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[Released: 0.01] Complete Revamp to Race Generation

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12 years ago
Jul 26, 2012, 12:07:51 PM
About me:



If you have know the movie Rainman or tv-serie Big Bang Theory you have some picture in your head about me. Yes, I'm that Sheldon who keeps saying to others that they are stupid or who has to say bazinga when he tells a joke.

But I am also that person who understands code and is ready to study it. And most of all who is ready to battle to make his changes to work...

I can also be that person who lacks any kind of social skills (hey, as a defence I suffer from mild Autism).



That means that if I say that something can be done you can be quite sure that it's possible, and if I say that you are idiot most likely you are not but I am again my own self.

Also if I seem to ignore you thats not because I ignore you... most often it's because on that particular moment I am tossing snowballs in hell and don't have time to answer.



Like with all mods my goal is to implement craziest, most wicked ideas and turn those to possible and not so unbalancing.



What this mod does:



This mod changes completly way one has created or played races. This means that it also changes how one plays entire game.



Right now when you start new game you can play each race almost similarly without really thinking anything. Of course some races are better to fight and others to generate money but thats it really.



Instead in this mod when you start to play race you have to know where you are good at and adapt to it. Say as a UE you have to always think about money and generating it. As a Swarm you have to expand, nothing matters as much as new systems and so on.



How to I implement this?

There is no dull race Affinities (as a dull I mean for example Sophons or UEs, Swarm or Hissho isn't dull)

Each race can choose 1 out of 8-10 really powerful Traits which completly change way race is played. (some included in screenshots)

Each race has 1 government form (later on when one can just edit xml files I am going to make those upgradable) from dozens differents which varies a lot.

Each race has several bigger traits which works following way: Your race is evil so it's not good or neutral.

After these race has 10 trait points to use to traits. Traits are varied minor bonuses. Something like 10% tolerance or 1 industry per people.



This in the end (as proved) makes races which are quite diverse and really powerful.





1.0 released (don't be fooled, it's still something like 0.100 I just once again changed numbering system):



Changelog:

Scientist 1 should now do something (well actually it should do exactly like it says, this is experimental code: report if it bugs!)

Mod changes now only Trait1.xml and Trait2.xml (or what ever real names are) all other compilation mod features has been left out

Bigger Fleets and so on has been changed correctly (could someone tell how it affects to techonology, if it works correctly one gets 10% less commandpoints than others but directly level 6 heroes)

Race Affinites has not been removed (this can cause problems with UE, Sophons and Sowers)



Latest version:

http://www.mediafire.com/?9w81hx048ppp4no
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12 years ago
Jul 26, 2012, 4:16:10 PM
Amazing work.



First bug: Scientist 1 trait seems too have no associated effects.



And... what is the original fleet cap? To see so high numbers is quite disturbing!
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12 years ago
Jul 26, 2012, 7:02:24 PM
Sadi wrote:
Amazing work.



First bug: Scientist 1 trait seems too have no associated effects.



And... what is the original fleet cap? To see so high numbers is quite disturbing!




About case scientist 1,



I'm not actually sure whether this is version where it unlocks building, where it gives systemwide science bonus or where it just makes whole race way too powerful (sorry :P). Basically my compilation mod usually messes things up just because I am trying things.



About fleet cap, I am going to in this mod remove all those compilation mod features (yeah, no more balanced weapon systems or easy pirates) and just integrate these 2 xml files to original.

Although when they release xmls I am going to almost rewrite technologies just to reflect these.





Bigger bugs are those %traitbonus things, sadly one just can't pass those anyway :/ It's rather unfortunate situation where I have tried to look answer for couple weeks already.





Right now I am trying to invent some new government forms:



Real world possibilities are (gotta choose 5 which aren't yet in my mod):



Capitalism

Socialism

Communism

Dictatorship

Totalitarian

Theocracy

Monarchy

Parliamentary

Republic

Anarchy

Plutocracy

Democracy

Tribals



Some Scifi possibilities:

Swarm (though Swarm Swarm sounds bit too hilarious but not nearly as hilarious as Democratic Tyranoids)

Lead by AI (gotta have this, it's boring, it's old but hey, it's everywhere!)

Clone (oh oh oh, can I use Starwars stormtroopers? -25% to offensive and defensive actions because of stupidy, +10 to approval in each system watching army of clowns is way too hilarious)

Leeches (Amoeba leech! Beware the might of sucker)

Tribal race (What you were excepting bad joke here! Njaaah, instead I give you one word: Flotilla)
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12 years ago
Jul 26, 2012, 7:29:32 PM
XD being controlled by a benevolent AI, because AI's are not bound by our consent of mortality and so have no reason to be man to the locals. Reversal on the whole AI kills all the humans! smiley: biggrin
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12 years ago
Jul 26, 2012, 8:03:05 PM
Igncom1 wrote:
XD being controlled by a benevolent AI, because AI's are not bound by our consent of mortality and so have no reason to be man to the locals. Reversal on the whole AI kills all the humans! smiley: biggrin




"It's a Reaper run"

"uhm, why it has flowers and chocolate for us?"

decade later

"What a wonderful creature, as long as we collect unwanted biomaterial to it, it advances our techonology by exponential speed!"

elsewhere

"AAAGH, our colonies are under attack by some plasmaspewing creatures who wants to collect our bodies for some sinister purpose"

"Lets kill them!"



oh sorry, did I just told Mass Effect 1, 2 and 3s plot smiley: biggrin
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12 years ago
Aug 6, 2012, 11:08:23 AM
Really like the idea about implementing different government types.. maybe you could also have elections and party representation % like in galactic civ?
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12 years ago
Aug 6, 2012, 11:29:00 AM
Actus_Reus wrote:
Really like the idea about implementing different government types.. maybe you could also have elections and party representation % like in galactic civ?




I have right now stopped making new versions of my mods until one can freely edit xmls. It's just that adding new techs/buildings/stuff like that is bit annoying right now.
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12 years ago
Aug 7, 2012, 3:59:13 PM
Understandable..



xml editing is not my idea of a good time when it comes to modding, I prefer 3DS Max and Photoshop my self (the visual side). So cannot wait until somone manages to unpack the 3D models and textures.
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