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{WIP} Beyond Extended Universe - Pre-alpha released

 
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{WIP} Beyond Extended Universe - Pre-alpha released - 7/17/2014 8:38:52 AM   
Blackstork


Posts: 188
Joined: 7/7/2014
Status: online
Pre-Alpha release :
Must have and fully compatible, cosmetic mods,: Haree78 Extended mod, Full Alien Immersion Package till issue 15 : http://www.matrixgames.com/forums/tm.asp?m=3651979
Is not compatible : with any mods that modify goverments.txt , race files , biases above Extended mod.

DL: http://www.mediafire.com/download/r706y66y5q957vy/Beyond_Pre-Alpha_Release_-__00.03_v_Ergreagd_Race_without_CS.zip





3. Complete overhaul of character system, including its influence on gameplay, meaning and Customised, stylised, unique character art with addition of more various and civ-scpecific naming. ( with use of Character Randomiser Tool by ergie .PROJECT 3.
10000+ unique portrait characters planned
Very complex Character system explained here:
See Post 2

2.More 10 races with unique techs/flavor, with alot of depth and unque gameplay, also
Each race have: Unique original art for ship troops, and set of around 1000 unique face characters. This includes one more family of slime/amoeba/worm (PROTOSOMES family) like creatures (5), expanding Avian (2) and Mechanoid (1) family abit, and adding more 1 humanoid and 1 amphibious races. PROJECT 1.

See Post 1

4. Complete integration of my other mod : Alien Immersion http://www.matrixgames.com/forums/tm.asp?m=3651979, with race-specific art/soundtracks added for all new 10 races.


5. Probably integrating pileload of Balance/Tech/AI mods PROJECT 5.


7. Adding more balance / flavour into Goverments, and adding some more researcheable ones. PROJECT 6.



Generally i am inviting any collaborators to share this project with me, because i do believe in team work. If you have ideas/suggestions please post them.
I would be happy other mod devlopers hop in the bus and make things compatible as well, my modding goal is to create huge amount of immersion, flavor, choice, in-game customization and variety.

Credits:
Haree78 - Extended Mod. http://www.matrixgames.com/forums/tm.asp?m=3141149
ergie - Character Randomizer Tool http://www.matrixgames.com/forums/tm.asp?m=3653852

Requirement for FUTURE installation:
Minimum advised mods as base are Haree78 Extended Mod with Das Chrome Mod Blue
http://www.matrixgames.com/forums/tm.asp?m=3141149

Collaboration list:
Blackstork - concept, art, development , racial names/fonetics
ergie - programming, mass generation automation, development tool building
ParagonExile - Pedia entries Redaction
Genome - Racial Naming/Fonetics
Icemania - Policy/designtemplate files building help/advice.
Unforeseen


Further details will be posted soon,from home, i got some sketchies.

AGAIN - this thread is meant to be The Mod's Worktable - which is done from a idea/scratch it is now.


RELEASES:
I deicided to release only race Ergreagd Package without Ccharacter system as pre-alpha for comments/testing and just litle teaser puprose.
Includes: balanced, tested, well done, complex race with unique gameplay mechanics, unique special made for this release ship, troop art.
Also includes whole Alien Immersion package done for Ergragd in other mod - Alien Immersion at 15th issue. Includes soundtrack. You can delete it if you indend to play other race and then copy it to theme/sounds/music again

Does not includes: Alpha release of character system - it bein worked on and will be released soon, perhaps 2 races at alpha - Ergreagd and Dhayut.

Must have and fully compatible, cosmetic mods,: Haree78 Extended mod, Full Alien Immersion Package till issue 15. http://www.matrixgames.com/forums/tm.asp?m=3651979
Is not compatible : with any mods that modify goverments.txt , race files , biases above Extended mod.

Will be glad to hear comments, and hope you anjoy, this is just pre-alpha. more 9 races and full complex Character system are being worked on.

DL: http://www.mediafire.com/download/r706y66y5q957vy/Beyond_Pre-Alpha_Release_-__00.03_v_Ergreagd_Race_without_CS.zip

< Message edited by Blackstork -- 7/28/2014 10:47:08 PM >


_____________________________

Alien Immersion - Extended Mod (WIP) : http://www.matrixgames.com/forums/tm.asp?m=3651979
Beyond Extended Universe Mod Pack (WIP): http://www.matrixgames.com/forums/tm.asp?m=3657646
Post #: 1
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/17/2014 8:39:09 AM   
Blackstork


Posts: 188
Joined: 7/7/2014
Status: online
PROJECT 1 post.
10 Races Extension

New Family : Protostomes

Race short list

Ergreagd - Avian race from lava planet.
http://carlforsberg.cgsociety.org/art/alien-zbrush-keyshot-photoshop-bust-creatures-3d-1163964

Art by Carl Forsberg.
Race idea, ship and troop art, implementation : Blackstork.
Pedia texts : ParagonExile.

Ergreagd
IMMERSION PACKAGE DL LINK: http://www.mediafire.com/download/s64g13h60c7pm4n/Alien_Immersion_-_Extended_V_1.00.15_Ergreagd.zip


Halgrath - Consecreation
Halgrath - Epic Journey and Oblivion
Autechre - SYptixed
Sephiroth - The Clock of Distant Dreams
Vas - Moksha
Sabled Sun - Singularity
Sephiroth - A Map of Eden Before the Storms
Empusae - Sphre Des Bois
Sephiroth - Wolftribes
Mira Calix - Sparrow
SANKT OTTEN - Sequencer Liebe
Autechre - SYptixed


Chaotic Neutral, Chaotic Evil.
Ergreagds are cruel avian creatures which originate from a high gravity lava planet long forgotten, where their ancestors used the massive gales caused by temperature differentials on the surface to soar dozens of kilometres into the air to the edge of space. Owing to their unique silicon-based biology, their bodies’ temperature can reach to over a thousand Kelvin without breaking down, surpassing even the Boskara, Caleph and other races who inhabit worlds where such conditions are prevalent. They are known to glow dull red in colder environments for this reason.

