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What can and canít be Modded

 
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What can and canít be Modded - 3/11/2019 7:34:18 PM   
larrybush


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Might be too soon for me to ask these questions, as Iím still learning the game. But I bought this game to practice Modding for the upcoming DW2 Ė If that will take longer than I anticipate Iíll mod this one. Seems like a pretty good game so far!

Iím going to try for maximum realism (less the suspending the disbelief for Hyper-drive).
Something maybe like Space 2300 AD, an older role-playing rule set from GDW. Or maybe something of my own concoction using some of the ideas in the old micro-game WarpWar. I doubt that anyone would want to play my mods as they might be boring for most. Just doing them for me. (Modding is fun in of itself)

1) If you edit a map in a theme, it looks like itís available for that theme only Ė Is this correct?

2) I see in the ship design view Ė Escort, Corvette, Frigate, Cruiser & dreadnaught. Can this be changed to add Destroyer, Heavy Cruiser, Battleship? (Might have seem something in GameText)

3) Can the warp abilities be changed at all? Iím looking to limit the movement on a map. Basically, from stars that are closer than 7.7 light years (I know the map doesnít include scale, so Iím looking for ideas, or some subtle way to limit FTL drives Ė A way to make stars choke points)

4) I see fighter bays and docking bays, can the game be modded to allow ships without warp drive be carried by ships with warp drive Ė Like a destroyer carrying a Corvette. WarpWar had warp capable ships and the system ships were piggybacked into the fight (Warp ships are too valuable to be lost in combat)

Just curious to see if anyone here has any insight to these items.

Thanks


Edit: Sloppy typing again!


< Message edited by larrybush -- 3/11/2019 7:35:37 PM >
Post #: 1
RE: What can and canít be Modded - 3/11/2019 10:35:23 PM   
RogerBacon

 

Posts: 571
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline

quote:

ORIGINAL: larrybush

Might be too soon for me to ask these questions, as Iím still learning the game. But I bought this game to practice Modding for the upcoming DW2 Ė If that will take longer than I anticipate Iíll mod this one. Seems like a pretty good game so far!

Iím going to try for maximum realism (less the suspending the disbelief for Hyper-drive).
Something maybe like Space 2300 AD, an older role-playing rule set from GDW. Or maybe something of my own concoction using some of the ideas in the old micro-game WarpWar. I doubt that anyone would want to play my mods as they might be boring for most. Just doing them for me. (Modding is fun in of itself)

1) If you edit a map in a theme, it looks like itís available for that theme only Ė Is this correct?

2) I see in the ship design view Ė Escort, Corvette, Frigate, Cruiser & dreadnaught. Can this be changed to add Destroyer, Heavy Cruiser, Battleship? (Might have seem something in GameText)

3) Can the warp abilities be changed at all? Iím looking to limit the movement on a map. Basically, from stars that are closer than 7.7 light years (I know the map doesnít include scale, so Iím looking for ideas, or some subtle way to limit FTL drives Ė A way to make stars choke points)

4) I see fighter bays and docking bays, can the game be modded to allow ships without warp drive be carried by ships with warp drive Ė Like a destroyer carrying a Corvette. WarpWar had warp capable ships and the system ships were piggybacked into the fight (Warp ships are too valuable to be lost in combat)

Just curious to see if anyone here has any insight to these items.

Thanks


Edit: Sloppy typing again!




1 Correct so choose your theme carefully if you are planning on making a big, higly detailed custom map.

2 You can change the names but you can not add classes.

4 Hyperdrive stats can be completely customized. In addition there is a global setting to adjust all hyperspeed.

4 Unfortunately, no.

Also, I think the kind of mod you are describing would be played by people on this forum. Most people that play 4x games don't mind a slow game.

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(in reply to larrybush)
Post #: 2
RE: What can and canít be Modded - 3/11/2019 10:49:21 PM   
larrybush


Posts: 584
Joined: 11/17/2005
From: Florida nowdays
Status: offline
Thanks for the reply Roger. I was reviewing the Bacon mod page by page, seems like several of your features will be a must use in my modest little mod. (Assuming DW2 takes longer to get out)



(in reply to RogerBacon)
Post #: 3
RE: What can and canít be Modded - 3/11/2019 11:12:21 PM   
RogerBacon

 

Posts: 571
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
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quote:

ORIGINAL: larrybush

Thanks for the reply Roger. I was reviewing the Bacon mod page by page, seems like several of your features will be a must use in my modest little mod...




Like the custom start page. A must for every self-respecting modder. :)

_____________________________

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(in reply to larrybush)
Post #: 4
RE: What can and canít be Modded - 3/12/2019 5:15:35 PM   
larrybush


Posts: 584
Joined: 11/17/2005
From: Florida nowdays
Status: offline
Without staring another thread - where in the heck is that pesky lightning animation come from? You know the one that's found around the nebulae. Want to black it out like the nebulae clouds but can't find it...

(in reply to RogerBacon)
Post #: 5
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