Logo Platform
logo amplifiers simplified

[RELEASED] Hupas compilation mod

Reply
Copied to clipboard!
12 years ago
Jul 15, 2012, 10:03:34 AM
0.015 uploaded



For 0.100 I am going to make following changes:



Following skills are going to be removed:

1 Veteran 1

2. Veteran 2

3. Veteran 3

4. Veteran 4

5. Cyberskilled

6. Hardy Constitution 1

7. Emergency Prepardness 1

8. Emergency Prepardness 2

9. Black Market

10. Security Specialist

11. Value Creator 1

12. Value Creator 2

13. Saboteur (I really hate to get rid of combat skills in favor of economy)

14. Insight 2





Following skills will be changed:

Civil Engineering (will become rank 1 and give 10 production)

Crop Geneticist 1 (+10 food)

Crop Geneticist 2 (+15 food)

Minister of Propaganda 1 (+10 happiness)

Minister of Propaganda 2 (+15 happiness)

Motivational Leader (will become rank 3)



Efficient Schooling (will become rank 3)



Industry-Academic Partnerships (will become rank 3)

Dust Wielder 1 (+5 dust (just because dust is so powerful) )

Dust Wielder 2 (+10 dust)

Savvy Business (+10% dust)

Savvy Business (+20% dust)

Savvy Business (+30% dust)



Following skills will be added:

1. Civil Engineering 2 (+15 production)

2. Civil Engineering 3 (+25 production) (total being then 50 production from level 4 hero right now... bit high still, will change that in phase 0.2)

3. Efficient Schooling 1 (+10% production)

4. Efficient Schooling 2 (+15% production)

5. Grop genetists 3 (+25 food)

6. Motivational Leader 1 (+10% food)

7. Motivational Leader 2 (+15% food)

8. Minister of Propaganda 3 (+25 happiness)

9. Scientist 1 (+10 science)

10. Scientist 2 (+15 science)

11. Scientist 3 (+25 science)

12. Industry-Academic Partnerships 1 (+10% science)

13. Industry-Academic Partnerships 2 (+15% science)

14. Dust Wielder 3 (+15 dust)

0Send private message
12 years ago
Jul 15, 2012, 10:20:52 AM
Hupailija wrote:
*suggestion*



What people would think about following idea: instead of having "passive" combat skills, there would be just following:

+3 to stat

+3 to stat

+4 to stat

then

+2 to 2 stats

+2 to 2 stats

+2 to 2 stats



stat would be offense/defense/melee



rest of the skills would be devoted for battlecards



*example* (notice this really is example, it's bit absurd and mostly broken but hopefully atleast someone gets idea)



Without hero fleet has just Attack, Defend and Fleet battlecards (attack increases damage by 5%, defend defense by 5% and fleet is that normal flee)

With first +3 skill would open Fire battlecard which (if this is possible) would cause x damage to ship of enemy fleet

Second +3 skill would open Fira battlecard which deals double of Fires damage to enemy fleet

+4 then would give Firaga which would deal 3x damage



+2 to 2 skills would then give flashfire which would both deal x damage and increase fleets accuracy by y

second +2 would give flashfira

and third would give flashfiraga

*/example*



hope that was easy enough.



Since melee is weakest stat (it's possible to rise melees power but I do not want to do that :P) it would get most powerful cards, offense would get mostly rage/berserking and so on and defense would get heals and barriers.



I am going to add skills like Fullheal and Superberserking (I have really bad imagination when it comes to names) where first heals fleet to 100% and second makes fleet lose all it's defensive stats to increase offensive 5 times as much.



*/suggestion*





Outside of that it starts to look easy enough to think possible to alter empire heroes.




Doesn't it make more sense to switch the +2 to 2 stats and the +3 to single stat?

This way it follows your idea of heros starting 'empty' or more generalised and become more specialised later.



For example, possible starting options:



Governor I: +2 Labor, +2 Wit

Soldier I: +2 Offense, +2 Defense



After reaching Governor I for example you could get options for +3 Labor or +3 Wit.





Oh, and good job so far.

Really nice to see something make heros more interesting and customizable smiley: smile
0Send private message
12 years ago
Jul 15, 2012, 11:16:51 AM
Tsalarian wrote:
Doesn't it make more sense to switch the +2 to 2 stats and the +3 to single stat?