Their avian lineage has adapted and evolved with the need to overcome their homeworld’s hellish conditions, and due very high gravity their wings evolved into very powerful wide, large and flat limbs capable of catching the smallest thermal updraft. They are physically very strong by necessity and very fierce and energetic.

They have a long, storied history, well developed art and architecture which reflect their ambition, constant competition, rivalry, jealousy, mischief and power games. Normal Ergreagd adults will always pursue power, fame and control with little regard for consequences to their fellows, and while not overtly bloodthirsty, they are often compelled to violence to attain their goals. Rivalry and power struggles are the bones of their being; there are no laws or limitations on the tools or methods of acquiring power. Coups, assassinations, intrigues and betrayals are part of their oral and written culture, and dominate their sagas about their heroes and most prominent personas of their history.

Their society, while being nominally united against external threats and alien races, is divided internally by nature. For long centuries the Ergreagds have been broken into three feuding factions, which traditionally struggle with each other for dominance in their culture. The factions are ruled by three different royal families, each asserting their right to rule over the collective body of their species. Each of the houses owns own army, territories and have grip over different parts of society. Margagds are honorable (as honorable Ergreagd can be) warriors, but lacking in wealth and technologies and mischief, Kerengds rule with tech superiority, intelligence and terror, while Urgegds are praised by the lowborn because they care more of lowborn population, and are extremely rich. Unfortunately or fortunately for the Ergreagds, this long conflict has been forced to take a backseat to the overriding concerns involving alien races, and for the time being they have attained relative peace.

Their racial technology uses a near-unique form of opaque “opal gemstone” formed from a slurry of compounds found on volcanic worlds, with the hardness of diamond, flexibility of steel and the ability to reflect kinetic and electromagnetic energy. This expensive material is impractical to use as armor on ships due to its great cost, but the material is ubiquitous on the Ergreagd infantry and armored units, granting them much increased survivability over that of other races.

Preview of regular troops, House Kerengd Battle Golem (armor) and House Margagd Elite Troopers



Ships & Bases preview




Goverment: House Margagd Dominion

The Margagd Dominion House is an autocratic, conservative government with a keen focus both on martial law and military exercise. The most militant government available to the Ergreagd, they are also by far the least corrupt and most stable. If chosen to lead their race over their competitors, only troop generals will be able to usurp the throne and become leader.

Goverment: House Kerengd Supermacy

The Kerengd Supremacy is a technocratic noble family which rules through deceit and manipulation above all else, striking terror both into the hearts of their enemies abroad and at home. They get massive boosts to their ability to research and spy, but at the cost of approval and rampant corruption

Goverment: House Urgegd Commonwealth

The Urgegd Commonwealth is the closest thing to a benevolent dictatorship the Ergreagd have, with the affluent royal family pouring gifts onto the common people in return for service. They prioritize the social development of their race and diplomacy in a fashion similar to a democracy or republic, and get bonuses to approval and population growth at the expense of military upkeep.




[Title]
1;,2;,3;Mog Urgegd,4;,5;Mog Margagd,6;,7;,8;Mog Kerengd,9;
[MPrefix]
Dagd, Nagd, Ragd, Eegd, Mogd, Rogd, Nogd, Negd, Kegd, Guugd, Gourgd, Duumgd, Ererugd, Eugd, Eamegd, Undugd, Ogongd, Ragangd, Orgd, Argd, Oogd, Demegd, Nugd, Mugd, Aaugd, Emugd, Mumugd, Omugd, Magd, Egdogd
[FPrefix]
Dana, Nana, Rana, Eena, Mona, Rona, Nona, Nena, Kena, Guuna, Gourna, Duumna, Ereruna, Euna, Eamena, Unduna, Ogonna, Raganna, Orna, Arna, Oona, Demena, Nuna, Muna, Aauna, Emuna, Mumuna, Omuna, Mana, Egdona
[XPool]
Ganma, Randagan, Malun, Nagendun, Eeran, Dangon, Irdungan, Adan, Kenere, Mandargon, Doron, Udangoran, Eoduron, Gamon, Mogon, Dugaanon, Naron, Gadon, Mudon, Een, Irdaon
[MSuffix]
gd
[FSuffix]
na


Airche - Very Dependable, but agressive intelligent mechanoid, humanoid-inspired race with minor bio-genetic organic neural system inside, engeneering skills, probably some low-end guardian far relatives. Ice planets. Theme on ship engeneering, engine cooling systems. Have art at home.
Lawful Neutral.
What is special: They are neutral to everyone, having equal biases. They have improved engine/fuel system so they can travel further, esp early in the game. They are fast rushers in pre-warp scenario, with bigger ships, earlier warp tech and more range, ice inhabitant expansionist race. They have very unique flavor.

Xanoptii - Slime with moving eyes Dark Purple thingy - Formless substance ruled by numerous micro brains attached to moving "eyes" on its "body". Agressive, Unreliable, Theme on Ship Assault/conversion, and cheap colonisation due high adaptabilty. Lava planets, but very adaptable (cheap colony techs). Hi reproduction. have art at home, will post it later.
Chaotic Evil.
What is special : aside from unique flavor they have very powerful ship conversion/trust engine mechanics which tilt their combat towards boarding/conversion approach. Their bonuses on ship mainentance will allow them to have big converted fleets. They have very odd biase which will like if you are protosomic family, and hate if you anything else.

Laaran - Humanoid race with advanced form or Utilitarian Society rule, which resemles some kind of fascist utopia. Agressive, Evil society of obidience, effectivity. Extremely Dependable creatures. Warrior/Hapiness theme , Troop Tech.
http://carlforsberg.cgsociety.org/art/alien-zbrush-suit-photoshop-armor-v2-sci-fi-3d-1185307
Art by Carl Forsberg.
Lawful Evil.
Marsh planets.
What is special : They are being very evil (agressive,reckless,unfriendly, bad biases with some exeptions), but they are very reliable. they will have unique buildings and unique goverment system, they are very agressive "easy-going" race, because they dont mind the opression/war hardhsips. Kind of spartans in space.

