12 PM   
pndrev

 

Posts: 42
Joined: 3/10/2008
Status: offline
Being able to add ship families instead of replacing them would be nice, as well as adding races. I think you could convert quite a few of the old SE4 shipsets for use with this game, but if we can only replace the default ones... :(

(in reply to Pymous)
Post #: 7
RE: Widen modding possibilities request - 4/2/2010 6:38:30 PM   
BigWolf


Posts: 518
Joined: 3/31/2010
Status: offline
I agree, alot more modding possibilities need to be added
It appears more and more games are starting see mods as a bad thing, thus not making it as easy as they used too


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Post #: 8
RE: Widen modding possibilities request - 4/4/2010 4:34:25 PM   
ASHBERY76


Posts: 1982
Joined: 10/10/2001
From: England
Status: offline
The modding is piss poor in the game to tell the truth and you are stuck with the designers vision for the game.I would like to slow colonizing,change diplomacy factors,ect.But all I can do if mess with ships and planets,etc.

(in reply to BigWolf)
Post #: 9
RE: Widen modding possibilities request - 4/4/2010 5:10:56 PM   
Tormodino

 

Posts: 107
Joined: 3/27/2010
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I`d really like an official response to whether the game will be made more moddable before I get too pessimistic, but it would really be strange if they don`t open the game up more.

(in reply to ASHBERY76)
Post #: 10
RE: Widen modding possibilities request - 4/4/2010 6:01:08 PM   
fabio80mi

 

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I second the request

(in reply to Tormodino)
Post #: 11
RE: Widen modding possibilities request - 4/5/2010 12:09:07 AM   
Andrew Brown


Posts: 4875
Joined: 9/5/2000
From: Hex 82,170
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quote:

ORIGINAL: fabio80mi

I second the request


DW is a terrific game, but I agree with the "more moddability" request as well. I thought that the game would be more moddable than it turned out to be. Take it from me - allowing more modding (such as new ship components, changes to ship component stats/costs, troop types and so on) will definitely extend the lifetime of the game and widen its appeal. It allows players of the game to tinker with it and create interesting variants without input by the designers.

Andrew

(in reply to fabio80mi)
Post #: 12
RE: Widen modding possibilities request - 4/5/2010 12:20:19 AM   
BigWolf


Posts: 518
Joined: 3/31/2010
Status: offline

quote:

ORIGINAL: Andrew Brown

allowing more modding (such as new ship components, changes to ship component stats/costs, troop types and so on) will definitely extend the lifetime of the game and widen its appeal.


And at the same time, it ensures more players are still around if a sequel is made

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Post #: 13
RE: Widen modding possibilities request - 4/5/2010 3:16:33 AM   
Kamonrius

 

Posts: 69
Joined: 3/31/2010
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Do this please Okims mods are like the result of a game having sex with awesome and Epicness

(in reply to BigWolf)
Post #: 14
RE: Widen modding possibilities request - 4/11/2010 9:32:47 PM   
Tormodino

 

Posts: 107
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Any word at all on what modding opportunities there will be?

(in reply to Kamonrius)
Post #: 15
RE: Widen modding possibilities request - 4/11/2010 9:48:20 PM   
D.W.O.H


Posts: 49
Joined: 4/5/2010
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Make it so no one has duplicate ships, nothing i hate more then attacking a ship that looks like mine, On a empire rebellion I could see it cause theyve claimed the ships but having 2 different empires with the same ships is irritating n unrealisitic unless that knowledge is shared

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Post #: 16
RE: Widen modding possibilities request - 4/12/2010 5:21:38 PM   
Impact1986

 

Posts: 19
Joined: 3/27/2010
Status: offline
I wanna change the weapon systems.

Let there be more classes...

Beam Weapons (these weapons only need energy to fire)
- Lasers, Phasers, Grasers, Xasers, ETCasers...

Kinetic Weapons (cannons only need ammunition to fire, and the other ones a bit of energy)
- Mass drivers, cannons, Railguns, Coilguns...

Missile Weapons (only ammunition)
- Guided missiles, which have a 100% hit chance, but can be shot down by point defense or fooled by electronic counter measures

Torpedo Weapons (only ammunition)
- Unguided Rockets, huge damage, but they have to hit.

Bombardment Weapons (only ammunition, and only planets are targetable)
- All kinds of bombs. Nuclear, Chemical, Biological, and other futuristic ones.

Point Defense Weapons (only energy, as lasers are best used for point defense)
- Short range, fast firing, small guns that shoot down fighters (which i would implent too) and missiles

I would also add customized weapons.

lets say you want to put kinetic weapons on your ship.
you can decide to have 10 small cannons, firing fast, having much ammunition, or 1 big cannon, which fires slow, has less ammunition because it needs storage for that, but does high damage. also the speed is different, as the bigger mass has to be accelerated by the gasses/electromagnet field.
so you can have a frigate, which is fast and lots of small guns as police frigate to fight of pirates.

size of the weapons itself are balancing it out.

and this for every weapon, for missiles you can have many small ones, which have a higher percentage of survival of point defense, but smaller range and damage.

the tech levels would only increase the miniaturization by changing the type of weapon.
for example, a rail gun only needs the projectile without the gunpowder, thus increasing ammunition

Some more ship classes wouldnt hurt either like carrier craft, and fighters.

(in reply to D.W.O.H)
Post #: 17
RE: Widen modding possibilities request - 4/17/2010 7:02:45 AM   
lostsm

 

Posts: 170
Joined: 7/10/2009
Status: offline
wow i spent an entire 20 minutes looking at the files and immediately saw being limited to images. everything else is hardcoded? :(

(in reply to Impact1986)
Post #: 18
RE: Widen modding possibilities request - 4/17/2010 7:16:07 AM   
fabio80mi

 

Posts: 57
Joined: 3/26/2010
Status: offline
Good news

from here: http://www.matrixgames.com/forums/tm.asp?m=2440865
quote:

We plan to add more support for modding in the future, as soon as time allows.


It took a long while but at least there is hope for real modding

(in reply to lostsm)
Post #: 19
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