This way it follows your idea of heros starting 'empty' or more generalised and become more specialised later.



For example, possible starting options:



Governor I: +2 Labor, +2 Wit

Soldier I: +2 Offense, +2 Defense



After reaching Governor I for example you could get options for +3 Labor or +3 Wit.





Oh, and good job so far.

Really nice to see something make heros more interesting and customizable smiley: smile




Oh will absolutely add this to 0.106 and if I get it to work it willd be in 0.200 as a basic setting.



Wonderful suggestion!
0Send private message
12 years ago
Jul 15, 2012, 1:46:36 PM
Uhm, sorry about this speed then... maybe I should try to wonder whether I really need to upload dozen versions in day smiley: biggrin



Right now it seems that if you want version which doesn't have skills linked confusingly you better to wait version 0.101 or 0.102
0Send private message
12 years ago
Jul 15, 2012, 4:28:01 PM
Tsalarian wrote:
Doesn't it make more sense to switch the +2 to 2 stats and the +3 to single stat?

This way it follows your idea of heros starting 'empty' or more generalised and become more specialised later.



For example, possible starting options:



Governor I: +2 Labor, +2 Wit

Soldier I: +2 Offense, +2 Defense



After reaching Governor I for example you could get options for +3 Labor or +3 Wit.





Oh, and good job so far.

Really nice to see something make heros more interesting and customizable smiley: smile




It works perfectly!



Now I just need to figure couple things and this really starts to shine :P
0Send private message
12 years ago
Jul 15, 2012, 4:49:02 PM
I don't understand:



!TraitEconomy01Alt1,!TraitEconomy01Alt2,!TraitEconomy01Alt3



denies access to positive trait if negative is chosen

but if that tag is put on skill it doesn't do anything

nor using



!HeroAbilityCommon12



or



!HeroAbilityCommon12



blah, headache and I really think that 8 versions is enough for a day... will continue releasing more tomorrow.
0Send private message
12 years ago
Jul 16, 2012, 12:09:51 PM
WHAAA! Major gamebreaking bug.... thankfully I fixed it and send fixed version.



Hopefully no one downloaded 0.107 version
0Send private message
12 years ago
Jul 17, 2012, 4:26:24 AM
I've been giving some thought to heroes. First to be very honest I find vanilla heroes to be rather boring, your mod definitely improved my out look regarding heroes. The additional hero choices actually make me pull up profiles and scan them for bonus rather then grabbing the first admin or corp hero. However, I still feel that this should be taken further. Some of what I'm undoubly going to outline is more then is moddable given the current limitation (white space counting fml). Anyhow here goes...



Is it possible to separate out heroes into two distinct groups. Military (with Corp / Admin) and True Corp / Admin heroes - true for lack of a better word. True Corp / Admin heroes would be basically in tune with the current system. No real change.



Military focused heroes would be substantially different then their admin / corp hero counter parts.



First, would it be possible to introduce a rank system? The rank system would be more of a immersion effect, every time your military hero goes up in level, he is promoted. Something along the lines of Airforce Ranks or this. I personally prefer Canada's sytem, but you can see where I am going with this.



Secondly, would be possible to increase the number of military heroes a person can actively have? They would have to be limited to fleet slots only, no planet assignment. I have no issue with military first with corp / admin second (skill layouts). After all the military needs administrators in order to function smoothly, but rather then providing static across the board bonuses to all production or whatnot, military admins/corps would give military based bonuses only, ie increased ship construction rate only. Maybe military admins/corp heroes could be assigned to systems to give a very minor bonus to military operations.



The notion that crossed my mind was that I would like to see fleets having officers, having multiple fleets with 1 military hero is lacking, espically as the increased fleet size with this mod encourages bigger fleets. However, due with the increased access to military heroes there would have to be some drastic balancing to prevent OP fleets. Hah.



Is it possible to restrict to prevent heroes from being assigned to planets / fleets? (maybe it will stop the admin fleet admirals that the AI likes)

Is it possible to give admin/corp abilities to military heroes that only affect military related construction / research etc?