Suchus - Snails in space! with 2 eyes, funny kind creatures, Trade/Hapiness. Weak troops. More details later. Massive trade/cargo stuff.
Chaotic Good.
http://media-cache-ec0.pinimg.com/736x/26/08/ab/2608ab64123426696fe16569716aff34.jpg - need to PS it some
Marsh planets.
Art by Joel Sundberg.
Very very squishy, weak, with small ships (but better cargo modules) huge trade bonus race, hapiness, wont have the crazy growth speed of atuuks, massive imrpovements on hapiness/commerce techs later inot the game. Could be very potent with hapiness/tax thingy.

Yereni/Yerenian - Amphibious tiny hideous mermaid race. Details later.
http://ufocome.cgsociety.org/art/3ds-max-zbrush-photoshop-messengers-from-outer-space-creatures-3d-1199524
Art by Gao Ke Yang.
Lawful Neutral. Lawful Evil
Ocean planets.
This is mix of quameno and atuuk , with small ship sizes and weak troops. Very dependable, they will have strong long range , small and fast ship theme of kite fleet. They have also special set of pre-made immortal leaders. They dont die by natural death , only from plagues/violent death. (real "aging" mechanism non existant for them), this their population growth is hi without "mortality" factor. They are religious.
they do have their religion as their special goverment. Secondly, they dont die from natural death, only from diceases/violent death. This means , they achieve some kind of immortality with their religion/genetics, or just created like that and learned to control and use their potential immmortality. Their xenophoby could come from 2 things- one from religion, other from fear to get alien diceases from alien life forms. 2nd is the main reason. They are Slightly agressive, Very Cautious, Extremely Dependable, Quite Intelligent, and Extremely Unfriendly race

colors 3/16

Veresia - Space Energetic Leech Worm . Sucks energy, Advanced Energy Collection / Energy management / ECM techs.
http://www.funpedia.net/imgs/mar12/amazing-microphotography-07.jpg inspiration/before photoshop, will have less details and more shiney energetic fluxes, or need to find new art
http://globaldiscussion.net/topic/1827-the-world-within-winners-of-nikons-micro-photography-contest/ photo 3, before photoshop/inspiration
http://i.livescience.com/images/i/000/029/510/i02/c-elegans-tail-120731.jpeg?1343744964
Chaotic Neutral.
Desert planets.
They will have very energy based theme, with improved energy collectors, reactors, and ecm techs, they will have innate bonus on contruction, they are good at espionage, too.

Irda/Irdanian - telepatic, gravitational amoeba-larva like creatures, which commincate through intention transmitting and perception. Very passive/Cautious but very friendly entity.
http://i.livescience.com/images/i/000/019/120/i02/cells-small-world-110818.jpg?1313681096
http://i.livescience.com/images/i/000/038/881/i02/sea-urchin-larvae-130410.jpeg?1365607429
True Neutral. Neutral Good.
Desert Planets. They specialise on sucking fuel from gas giants. Later in the game they recieve very tiny gas harvesting modules which consume alot of energy, which could be negated by energy collectors, and tiny cargo modules, making them top refueling race, with tiny gas miners fittable to combat ships, so there alot of reason to build combat ships toward self-refueling.




Dlakar-
http://cgimg.s3.amazonaws.com/t/g18/235718/1172500_large.jpg also material for parts for their ships - http://forums.cgsociety.org/showthread.php?t=1172500
Art by Ben Mauro.
Neutral Evil. Ocean planets, mix of Protosomes and Amphibious, kind of worm, diplomacy wise behave as Protosomes.
Hunters by nature, they are just predator society, killing weak is one of "good" things to do in their society. They are offencive civ with strong oceanic bias.

Tikkoy/Tikkoyan - Parrot inspired inteligent, arrogant avian race with developed culture. Arrogant Avian mix of Zenox/Securan.
http://features.cgsociety.org/newgallerycrits/g48/312748/312748_1224118867_large.jpg
art by Gabor Cseh
True Neutral.
Continental planets.

Art will require some photoshop/adjustment touch in order to match current Haree78 race art style


More details later

< Message edited by Blackstork -- 7/26/2014 7:53:09 PM >


_____________________________

Alien Immersion - Extended Mod (WIP) : http://www.matrixgames.com/forums/tm.asp?m=3651979
Beyond Extended Universe Mod Pack (WIP): http://www.matrixgames.com/forums/tm.asp?m=3657646

(in reply to Blackstork)
Post #: 2
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/17/2014 8:40:33 AM   
Blackstork


Posts: 188
Joined: 7/7/2014
Status: online
Post belongs to
PROJECT 3 - Unique race-specific character set with use of ergie's character generator tool.
Current state - close to alpha release
Curators: Blackstork, ergie.

Character System is alternate take on Distant Worlds : Universe characters, their impact on the game, their diversity, personality and flavor.
Since developers created very complex modding capabilities for characters, almost noone used it, because real overhaul this way or another is complex. This is ambitious project originated from attempt of collaboration between me, Blackstork, and Ergie and his awesome Character Creator Tool which make such huge project possible because of awesome generation automation tools it provides.

Character System aims to create:
1. Immersion and diversity, giving each single character, from planned pool of approximately 20000 characters (Yeah baby) unique appearance - unique art, character, meaning, and additional features, that influence epic feel of the game, slight tint of role play, and diversity.
2. Further racial diversity, adding another Y exis element of race differentiation, giving to each race assigned personality tendencies, evolved from different social groups/temperaments/characters of given race. This will also matter for secondary races of the empire - before certain races were less useful than others ar citizens.... now that disbalance could be more tweaked with the system - some less useful citizen races could have stronger character personalities, for example Atuuks - which was useless population filler as secondary race, now the furriest chiefs with sharpest spears of the atuuk will be the thing to consider for empires that might have though about keeping or exterminating those furry, seemingly useless species.
3. Creation of additional lore aspects for some races.
4. Adding more meaning into character micromanagement, adding personell minigame, and more use for Dismiss button, and character-enerating buildings.

