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{Released - Image Heavy} Extended Alien Races (v1.1) - ... - 1/6/2012 6:33:40 PM   
Ogaburan


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Bored of meeting the same aliens?
Hopefully this mod will have something in it for you...

First of all I want to point out this is my first ever mod i made alone, and the first one messing with Distant worlds. That said, i would really want any kind of feedback from you guys!

The goal of this mod is to add more & more races, so that each game will be as unique as it can be.
I will not concentrate on balancing the various races, rather try and give them a unique "flavor".

Change-log;
v0.1 - To test my abilities, i only added two somewhat "kitschy" alien races. Both based on popular movies, aiming towards the lower common denominator to see if this thing will even catch on. The Navii & Pradators.
v0.2 - Fixed some stuff, added 3 tribute races. Hynerian, Salarian & Centauri.
v1.0 - Changes to reproduction rates on existing races. Added the Asgard, Turian & the Psilon.
v1.1 - Quick fix for all the silly things i forgot. Tweaked Turians victory condition to something less "Nazi".

Suggestions, advice and general bug hunting will be more then appreciated!
Especially regarding victory conditions.

Contains;

1. The Navii - (based on the movie avatar)



Native to their homeworld of Pandora, they are extremely adapted to living on it. Connected to a naturally existent planet-wise power grid. Yet this is also their major flaw, relaying on that grid for centuries, they are arguably not ready to make the jump into a space fearing space. Other races interest in their homeworld natural resources made them realize they need to venture into space. Somewhat aggressive by nature, regarding most aliens as "thieves", yet reliable friends to those that manage to befriend them.

2. The Predators - (based on... common!)



Few have survived first encounters with these fierce warrior alien race. Not enough to ask for a name, thus they are simply known as "Predators". A very intelligent and physically strong race, showing extreme interest in hunting down everything and anything. For each important occasion in an individual's life they are required to produce hunted offerings, the more intelligent & dangerous the game is - the better! Thus all sentient races soon learned to avoid their birth-day parties... Yet if one does manage to befriend them, they will become one's most trusted friend, putting their own lives on the line in order to protect their friends.

3. Hynerian (Farscape tribute)



Although small and seemingly harmless. Many regret underestimating these intelligent, cunning and resourceful race. Luckily they are mostly focused on personal goals and wealth, otherwise they would have enslaved the galaxy ages ago. Although their natural life lasts for centuries, it is rare for an individual not to be murdered, usually by members of his own family. This might seem cruel, but it proved to be a very good system. Only the most able young replace the most unresourceful elders. Long live Dominar Rygel XVI!

4. Salarian (Mass Effect tribute)



Short lives. Fast living. Very Intelligent. Genealogy important. Good Friends. Bad Enemies.

5. Centauri (Babylon 5 tribute)



*For me Babylon 5 was the Londo Mollari show. It is rare that such a "bland" race (Yet another galactic empire) to leave a memorable impression, but such was the skill of Peter Jurasik.

Just discovered a new way to move between to stars, the Centauri are bent on claiming what is theirs - everything. Either by conquest, or by convincing others they were here first! Long live Emperror Londo Mollari!

6. Asgard (Stargate tribute)



A dieing race. Their obsession with technology & advancement ultimately lead to their inability to reproduce naturally. Currently they clone new bodies and "download" their consciousness to the new clones. Their peaceful nature means they will typically act as a galactic arbitrator and peacemakers, backed up by their feared death rays.

7. Turians (Mass Effect tribute)



A very militaristic society, with a very strong honor code. Most likely to go to war with other races. Having failed to conquer, or gained respect to their new foes. They will become a most trusted ally.

*Asked by Kalthaniel
**Based mostly on Nedrear's suggestion and files form his mod; Galactic WWII
( http://www.matrixgames.com/forums/tm.asp?m=2985347 )

8. Psilon (Master of Orion tribute)



The Psilons were a race of Humanoids who populated the Orion Sector. Famed for their devotion to the pursuit of knowledge to the point of fanaticism.