Is it possible to add naming system every time a hero levels up? (ranks)
0Send private message
12 years ago
Jul 17, 2012, 6:50:49 AM
" I wouldnt say anything is impossible. I think that everything is possible as long as you put your mind to it and put the work and time into it. " - Michael Phelps







Though I could add: And as long as you make people to see illusions.



First, would it be possible to introduce a rank system? The rank system would be more of a immersion effect, every time your military hero goes up in level, he is promoted. Something along the lines of Airforce Ranks or this. I personally prefer Canada's sytem, but you can see where I am going with this.




Only problem is that it's against my whole mod. It's doable and quite easy :P



I will start to figure out how I change combat system and skills on version 0.3xx. Before that I really have to make custom race traits.



Secondly, would be possible to increase the number of military heroes a person can actively have?




I don't think so, I can't access to games random system yet... when I have dived there I can say whether it's possible.



Is it possible to restrict to prevent heroes from being assigned to planets / fleets? (maybe it will stop the admin fleet admirals that the AI likes)




I honestly don't know yet, but I think that this is hardcoded.... STILL it's possible to make people belive that it's only option



Is it possible to give admin/corp abilities to military heroes that only affect military related construction / research etc?




It's possible to make people belive so, yes



Is it possible to add naming system every time a hero levels up? (ranks)




It's possible, all it takes is to fool player to belive that there is one.







I have following limitations:

- there is only 1 set of heroes, all heroes can be set to do something

- there is about 40 skills, new skills can be added and old removed (as long as there isn't too many letters)

- there is limit of how many levels one hero can have



- there is 2 tables for skills, first tells to game what skill links and where and second how skills works.











Actually what I thought to implement would be following:

Military heroes would have 7 "ranks" which increases their main combat stats

After each "rank" player would get set amount of skills he can choose

"Ranks" would also be hero skills



*example*

Pilgrim player wants to do military hero.

He first sees option: Rookie (lowest rank in Finnish army)

after taking that (and getting +1 to offense and defense) he would have following options:

Soldier (next rank)

Shooter (+1% accuracy)

Bodybuilder (+1% damage)

Toughman (+1% ships health)



and so on:



highest rank could be for example Admiral (I was in coastal defence!) which could have following skills:

Fullheal (battlecard, heals fleet to maximum health)

High command (battlecard, fleet does 100% more damage)

Highest-in-rank (+20% to fleet offense and defense)



*/example*









but anyway thats all for 0.3xx for now I am going to see custom traits (ok, this sounds stupid but I really want to show to Davea that he aims too low and it's possible to do something magnificient)
0Send private message
12 years ago
Jul 17, 2012, 7:04:14 AM
I finally did find it!!!!!!!



This is Sowers Affinity :





















Aaah, now everything really is possible smiley: biggrin
0Send private message
12 years ago
Jul 17, 2012, 8:14:11 AM
Funny conversation from last night: /#/endless-space/forum/27-general/thread/9084-suggestions-needed-rebalance-custom-traits



Daveas reply to me first

Let's agree on the design in this thread. I don't care who implements it, if you want to, go ahead. Please link to this thread and credit the people who have contributed.



Mine reply to him: (went bit ballistic, it happens with me)

I am really not interersted any of these small scale ideas. Most of these are just tweaking one or two value and whats the point of that? If one wants to do that why he don't do it himself?



Instead what I want to do with mods is do something what either takes long time or requires thinking. Good example was Valazzars idea because it sounds funny to code and think...

Thats why I asked from HIM and not from YOU. There is huge difference between you two. I haven't seen any original idea from you so far.



Even this post is: "how should we change traits we have now?" which is boooooring!



Real question should be: "how can I make funny trait which does something completly marvelous?" tweaking some number isn't really funny nor doing anything marvelous.



If you want my answer to what kind of traits I would like to see:



make trait where different kind of planets give happiness (for example why can't some race really love to live in lava?)

make trait where people don't eat food but production (One of the most famous races of MoO 2)

make trait where race can turn food to science (again why not?)

make trait where instead trait routes one gets set amount of dust each turn. (just for gigs)



Those are what I want to see in future. Closer to: "I really want to make my custom civilization and not just how to use couple points". And these are all doable and quite easily!