How it will work:
1. Each race have own progression of characters set for each role.
2. Roles of pools are varied, and influenced by pre-determined setup/variety range for given race, based on lore, preferencies, social groups within race.
3. Each pool have some variety in it and will still have random element in it to get different characters.
4. Some characters will come later, some sooner according to setup, and there is characters gradation. Later characters are more powerful, and Dismiss and wait for character generated or keep old character leveling could be tough dilemma. This also justifies building character generating buildings, since they will move your empire towards "late game" character pool eventually.
5. There will be alot of lore / immersion, and obcourse cosmetic feel - each character will have unique face.




Each rase firstly get assigned special social groups, and groups have assigned aviable roles - some % of roles will be created as groups members. (as example some of Governor role characters for Ergreagd will be generated as House Urgegd Members)
Each group have assinged 1 trait per role
As example - Ergreagd groups are their houses:

Ergreagd

Groups:
Urgegd : Governor, Ambassador (Famous), Ship Captain. (Natural Leader)
Kerengd : Scientiest(Methodical), Intelligence, Ship Captain. (Energetic)
Margegd: General, Admiral, Ship Captain. (Inspiring Presence)

Then outline selects certain skills.
Base skills list is cleared that way that:
a. all irrelevant skills to given race removed
b. some skills removed for certain roles
c. some skills generation chance/amount is increased for certain goups members (marked as * - increase, ** - exclusive rare increase)
d. All those goups being generated separately with Ergies program, and being assigned to pool role images by program

Example shows restriction/outline for Ergreagd.

2 Colony Income Leader, Governor, Urgegd Governor*
3 Trade Income Leader, Ambassador, Governor, Pirate Leader, Urgegd Governor*, Urgegd Ambassador*
6 Colony Happiness Urgegd Governor**
9 Troop Recruitment Rate Leader, Governor, General, Margegd General*
10 Military Ship Construction Speed Leader, Governor, Pirate Leader
11 Civilian Ship Construction Speed Urgegd Governor*
12 Colony Ship Construction
14 Weapons Research Scientist, Pirate Leader, Kerengd Scientist*
15 Energy Research Scientist, Pirate Leader, Kerengd Scientist*
16 High Tech Research Scientist, Pirate Leader, Kerengd Scientist*
17 Espionage Leader, Ambassador, Urgegd Ambassador, Intelligence Agent, Keregnd IA*, Pirate Leader
18 Counter-Espionage Leader, Ambassador, Intelligence Agent, Keregnd IA*, Pirate Leader
19 Sabotage Intelligence Agent, Keregnd IA*
20 Concealment Intelligence Agent, Keregnd IA*
21 PsyOps Intelligence Agent, Keregnd IA*
22 Assassination Intelligence Agent, Keregnd IA*
23 Military Ship Maintenance Savings Leader, Pirate Leader, Ship Captain
24 Military Base Maintenance Savings Leader, Governor, Urgegd G*, Pirate Leader
26 Civilian Base Maintenance Savings Leader, Governor, U G*, Pirate Leader
27 Troop Maintenance Savings Leader, Governor, General, M Gn*
28 War Weariness Reduction Leader, Governor
29 Targeting Admiral, M A*, Pirate Leader, M SC*
30 Countermeasures Admiral, Pirate Leader, K SC*
31 Ship Maneuvering Admiral, Pirate Leader, U SC*
34 Weapons Damage Admiral, M A*, Pirate Leader
36 Shield Recharge Rate Admiral, M A*, Pirate Leader, Ship Captain, M Sc*
37 Damage Control Admiral, Pirate Leader, Ship Captain, U Sc*
40 Troop Ground Attack General, M Gn*

Additionally all characters following this outline will have progression gradation - from starter ones to more powerful lategame ones, so having character gen bonuses from race/buildings, dismissing reundant characters could be beneficial long term wise

Each rce within Beyond pool will have such outline and unique set of progressing characters.
Bonuses could be bigger but more specialised in order to make more difference and less mess than current rng system.



< Message edited by Blackstork -- 7/28/2014 5:49:15 PM >


_____________________________

Alien Immersion - Extended Mod (WIP) : http://www.matrixgames.com/forums/tm.asp?m=3651979
Beyond Extended Universe Mod Pack (WIP): http://www.matrixgames.com/forums/tm.asp?m=3657646

(in reply to Blackstork)
Post #: 3
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/17/2014 8:40:53 AM   
Blackstork


Posts: 188
Joined: 7/7/2014
Status: online
Shandar main pool - Shsi , Shu, Ra, Ron, Nas, U, Ar, As, Is, His, So, Ro, Ni, Si, Se, Re, Os.

Ship Names: Shu-Ra, Ron-Si , Si-Se-Ra, Re-Os.

Character names: Admiral - Su, Agent - Ressa, Governor - Niser, Tropp General - Usr, Scientist - Irs.
Name suffix - Sha.
Name formula : [title] [ shandar pool word 1]-[shandar pool word 2]-[name suffix]
Admiral character name example: Su Is-Ar-Sha.

some brainstorm on how we could build original racial ship names and character names, to preserve logic system, readability and immersion.
Logic could be different for different races.

Dhayut - Hku, Rhk, Hye, Drh, Ey, Ay, Uer, Trrh, Krt, Kehr, Yhr, Ahr, Her, Eh, Ryh, Dah, Dye, Kye, Yeth, Ath, Akh
Ship military suffix : Dhe
Private: Uyet
Ship name logic : [dhayut 1]([dhayut2]) + suffix
Ship name example: EyUer Dhe, KehrHer Uyet

NAme logic : [dhayut 1]([dhayut2])+[dhayut 1]([dhayut2])
Name example: Uer RyhEh

Dhayut


Groups:
Dhyttah: Most warlike breed of Dhayut species, very dedicated, extremely reckless.
Dhyttah Intelligence Agent (Sober), General (Reckless Attacker,Good Tactician), Scientist (Methodical), Admiral, Ship Captain(Skilled Navigator, Good Tactician) - random appearance only

Tahhyt: Corupt, uncontrolable sub-bread, histroically group that have poison extract Tahhy, normally lethal to other lifeforms. They are normally more energetic than regular specimen, but psychically unstable, and their increased unpreictability and random outbursts of agression combined with fact that their bite, or even air around them could bear tint of Tahhy normally makes bad infuence on surrounding species, since their Tahhy have drug-like influence on other Dhayut species , which makes them less psychically stable and predictable, in same way as Tahhyt are. Tahhyt normally advised to perfom tasks which allow their separation from hive.
Tahhyt (Demoralizing, Energetic) Intelligence Agent, General, Scientist, Admiral, Ship Captain


