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Looking For a Race Modder! - 6/23/2014 8:30:53 AM   
Rhikore

 

Posts: 53
Joined: 6/4/2014
Status: offline
Made a post in General earlier, meant to post it here...

Feedback extremely Welcome!


< Message edited by Rhikore -- 6/24/2014 4:26:53 AM >
Post #: 1
RE: Looking For a Race Modder! - 6/24/2014 3:26:12 AM   
Rhikore

 

Posts: 53
Joined: 6/4/2014
Status: offline
Greetings All!
Im considering making my own extended Universe Mod, and would like a hand in creating my first unique race.
I fully intend on reading all the guides on modding, but I was hoping for some quick information to help me make a few important decisions.

First, however, a preview of my initial race!

Valkorians

Race Family:
Toss-up here, as they are technically Amphibious Ursidian Humanoids (May Look into Custom Family)
1 Part Polar Bear
1 Part Dire Wolf
1 Part Otter
1 Part Human

Native Planet:
Forested Swamp (Marshy Swampland)

Base Reproduction Rate: 21%

Characteristics:

Quite Aggressive: Tolerant of War, + Intelligence Agents, Strong Troops, More Recruits, and Vigorous Colonial Defense, Unlikely to join other Empires.

Quite Cautious: Annoyed by Encroachment, Greater amount of Shields/Armor, More Recruits, Resource Hoarders, Careful/Thoughtful when choosing intelligence missions.

Extremely Intelligent: Gifted Researchers, Strong Troops, Powerful Counter-Intelligence.

Quite Unfriendly: Slightly Xenophobic (Dislike, not Fear.) (Regarding Friendliness: Valkorians generally find diplomacy with other races to be irritating and counter-intuitive, and prefer their natural form of communication (Telepathy) over the clumsy use of speech. Furthermore, Valkorians would rather be spending their efforts to expand their territories... or pondering the culinary preparation of their potential sentient snacks.)

Very Dependable: Valkorians are generally unlikely to agree to treaties , but will enduringly honor those they agree to. More Tolerant of War Hardships, and much less likely to defect.

Bonuses:
Fierce Rivalry: 30% War Weariness Reduction.
Gifted Scientists: 20% Faster Research.
Cunning Schemers: 20% Better Spies.

Resource Bonuses:
Falajian Spice: +5% Population growth for colonies with access to this resource.
Ekarus Meat: +10 Strength to new troops recruited at colonies with access to this resource.
Carbon Fiber: +5% Weapons Research in your Empire for each colony with access to this resource.

Racial Victory Conditions:

25% Control 25% of the Marshy Swamp Colonies in the Galaxy.
25% Control 25% of the Continental Colonies in the Galaxy.
25% Control your Homeworld.
25% Have the Fewest Treaties in the Galaxy.

Colonies:
Marshy Swamp Colonies can usually avoid Natural Disasters.
Continental Colonies can usually avoid Natural Disasters.
Continental Planet Colonization Research: -50% of Normal Costs.
Volcanic Planet Colonization Research: + 25% of Normal Costs.
Ice Planet Colonization Research: + 15% of Normal Costs.
Ocean Planet Colonization Research: + 10% of Normal Costs.
Desert Planet Colonization Research: + 20% of Normal Costs.

Characters:
Extra Troop General: 1
Extra Scientist: 1
Extra Intelligence Agents: 1
Intelligence Agents start with X(Counter-Intel) trait.
More Likely to generate new Scientist Characters. (+40%)
More Likely to generate new Intelligence Agent Characters. (+40%)
More Likely to generate new Troop General Characters. (+30%)
More Likely to generate new Colony Governor Characters. (+20%)
Less Likely to generate new Ambassador Characters. (-70%)
Less Likely to generate new Ship Captains. (-70%)

Other:
Special Government: United Telepathic Republic
Special Technology: Visceral Boarding Tactics(Assault Pod Improvements)
Disallowed Technology: None
Blood of the Hunter - Regular 7 year cycle: For 1 year has increased Population growth, Increased Aggression, Increased Recklessness, Decreased Friendliness, Decreased Dependability.
Increased Military and Civilian Base Size: 10%
Faster Troop Regeneration: 10%
Faster Construction Speed: 20%
Lower Tourism Income: -70%
Lower Trade Income: -40% (Regarding Tourism and Trade: Many species find dealing with a Large, Feral-looking, Xenophobic, and Telepathic race to be more than a little unnerving, despite their intelligence.)