His reply to me:



What I am trying to do in these threads is discuss *achievable* changes with what we can mod today. If you want to imagine things which can't be implemented, nothing is stopping you.

















and why this is funny? I have implemented now all of these changes to 0.300 heromod (will release it still today ^^)



Maybe it's time for someone to admit that I can and will do what I suggest... it might take time but I will do it smiley: biggrin
0Send private message
12 years ago
Jul 17, 2012, 10:54:14 AM
hey Hupailija could you pls write into your posts where you find those things? because i would like to do something on my own and thats pretty hard without knowing the line it stands in

thank you
0Send private message
12 years ago
Jul 17, 2012, 12:08:53 PM
I hesitate to share stuff, even more to new modder, because what I am doing isn't as simple as say Davea, Omnisite or Jarus.

Difference is that they can instantly see if they make mistake where as I have to track my mistake sometimes quite many changes and figure out what I did wrong.



Sometimes I need to restart game multiple times just to see how my effects actually work.



For example adding new skills was rather messy or this adding new customize traits to race generation.







Anyway I see what I can do... just don't except explantions smiley: biggrin



Well actually problem is that I'm rather lazy and I really hate people to ask me why their mod crashes smiley: biggrin





Do not edit your sharedassets17.assets file if you are not absolutely sure what you do.



And if you do do not come to cry to me!



Here is almost all changes I have done:

Documents.zip





If you except commentations you can wait for a long time
0Send private message
12 years ago
Jul 17, 2012, 6:18:48 PM
*Thinking out loud*

Race customize screen:



Affinity: all affinities cost 60 points and one can have just 1

- money to science

- production to food

- increase detection rate by 10

- no traderoutes put double money generation

- hero cloning?

- Hissho

- Pilgrims hero bonus



Terraforming / planet happiness: expensive but one can take several (only one + approval though)

- Gas giant terraformer

- Asteroid terraformer

- Lava born

- Barren people

- Dune dweller

- Mermaids



and so on



economy:

-1.5 - 1.5 prod per people

-50% - 50% prod overall

-1.5 - 1.5 science per people

-50% - 50% science overall

-1.5 - 1.5 dust per people

-50% - 50% dust overall



Government

- implement somekind of "government" system (more like weaker affinition)

- good/neutral/bad and make those do something



Offense:

ship exp

ship attack

ship defense

invasion

huge invasion defense







Get rid of pre given traits of races, race should just give you look.

Add "more" races (remember one can use hero images as a look).
0Send private message
12 years ago
Jul 17, 2012, 6:45:47 PM
I'd love to see a race screen redesigned in the above format. That said, the modding potential of this game has me smiling already. Keep up the good work!
0Send private message
12 years ago
Jul 17, 2012, 7:28:05 PM
Problem:

to turn Amoebas really as a only affinity I would have to learn way to put:

0Send private message
12 years ago
Jul 17, 2012, 8:18:25 PM
So yeah, after 0.301 version I am out of this game. I try to fix heroes, get what I suggested to work and thats it.
0Send private message
12 years ago
Jul 17, 2012, 8:59:20 PM
Shrug for what it is worth I've tossed a few ideas your way, but frankly due to the challenging nature of modding this game, it discourages people. On top of that that in the future maybe you could include a comprehensive list of changes you make to game play mechanics. This would allow people to better understand what changes have been included. And the entire 'heated' part of your personality makes it difficult for people to treat you with the respect you feel you deserve. What you've done is undeniably awesome, you've managed to go and change many of the mechanics something many people wouldn't even consider possible. However, when you rub their face in it, people tend to be disgruntled and either attack or ignore. /shrug
0Send private message
12 years ago
Jul 17, 2012, 10:16:06 PM
How do you think, is it possible to



а) increase a chance of getting a hero that belongs to your race

b) crazy idea here: instead of separate academy for one race, have all races choose from a single pool?
0Send private message
12 years ago
Jul 18, 2012, 10:27:09 AM
One question - isn't there a chance that this could unbalance the Cravers with the increased (massively) fleet sizes? With a fleet of 100 ships for instance and if its not a tie you're looking at an instant 5k research. Imagine its 400 ships and...wow.
0Send private message
?

Click here to login

Reply
Comment