2 Colony Income Leader, Governor
3 Trade Income Leader, Ambassador, Governor, Pirate Leader
5 Colony Corruption Reduction Leader, Governor, D G*
7 Population Growth Rate Leader, Governor, D G*
9 Troop Recruitment Rate Leader, Governor, General, D G*
10 Military Ship Construction Speed Leader, Governor, Pirate Leader, D G*
14 Weapons Research Leader, Scientist, Pirate Leader, D S*, T S*
15 Energy Research Leader, Scientist, Pirate Leader, D S*, T S*
16 High Tech Research Leader, Scientist, Pirate Leader, D S*, T S*
17 Espionage Leader, Ambassador, Intelligence Agent, Pirate Leader, D I*, T I*
18 Counter-Espionage Leader, Ambassador, Intelligence Agent, Pirate Leader, D I*, T I*
19 Sabotage Intelligence Agent, D I*, T I*
20 Concealment Intelligence Agent, D I*, T I*
21 PsyOps Intelligence Agent, D I*, T I**
22 Assassination Intelligence Agent, D I*, T I**
23 Military Ship Maintenance Savings, T SC*, Leader, Pirate Leader, Ship Captain
24 Military Base Maintenance Savings Leader, Governor, Pirate Leader, T G*
27 Troop Maintenance Savings Leader, Governor, General , T G*, T Gn*
28 War Weariness Reduction Leader, Governor, D G*
31 Ship Maneuvering Admiral, Pirate Leader, Ship Captain , D A*, D SC*
34 Weapons Damage Admiral, Pirate Leader, Ship Captain, D A*, D SC*
35 Weapons Range Admiral, Pirate Leader, Ship Captain, D A*, D SC*
38 Repair Bonus Admiral, Pirate Leader, Ship Captain, D A*, D SC*
39 Hyperjump Speed Admiral, Pirate Leader, Ship Captain, D A*, D SC*
40 Troop Ground Attack General, D A*, D SC*
41 Troop Ground Defense General
42 Troop Experience Gain General, T G-*
43 Troop Recovery Rate General
44 Troop Strength Armor General, D Gn*
45 Troop Strength Infantry General
46 Troop Strength Special Forces General D Gn*



< Message edited by Blackstork -- 7/28/2014 3:07:35 PM >


_____________________________

Alien Immersion - Extended Mod (WIP) : http://www.matrixgames.com/forums/tm.asp?m=3651979
Beyond Extended Universe Mod Pack (WIP): http://www.matrixgames.com/forums/tm.asp?m=3657646

(in reply to Blackstork)
Post #: 4
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/17/2014 9:32:26 AM   
Blackstork


Posts: 188
Joined: 7/7/2014
Status: online
Reserved

_____________________________

Alien Immersion - Extended Mod (WIP) : http://www.matrixgames.com/forums/tm.asp?m=3651979
Beyond Extended Universe Mod Pack (WIP): http://www.matrixgames.com/forums/tm.asp?m=3657646

(in reply to Blackstork)
Post #: 5
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/17/2014 2:38:42 PM   
ergie

 

Posts: 21
Joined: 5/16/2011
Status: online
Ive sent you a pm

(in reply to Blackstork)
Post #: 6
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/17/2014 2:41:21 PM   
Blackstork


Posts: 188
Joined: 7/7/2014
Status: online
Ye, cool things, will test once i arrive to home, i smell mega hyper awesome character portraits in distant future, hehe
I will also do some graphic lego tests today , i have already 8 race templates built, so we can do some funny stuff already :P

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Post #: 7
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/18/2014 10:06:52 PM   
Blackstork


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Updated Project 1 info. (Races) - there some fresh concepts which will still create unique to play/experience/flavor racs even in addition to 40 existing ones.

For project 2 - i will try to use "few letter replacement" method, so for example for Shandar "Toreodor" will be :
or replaced by cha
D replaces by S
T replaed by Qu =
Quchaoscha

I am going to play with such generation method.
Anyone know existing programs for doing this kind of shuffle/replacement?

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Post #: 8
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/21/2014 8:29:06 AM   
Blackstork


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Added :
PROJECT 2 - racial language research

Shandar main pool - Shsi , Shu, Ra, Ron, Nas, U, Ar, As, Is, His, So, Ro, Ni, Si, Se, Re, Os.

Ship Names: Shu-Ra, Ron-Si , Si-Se-Ra, Re-Os.

Character names: Admiral - Su, Agent - Ressa, Governor - Niser, Tropp General - Usr, Scientist - Irs.
Name suffix - Sha.
Name formula : [title] [ shandar pool word 1]-[shandar pool word 2]-[name suffix]
Admiral character name example: Su Is-Ar-Sha.

some brainstorm on how we could build original racial ship names and character names, to preserve logic system, readability and immersion.
Logic could be different for different races.

Dhayut - Hku, Rhk, Hye, Drh, Ey, Ay, Uer, Trrh, Krt, Kehr, Yhr, Ahr, Her, Eh, Ryh, Dah, Dye, Kye, Yeth, Ath, Akh
Ship military suffix : Dhe
Private: Uyet
Ship name logic : [dhayut 1]([dhayut2]) + suffix
Ship name example: EyUer Dhe, KehrHer Uyet

NAme logic : [dhayut 1]([dhayut2])+[dhayut 1]([dhayut2])
Name example: Uer RyhEh

Also naming of characters could be done by old system, but since mod moving towards pre-set characters, those rules are necessary.


Existing character name pools will be assigned to vanilla races, 1 list per race, and those races ship name pool will be based on fonetics from name pool lists.

< Message edited by Blackstork -- 7/21/2014 12:21:41 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/21/2014 6:36:26 PM   
Unforeseen


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Chrome Blue is an actual requirement?