Modding Questions:

1) Custom Racial Family Creation: Pain or Pleasure? (Difficulty?)

2) Is there a way to customize specific sub-characteristics of the main Characteristics groups? (Greater Specification and Customization)

3)How difficult is it to create custom technologies? (Links are Helpful, When available)

4) @ The Balance Mod Community: What are generally considered to be the main issues in the Vanilla Tech Trees?

Lastly, I was curious if any artists in the community might be willing to work on a Race extension mod with me?

Thanks for the Read.

P.S. Id really like to become actively involved in the Modding Community, as a whole. Specifically Im interested in Races, Race Balance, and Tech Balance.

P.P.S. For all you Gooblers that have looked at the Thread, feel free to Message me if youre too shy to post!


< Message edited by Rhikore -- 6/24/2014 6:07:50 AM >

(in reply to Rhikore)
Post #: 2
RE: Looking For a Race Modder! - 6/24/2014 6:15:32 PM   
Inawordyes


Posts: 28
Joined: 5/31/2014
Status: offline
As a 'newb' to modding this game but in the process of working on my own custom races as well, I can't give the best answers, but can give some basic info from what I know.

1) Definitely a 1-2/10 - basically all that's required is to open the RaceFamily.txt and RaceFamilyBiases.txt files, add the new Racial Family to the bottom of the list of each, completely with matching sequential number, and then in the latter just update the biases for the race, both their feelings toward the others and vice-versa. Unless there's already a large number of race families (like there are with races, for example), it shouldn't take you longer than a few minutes, and there are only 7 race families, plus Avian if you use DWXtended as your base, so it's no problem at all.
2) Others may be more knowledgeable on this and able to tell you otherwise, but I don't think so.
3) I have difficulty with this one but am sure that the more well-versed you are the easier it gets, so I will let somebody with more experience comment on it.

I am not a part of the Balance Mod community so I will leave that to them to answer, as I'm focusing more on the races than the tech tree.

_____________________________

Distant Races



The self-titled Crown Prince of Crazy Plans.

(in reply to Rhikore)
Post #: 3
RE: Looking For a Race Modder! - 6/24/2014 9:26:11 PM   
dwaine


Posts: 30
Joined: 7/8/2010
From: France
Status: offline
Hello friend,

welcome to the wonderful world of modding :)

1) Very simple and straightforward, as stated above, 2 txt files, just one thing, use notepad ++, very VERY useful, for example, you can select and copy/paste an entire column with the "Alt" button, handy for the racebiases.txt or raceFamilyBiases.txt
TL;DR Excellent to start, easy to do.

2)NO, not right now anyway or to my knowledge, modding IS limited on this game, still so much things hardcoded.

3) Easy, but quirky, it is simple to fail here, and don't except the game to tell you where is the problem in your brand new tech tree !
The easy way to see it is to imagine it as a chart like, in excel, tech level is the column number and row is line number. The rest is just the features of the tech, cost is calculated auto by its relative position, tough you can override it. Most of the tech are just components upgrade you should start by adding a few, good way to start and understand, the one thing to think when you start, you have to link technologies with last line "parents". It is also here you can add facilities, but be careful here, don't try putting a non existent facility, or every tech following the tech unlocking the facility will become invisible ... Try the DW tool made by lefoureur/lepoulpe.
If it can help, complete tech trees available here.
Locarnus is actually the best for that, I started doing it, for my facilities mod, I slightly modified the tech tree, you can use it to see the differences with vanilla, with soft like winmerge.
TL;DR Easy, but you have to be EXTREMELY meticulous.

(in reply to Inawordyes)
Post #: 4
RE: Looking For a Race Modder! - 6/26/2014 6:28:27 AM   
Rhikore

 

Posts: 53
Joined: 6/4/2014
Status: offline
IAWY, Love the pictures you found, and I read your Races post. Any interest in potentially working together? Potentially releasing our races together?

Dwaine, Ty for the kind welcome, Glad to be Here!

Im considering proposing to the devs that they change the current Characteristics into an average composite of the behaviors therein.
I believe this would give current, and any future racial additions, greater dynamical effect/Mod-ability. Living/Breathing, as it were...

Tech Modders, was hoping for some insight on the question I asked in my main Post... (#4)


(in reply to dwaine)
Post #: 5
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