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Community Mod Project [Development Thread]

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7 years ago
Sep 22, 2017, 4:48:08 PM



This thread is for the Developers of the project to make progress reports regarding what work has been done and keeping everyone up to date with what’s coming up.

If you want to suggest changes or leave comments it’s best to do it on the Discussion thread [I will hopefully remember to add a Link Here]

If you feel that what you want to post will not fit there you can always PM me.


If you would like to help out with developing the project feel free to PM me, 

You don’t have to be an experienced modder, you just have to be willing to learn.




The Community Mod Project is similar to the G2G Balance mod but the main goal of this project is to make changes / add features to make the game more fun & Interesting, 

keeping everything balanced is a secondary goal.

Much like the G2G Balance mod this project has phases in which there is a focus on particular areas.


This focus dictates what we are mainly working on / Discussing but you are free to make suggestions regarding any area.

Changes are implemented on the basis of; 

How easy they are to do, 

How well they fit into the current focus & 

The community support for them. 

So easy changes that most people want will happen regardless of if the fit in the focus, etc.


Also nothing in this mod is final (I even will happy to change the name if someone comes up with a better one) 

So if you think a current feature should be change do make a post (In the Discussion thread) and say why it should be changed.




Links:

Discussion Thread [Game Design Forum] - Where Ideas are publicly discussed

Steam Workshop Page - Where you can Subscribe to the mod

Updated 7 years ago.
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7 years ago
Sep 22, 2017, 4:48:31 PM

Full List of Changes




[Consumption Code]
Changed Consumption to 10 Food Per Pop
Enabled Gene Hunter Consumption(It's Broken in vanilla)
OverPopulation Consumption added: 2% Food Production Per OverPopulation
Opulent Consumption added: 0.5% Food Production Per Pop

Wasteful Portions added: 0.3% Food Production Per Pop

Logistics Inefficiency added: 0.2% Food Production Per Pop

[Improvements]

Ultra GreenHouses, Organic Purity, Epigenetic Crop Seeding
Decreased to +2 RawFood
Evolved Soils Now Unlocked By "Rare Earth Forms"
-20% Wasteful Portions/System Level effect added to Intensive Cultivation

Planetary Influence Specialization bonus on Exceptional Planets

Added 6 Placeholder Improvements


[Planets]

Terraforming Tree Reworked:

- Five areas of FIDS Focus (See Chart)

- 32 Terraformations Removed (of the Original 62)

- Other 30 Changed

- 110 Added (Now 140 in total)

Planet Yields Reworked:

- Changed with new Tree in mind

New Planet Tag "Arable"

New Planet Tag "Exceptional"

Buffed Faction Homeworlds

4 New "Advanced" Planet types Added:

- Ecumenopolis (Pop Slots, Influence, Balanced FIDS)

- Agri-world (Food)

- Planetwide Laboratory (Science)

- MegaForge (Industry)


[Factions]

Unfallen Pop Trait changed from "Bounteous Gardeners" to
"Prolific Farmers"

[Localization]

Gene Hunter upkeep cost renamed to Gene Splice Cravings
Changed Consumption Title to Basic Sustenance


[Tech Tree]

6 New Technologies added:

-"Senate-Directorate Conclave"

-"Cultural Hegemony"

-"Galactic Nationalization"

-"Rapid Phase Transitions"

-"Advanced Placation Techniques"

-"Cosmopolitan Specialization"


[Other]

Political effect duration of building Military Ships reduced by 75%


[G2G Balance Mod]

Made Compatible with version 3.04

Incorporated Ground battle changes

Overwrites Planet tag changes




The Current Build is V 1.1.0 And is for ES2 Build V 1.0.61

Updated 7 years ago.
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7 years ago
Sep 22, 2017, 4:48:51 PM




The Start of this project & it's First Phase (aptly named "Growing Pains" by Frogsquadron)

It's Focus; Is Altering food production and consumption (& the other FIDSI to a lesser degree) Along with making Tall play style Viable.


Version 1.0.0 - For Game Build V 1.0.53


[Consumption Code]
Changed Consumption to 10 Food Per Pop
Enabled Gene Hunter Consumption(It's Broken in vanilla)
OverPopulation Consumption added: 2% Food Production Per OverPopulation
Wasted Food added: 1% Food Production Per Pop

[Improvements]

Ultra GreenHouses, Organic Purity, Epigenetic Crop Seeding
Decreased to +2 RawFood
Evolved Soils Now Unlocked By "Rare Earth Forms"
-20% Wasteful Portions/System Level effect added to Intensive Cultivation

[Factions]

Unfallen Pop Trait changed from "Bounteous Gardeners" to
"Prolific Farmers"

[Localization]

Gene Hunter upkeep cost renamed to Gene Splice Cravings
Changed Consumption Title to Sustenance

[Tech Tree]

Two Blank Techs Added

Updated 7 years ago.
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7 years ago
Oct 11, 2017, 7:03:59 PM

The First Major Update of Community Mod Project


Version 1.1.0 - For Game Build V 1.0.61


[Consumption Code]

Gene Splice Cravings Fixed (No more cravings before splicing) 

Consumption Split into 3 different types 


[Improvements]

Planetary Influence Specialization bonus on Exceptional Planets

Added 6 Placeholder Improvements


[Planets]

Terraforming Tree Reworked:

- Five areas of FIDS Focus (See Chart)

- 32 Terraformations Removed (of the Original 62)

- Other 30 Changed

- 110 Added (Now 140 in total)

Planet Yields Reworked:

- Changed with new Tree in mind

New Planet Tag "Arable"

New Planet Tag "Exceptional"

Buffed Faction Homeworlds

4 New "Advanced" Planet types Added:

- Ecumenopolis (Pop Slots, Influence, Balanced FIDS)

- Agri-world (Food)

- Planetwide Laboratory (Science)

- MegaForge (Industry)


[G2G Balance Mod]

Made Compatible with version 3.04

Incorporated Ground battle changes

Overwrites Planet tag changes


[Other]

Political effect duration of building Military Ships reduced by 75%


[Localization]

Renamed Sterile to Hazardous

New technologies now have names


[Tech Tree]

6 New Technologies added (in Total)

-"Senate-Directorate Conclave"

-"Cultural Hegemony"

-"Galactic Nationalization"

-"Rapid Phase Transitions"

-"Advanced Placation Techniques"

-"Cosmopolitan Specialization"


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