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Post #: 10
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/21/2014 7:11:30 PM   
Blackstork


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No... its just graphic upgrade, but Alien Immersion mod synergises with it, keeping same sign language.
Extended mod by Haree78 is necessary.


Btw , we got into advanced alpha stage with assorted different character art and naming.
First alpha will be just project 2 and project 3 advance on Dhayut.
Something revolutional, and brand new, but require alot of work.

Also this mod will integrate combined Science mod done by you and lurchi , and AI mod of Icemania after he comes out from Beta for extended .

You also invited to take part of combining and developing. Project 6 - Goverments overhaul would gladly accept you as dev ;) :P

Other parts are also open for taking part in them :)

< Message edited by Blackstork -- 7/21/2014 8:12:40 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/21/2014 7:21:58 PM   
Blackstork


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Some hilight on
Ergreagd - Avian race from lava planet.
http://carlforsberg.cgsociety.org/art/alien-zbrush-keyshot-photoshop-bust-creatures-3d-1163964
Art by Carl Forsberg.
Art require some adjustments with PS.
Chaotic Neutral, Chaotic Evil.
Lava planets. Unique Mix of warfare and espionage (there no race that combines espionage and warfare)
Evil avian race, historically ruled by separate 3 competing clans, which are sort of feudal kingdoms. They have very special characters broken into 3 camps (very strong bonuses, but negating each other, so main goal is to complete collection of certain house characters), special goverment, and due their history of coups and non-ending rivalry till this day they are skilled in espionage and warfare.

They will have very unique mechanic.
They have 3 rivaling houses in their society, and they have 3 different techs in mid game unlocking 3 different goverments, one per house rule. Adding to that, they will have unique alleged characters pool, which will synergize and impact somehow effectiveness under certain house rule. I checking if i could make this work : Once house goverment assigned, the ruler could be replaced by very potebt but very spcialised pre-set house ruler as ruler of empire.


< Message edited by Blackstork -- 7/21/2014 8:29:59 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/21/2014 7:43:16 PM   
Unforeseen


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I'd be happy to help :), (Btw Lurchi is doing most of the work :D, he switched over his mod to extended and incorporated most of my ideas into it. Will be testing it soon but i have a friend i haven't seen in months coming to visit today)

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/21/2014 7:56:51 PM   
Blackstork


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Ok

The state of projects:
Project 1 - Races -ideas are up , need to create proper files, incorporating findings of Icemania and adapting races to Project 5 (your research mod)

Project 2 and Project 3 - those are ones i am focused now with ergie - He developed maga-ultra tool which will take pieces of art i create for different body parts of creature, and combine 5-6 different features into one unique charazcter portrait. I am working on art here, but we could have some help with inventing naming conventions for each race. (as few posts above - there is example)
50 races need to be covered :V

Project 4 - flags will do later, ists easiest, and least urgent part.

Project 5, as mentioned above, will need incorporation of your Science mod and Icemania AI mod once it goes out as beta for extended.

Project 6 - Goverments, as tech tree, will need complete overhaul. The prpblem that we need more flavor and viable ways to play , and aside from race bonuses, tech differencies and flavor, increasing a impact, balancing goverments , as well as limiting some of them , after overhaul, to certain races to create huge variety of viable ways to play with 50 races.
This could already have brainstorm. Currently i am busy abit with Immersion packages (Immersion mod) and Project 2 and Project 3 combined. This will be something amazing, i am exited. This is truth :V

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/21/2014 11:37:24 PM   
Blackstork


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Well , small glimpse preview time!
Something nasty is brewing, hoho
WIP
Huge props to Ergie and his awesome tool!

Instroducing cozy Dhayut Admiral family!

Atm we can generate around 200 uniques of those.... will need some profession-bound bodies, scaling, polishing.... and more 49 races... well , we got some lil job to do!



< Message edited by Blackstork -- 7/22/2014 7:11:07 AM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/22/2014 2:36:39 AM   
Unforeseen


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A xenophobic militant religious race. There's two ways to place this out. One, their government is basically the church. They know that their religion is false, but they don't want the general population to know this so they go out of their way to exterminate other races. The other being that the race views other races as either the "evil" that their religious texts speak of, or that the other races need to be subjugated and forced to accept their true "creator". The first option suggests a race that has practically no ability to make friends and would declare war on everyone they meet. (Wouldn't last long for obvious reasons). The other would be weary of friendly interactions, but it wouldn't be unheard of. Both would probably need a custom government type.

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Post #: 16
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/22/2014 2:52:57 AM   
mensrea


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Unforeseen, the distinction your making between those two essentially theocratic governments sounds the same as the distinction I make between "Imperial" and "Theocratic" in my WH40k mod. I would gladly volunteer the work I have done on that and try to balance it more, as it is new and needs it. Since it is not necessarily based on the warhammer universe it could easily be adapted to vanilla.

I also have a realistic resources mod of sorts that is relatively balanced if there is any interest.

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Post #: 17
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/22/2014 4:43:58 AM   
Blackstork


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@mensrea - you are wellcome to join and help :)

@Unforeseen - yes Yereni , again, should offer new/unique approach to the game, as any other race, or t least new mix of base approaches.
First of all , yes, they do have their religion as their special goverment. Secondly, they dont die from natural death, only from diceases/violent death. This means , they achieve some kind of immortality with their religion/genetics, or just created like that and learned to control and use their potential immmortality. Their xenophoby could come from 2 things- one from religion, other from fear to get alien diceases from alien life forms. 2nd is the main reason. They are Slightly agressive, Very Cautious, Extremely Dependable, Quite Intelligent, and Extremely Unfriendly race, as i see them as summary.
The thing that their govement is the thing that could provide pop growth (mortality denial) factor, not the race itself, because its one of requirements to stick to itspeciality for combat gameplay their flavor is "snipe/kite/evade" fleet - smaller than usual (penalised volume), but very agile and fast ships, with spcial technology for long range guns.
Now what actual (exact numbers) bonuses they will have? What is final summary on their govemeent? And what actual combo of ship buuilding tehs/penalties they have? - there need to be some check for balance. We need to assemble alpha now and test it.... and, again, they must have own, special way to approach the game, so thats a main direction of tweaking/tuning we would require

another point is new races with addition to new mechanics - is quite a package. So race wise, lets model 1 race with all extended features:
1. Full race design with ship set, and galactopedia .
2. Any additional techs/goverments
3. Ship designs templates.
4. Full Alien Immersion package (must be done by me)
5. Full pre-set characters, will be doen by me+ergie and ergie's tool.

