Matrix Games Forums

To End All Wars: Mountain InfantryPandora: Eclipse of Nashira Announced! Deal of the Week: Command Ops goes half price!New Fronts are opening up for Commander: The Great WarCharacters of World War 1Sign of for the Pike and Shot Beta!More Games are Coming to Steam! Return to the Moon on October 31st! Commander: The Great War iPad Wallpapers Generals of the Great War
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Modders Wishlist

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Design and Modding >> RE: Modders Wishlist Page: <<   < prev  3 4 5 6 [7]
Login
Message << Older Topic   Newer Topic >>
RE: Modders Wishlist - 7/30/2012 1:48:15 PM   
Tyrador


Posts: 145
Joined: 1/29/2012
Status: offline
After playing a lot of games in spiral galaxy maps, I found that habitable planet placement (Continental and Marshy swamp)is a very dumb and nonsensical! That is because they are not spread out property and are in close packs.

So my suggestion is to add modifiable galaxy generator txt. file!

(in reply to rogerbacon50)
Post #: 181
RE: Modders Wishlist - 7/30/2012 8:03:02 PM   
Igard


Posts: 2281
Joined: 3/29/2010
From: Scotland
Status: offline
Tyrador, I play alot of spiral maps too, but I haven't noticed that issue with planet placement. Maybe I just havnen't noticed it.

A modifiable galaxy map would be immensely cool. I think what we need is the ability to save a map using the editor. The tricky part for the devs would be to make each game start with that map, with each race in their correct starting positions ie, on their own homeworlds.

_____________________________

The Picard Era for Distant Worlds

Igard's Romulan Stormbird

(in reply to Tyrador)
Post #: 182
RE: Modders Wishlist - 7/31/2012 11:37:06 AM   
Tyrador


Posts: 145
Joined: 1/29/2012
Status: offline
Strange, every time i play 7x7 map with 700 stars and scarce habitable planets, I get very weird continental planet placement...

(in reply to Igard)
Post #: 183
RE: Modders Wishlist - 7/31/2012 1:51:41 PM   
Igard


Posts: 2281
Joined: 3/29/2010
From: Scotland
Status: offline
You could be right. I haven't played a map that size for a while. I seem to remember something being mentioned a long while back about dispersal of planet types, but I'm not sure.

_____________________________

The Picard Era for Distant Worlds

Igard's Romulan Stormbird

(in reply to Tyrador)
Post #: 184
RE: Modders Wishlist - 8/23/2012 7:44:30 PM   
MartialDoctor


Posts: 383
Joined: 3/7/2011
Status: offline
I have a whole list of things I'd like to have modifiable.

AI Behavior:
AI Military Spending - even though it's there now, the high level is very, very low. I'd like more levels with the highest being one where the AI spends most of it's money on military, saving little.

Other AI Spending - although not as important as military, it'd be nice to be able to mod priority to other the fields (expansion, resource gathering, technology). This would be especially useful if the costs of ship / base parts are allowed to be modded as I request below.

AI Ships - ability to put a blueprint for the AI to follow for individual ship types. Or something of the sort.

AI Negotiations:

Mod how the AI values anything that you can trade as well as wars / sanctions. It would be great if you could change individual paths along with levels (i.e. Some races value military techs more, others energy). If techs become modable, this last part might not be necessary.

Economy:

Ability to mod the cost and maintenance of individual parts.

Ability to mod the base cost of resources.

Technology:

Ability to mod what each tech actually does. In this way, technologies can be changed.

Ability to mod how much each tech is worth for each race.


I think those are all the big ones I'd like to see. It would allow actual mods that change the way the AI and the game plays a bit.

< Message edited by MartialDoctor -- 8/23/2012 7:49:26 PM >

(in reply to Igard)
Post #: 185
RE: Modders Wishlist - 8/23/2012 9:19:42 PM   
Pymous

 

Posts: 14
Joined: 4/1/2010
Status: offline
Damn forgot about this master topic,
So some copy pasta:

It would be great to have some "dimensions" control of "displayed ships picture size" in Starmap.
I mean actually I would like to display only small symbols for ships (like triangles, squares, circles, ...) but I can't because if I try to put some 20x20 pixel image, it will be stretched ingame to match some standard ship size.
There is no need to delete this scaling effect (ships get bigger as their hull size increase) but maybe can you allow us to "divide by a number" initial ship sizes?

It would be really great and I would be able to continue total conversion work :)

Thank you anyway for reading,

(in reply to MartialDoctor)
Post #: 186
RE: Modders Wishlist - 6/15/2014 12:18:18 AM   
Tehlongone


Posts: 184
Joined: 12/21/2010
Status: offline
I want the reputation gained from various acts to be moddable, mainly the positive gain from killing pirates that I'd prefer removed.

The problem is that it trivializes the evil things you do and makes forgiveness too easy.

(in reply to Pymous)
Post #: 187
RE: Modders Wishlist - 7/9/2014 12:44:44 PM   
Blackstork


Posts: 217
Joined: 7/7/2014
Status: online
Please add feature to allow deep soundtrack customisation per race:

1. Assignment of "Racial" hymns/diplomatic tracks.
2. Allow creation of complex soundtrack lists which tied to specific Race/Family/Alignment/Trait family.

(in reply to Shark7)
Post #: 188
RE: Modders Wishlist - 7/25/2014 10:29:36 AM   
lurchi


Posts: 120
Joined: 6/10/2014
From: LV-223
Status: offline
Things I'd like to have in the order of importance.

* Raise the max number of components from 170 to at the very least 250. I already have 30 components I can't add. The list is growing, I'm still in the first research area.

* Add templates for planet destroyers.
Since only beam weapon research leads to planet destroyers I want to add other planet buster weapons as endtech for several other weapon research paths to even out the playground. The problem is I need ship templates for planet destroyers so the various races can utilize the different weapons.

There's also the question how the game recognizes alternate planet destroying weapons. Destructive power only or is there need for a new parameter in the components file?

* Include bonus/malus for weapons like targeting or striking against shields/armor in the components file instead of hardcoding them.

*Add a description field for components similar to facilities and plagues.

* Allow more races. The more the better, but at least 100. A team of modders is thinking about a mega mod for DW Universe and 50 is way to low.

* Make the bundled huge construction size from gaining planet destroyer weapons unusable for ships without such a planet buster in the design.

< Message edited by lurchi -- 7/30/2014 2:53:30 PM >

(in reply to Blackstork)
Post #: 189
Page:   <<   < prev  3 4 5 6 [7]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Design and Modding >> RE: Modders Wishlist Page: <<   < prev  3 4 5 6 [7]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.077