Its quite alot, so lets pick one - 2 races and polish them? What races you would take as first focus? Yereni? I have some passion to finish 3 houses of Ergreagd. This will require alot project 2/3 work for them, because they have bit more focus on characters than Dhayut. We could focus on those 2 as first alpha package.






< Message edited by Blackstork -- 7/22/2014 10:16:22 AM >


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Post #: 18
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/22/2014 2:06:23 PM   
lurchi


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Interesting. Seems like the primordial soup of a megamod.

Edit: BTW, there are several race extension mods for Extended Universe. Did you take a look at those?

< Message edited by lurchi -- 7/22/2014 3:07:38 PM >

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Post #: 19
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/22/2014 2:18:04 PM   
Blackstork


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quote:

ORIGINAL: lurchi

Interesting. Seems like the primordial soup of a megamod.

Edit: BTW, there are several race extension mods for Extended Universe. Did you take a look at those?

nope, dint looked/knew they are there....
I looking to create very unique flavor/gameplay / techs/features for each one.. Each race above are justified by unique game play idea, based on other ambitions included in this mod.
I dont mind to check them up, and if there is something i will like/will fit to creiteria/will not conflict with existing 40+10 i may add... I warn for few races i planning to create unique ship art, aside from all mentioned features

I just made even more depth research on characters modding and on events modding
Wow, only 2 those features could create huge difference between different races gameplay.
Just those hidden features can impact race play ALOT.

We going for alpha release , which is still far from being done, which include complete unique character /naming/feature system for shandar/dhayut, and 1-2 new races, with all features added .

I would be happy to try and integrate your mod from this point. I really like the approach, does it even interfere with things i playing? It changes racial files? Also new civs use some unique techs or will prefer existing techs from your mod tech tree, so i need to know where/how to adjust them. Seems that for now races focus is on Yereni/Ergreagd. Yereni use small ships, faster speeds (preference 1), mount alot of agility, and have unique long range gun tree.
Ergreagd focus on troops/espionage, will have 3!!! special goverments, and alot of hi-impact characters which will coup etat alot.



< Message edited by Blackstork -- 7/22/2014 3:26:59 PM >


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Post #: 20
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/22/2014 2:51:42 PM   
Blackstork


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More material on Ergreagd:
Avian
-30% Troop Maintenance
+30% Intelligence Effectivity
Extra Inteligence Agent : 1
+50 chance of generation Intelligence Agents, Troops Generals and Governors.
-50% chance of scientist generation.
Agressivness: 117
Caution: 89
Intelligence: 101
Friendliness: 86
Dependability: 74
population growth : 14%

Unique 3 house system : with unique 3 goverments.
Each goverment named after house. Houses are major political feudal monarchy ancestral line aligned factions, which have long tradition of very fierce rivalry. Even united, the Ergreagds keep this as part of their tradition. Poisoning, assasinations, coup'd'etats - are common progress tools and refined art of their society.
Houses have certain sphere preference.
House of Margagd - House which comes from ancestral line with strong military history, tradition , which prefer more frontal assault and strict military control. If they are chosen to rule the exterrior politics, all leaders will come from Troop Generals, the niche sphere for Margagd within Ergreagd society. Have lowest replacement ratio, Hightest approval, Lowest war weariness, lowest population bonus, lowest research, Mediocre corruption, Medicore tax.
House of Kerengd - Tricky house which rules by art of assasination, blackmailing, intrigues, and any other covert doings. Leaders during their rule taken from Intelligence agents pool. Have hightest replacement ratio, lowest approval, mediocre war weariness, mediocre population bonus, best research, lowest corruption, lowest trade/tax.
House of Urgegd - Rich house with alot of influence, are the most social-oriented house . Their leaders taken from Governor pool, Have mediocre replacement ratio, mediocre approval, worst/highest war weariness, best population bonus, mediocre research, hightest corruption, immense trade/tax.

Things will be polished later, and balanced if needed

Also! HELP needed... i am not native english speaker.. my grammar sucks and those galactopedia entries wait for native english writer :)

< Message edited by Blackstork -- 7/22/2014 4:07:37 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/22/2014 4:04:26 PM   
lurchi


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quote:

ORIGINAL: Blackstork

quote:

ORIGINAL: lurchi

Interesting. Seems like the primordial soup of a megamod.

Edit: BTW, there are several race extension mods for Extended Universe. Did you take a look at those?

nope, dint looked/knew they are there....
I looking to create very unique flavor/gameplay / techs/features for each one.. Each race above are justified by unique game play idea, based on other ambitions included in this mod.



There is some interesting stuff, you really should check those.
DW Universa looks quite promising:
http://www.matrixgames.com/forums/tm.asp?m=3353200
Distant Races has some unique race ideas:
http://www.matrixgames.com/forums/tm.asp?m=3629325

quote:

ORIGINAL: Blackstork

I just made even more depth research on characters modding and on events modding
Wow, only 2 those features could create huge difference between different races gameplay.
Just those hidden features can impact race play ALOT.


Oh yes.

quote:

ORIGINAL: Blackstork

I would be happy to try and integrate your mod from this point. I really like the approach, does it even interfere with things i playing? It changes racial files?


You're free to use it. Yes, I guess it might interfere with a lot of things. I do change racial files, it's needed for the new colonisation system.

quote:

ORIGINAL: Blackstork

Also new civs use some unique techs or will prefer existing techs from your mod tech tree, so i need to know where/how to adjust them.


You'll have to wait a bit more for details, Research Reloaded is far from being done. There will be a lot more tech for your races to use, weapons, hyper drives, reactors, but racial tech can of course be added as well.

quote:

ORIGINAL: Blackstork

Seems that for now races focus is on Yereni/Ergreagd. Yereni use small ships, faster speeds (preference 1), mount alot of agility, and have unique long range gun tree.
Ergreagd focus on troops/espionage, will have 3!!! special goverments, and alot of hi-impact characters which will coup etat alot.


Sounds cool.

(in reply to Blackstork)
Post #: 22
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/22/2014 4:21:21 PM   
Blackstork


Posts: 188
Joined: 7/7/2014
Status: online
quote:

ORIGINAL: lurchi


quote:

ORIGINAL: Blackstork

quote:

ORIGINAL: lurchi

Interesting. Seems like the primordial soup of a megamod.

Edit: BTW, there are several race extension mods for Extended Universe. Did you take a look at those?

nope, dint looked/knew they are there....
I looking to create very unique flavor/gameplay / techs/features for each one.. Each race above are justified by unique game play idea, based on other ambitions included in this mod.



There is some interesting stuff, you really should check those.
DW Universa looks quite promising:
http://www.matrixgames.com/forums/tm.asp?m=3353200
Distant Races has some unique race ideas:
http://www.matrixgames.com/forums/tm.asp?m=3629325

quote:

ORIGINAL: Blackstork

I just made even more depth research on characters modding and on events modding
Wow, only 2 those features could create huge difference between different races gameplay.
Just those hidden features can impact race play ALOT.


Oh yes.

quote:

ORIGINAL: Blackstork

I would be happy to try and integrate your mod from this point. I really like the approach, does it even interfere with things i playing? It changes racial files?


You're free to use it. Yes, I guess it might interfere with a lot of things. I do change racial files, it's needed for the new colonisation system.

quote:

ORIGINAL: Blackstork

Also new civs use some unique techs or will prefer existing techs from your mod tech tree, so i need to know where/how to adjust them.


You'll have to wait a bit more for details, Research Reloaded is far from being done. There will be a lot more tech for your races to use, weapons, hyper drives, reactors, but racial tech can of course be added as well.

quote:

ORIGINAL: Blackstork

Seems that for now races focus is on Yereni/Ergreagd. Yereni use small ships, faster speeds (preference 1), mount alot of agility, and have unique long range gun tree.
Ergreagd focus on troops/espionage, will have 3!!! special goverments, and alot of hi-impact characters which will coup etat alot.


Sounds cool.



I like Distant Races ideas, but i prefer art selection/unique mechanic concepts from my 10 races set prior to taking something else - they are darker, more alien and more apealling ot me to work with. At later stages, once all hero/character/goverment/special/immersion stuff is implemented (very distant point) i may turn towards DR. I mean, if i do complete this huge project and there will be more place for adding, i am sure i will work on integrating, fully or partially, Distant Races.
DW universa is less to my liking, art/concept/unique mechanics pov.
I do emphasize on making race unique to play, dark alien , non cartoony style, and passion for making certain art content, because this project will need HUGETONS of new authentic art being done, even for vanilla races. Its a creative process, and to be creative you should work with ideas that inspiring you. I wont do easy modding. I prefer to polish every single race till it will be unique space alien candy to chew :D

This is not (ONLY) race mod. Race feature is just small part of it, work-time wise, new races are to add more flavour and play with unique mechanics/features which could be squized from character/goverment/event customisation .

I hugely like Plant family. I am sure that 1st 2 races to be implemented from DR will be those 2 planties.

< Message edited by Blackstork -- 7/22/2014 5:38:57 PM >


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Post #: 23
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/24/2014 9:34:59 AM   
Blackstork


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Updated 2nd post with more Ergreagd info, new race that will be released in First alpha release and include immersive, deep , complex character system (see that dhayut pic preview for visuals)
Now races will be also determined and differ by pre-set pool of characters they have, and their pool will impact gameplay alot, create synergies and strategies which will be different for all races.

Added some unique tropp art preview (Preview of regular troops, House Kerengd Battle Golem (armor) and House Margagd Elite Troopers ) -

top of post 2, unique Ergreagd ships art is WIP, previews will be posted soon.
Added more info on 3 house goverments in the Ergreagd info.
Races will have more complexity, differce and flavor in BEU , than they ever had.

< Message edited by Blackstork -- 7/24/2014 11:03:54 AM >


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Post #: 24
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/24/2014 7:44:09 PM   
Blackstork


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Added to post 2 some preview of unique ships/base and house emblems. Obcourse this will be less blurred and scaled down in the game.
Hope you like it.

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Post #: 25
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/24/2014 8:18:24 PM   
ParagonExile

 

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Blackstork, I made a few/several grammar errors in the descriptions, I will work them out and send them to you once more.

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Post #: 26
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/24/2014 8:21:59 PM   
Blackstork


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Cool, ship art still need some work and polishing too, effects application etc...

Also sorry, i will need to move Banoserit and Xhumans ui after Ergreagd, because i need their race ui art to develop stuff for character builder, to get something even more comples showcased on that dhayut sample.
So next Alien Immersion UI is Ergreagd one!

Once character system is done and ship art is polished we will release early Alpha with one complex and unique race, which also using new and complex racial-flavored character system + character system for Dhayut

< Message edited by Blackstork -- 7/24/2014 9:23:29 PM >


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Post #: 27
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/24/2014 8:26:22 PM   
ParagonExile

 

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Cool.

Considering I'm helping, could you possibly make the XHumans go before the Banoserit for my sake? :3

< Message edited by ParagonExile -- 7/24/2014 9:26:32 PM >

(in reply to Blackstork)
Post #: 28
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/24/2014 8:36:31 PM   
Blackstork


Posts: 188
Joined: 7/7/2014
Status: online
hehe sure, deal :P

_____________________________

Alien Immersion - Extended Mod (WIP) : http://www.matrixgames.com/forums/tm.asp?m=3651979
Beyond Extended Universe Mod Pack (WIP): http://www.matrixgames.com/forums/tm.asp?m=3657646

(in reply to ParagonExile)
Post #: 29
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/24/2014 8:44:06 PM   
ParagonExile

 

Posts: 164
Joined: 6/9/2014
Status: online
Score one for emotional blackmail!

Is there anything blackmail can't do?

(in reply to Blackstork)
Post #: 30
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