Download Link (v1.1); http://www.mediafire.com/?n6a97yk2ejmgu2o

Credits;
Kalthaniells Shipyard! - for the ship designs.
Nedrear - Advices.
Jon Micheelsen - Psilon Race picture.

< Message edited by Ogaburan -- 1/10/2012 8:51:33 PM >
Post #: 1
RE: Extended Alien Races (v0.1) - 1/6/2012 9:08:15 PM   
Kalthaniell


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Great idea Ogaburan . I think , additional races mod is a very good idea. There are already ppl doing ships and sci-fi theme mods, but I can't recall anyone focusing solely on races. There is one WWII mod, but races represent different nations of humans. It would be great if you continue to work on this project.

If you ever run out of race pics, you might use my race icons. I made the graphics, but they lack a 'soul'.
http://www.matrixgames.com/forums/tm.asp?m=2829768

< Message edited by Kalthaniell -- 1/6/2012 9:09:06 PM >

(in reply to Ogaburan)
Post #: 2
RE: Extended Alien Races (v0.1) - 1/6/2012 9:59:32 PM   
Ogaburan


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I already have your work! Thats what got me started to be honest... lacking any real inspiration atm to make them unique, i decided to make "per-existing" ones... to see if publishing these is even worth the effort...

You also reminded me i forgot to give credit for using (http://www.matrixgames.com/forums/tm.asp?m=2845072) Kalthaniell's ship designs!

(in reply to Kalthaniell)
Post #: 3
RE: Extended Alien Races (v0.1) - 1/6/2012 11:48:42 PM   
feelotraveller


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Very much looking forward to how this turns out. I won't be testing though...

Just a comment on the screenies - both races have a default reproduction rate of 0%. Does this mean that their population will never grow?

An excellent project.

(in reply to Ogaburan)
Post #: 4
RE: Extended Alien Races (v0.1) - 1/7/2012 12:55:17 AM   
Ogaburan


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quote:

ORIGINAL: feelotraveller

Very much looking forward to how this turns out. I won't be testing though...

Just a comment on the screenies - both races have a default reproduction rate of 0%. Does this mean that their population will never grow?

An excellent project.


Well, as far as my understanding of things goes - no. They just dont get any bonuses to it... i might be wrong tho, and if i am i urge someone else who knows better to correct me.

Im fairly new to the game... and still getting used to the new consents/game-play mechanics of it.
Thats exactly the kind of feedback im looking forward tho! ...and i will be looking into reproductions.

Haven't got allot of time to test these, but in my play-trough they i didn't notice any population problems (not that i really looked). They are still not performing as well as i wanted, the Navii are far too "nice" for my taste, usually offering free trade around +6... The stench of the Securans are all over them still!

(in reply to feelotraveller)
Post #: 5
RE: Extended Alien Races (v0.1) - 1/7/2012 8:32:04 AM   
Theluin


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quote:

ORIGINAL: Ogaburan

Well, as far as my understanding of things goes - no. They just dont get any bonuses to it... i might be wrong tho, and if i am i urge someone else who knows better to correct me.


I'm afraid you are wrong The default reproduction rate is well the reproduction rate of the race.
If you set it to 0% than they won't reproduce.
If you want a race to reproduce faster or slower than the other races you just use bigger or smaller numbers as that race's reproduction rate.

One other thing: The 3rd Navi victory condition doesn't give them any boost in "victory points" when completed (It is responsible for 0% of their racial victory) and is unattainable in most games.
In 700 stars galaxies there is usually only one source of each restricted resource and one more on the guardian homeworld. That only sums up to 4 sources and the Navi would have to have an Empire spanning most o the galaxy to obtain them.
On larger 1400 stars games there are sometimes 6 sources of the restricted luxury resources but it is still very (and I mean VERY ) difficult to control more than one.

All in all a nice mod. Here's hoping that you'll continue developing it

(in reply to Ogaburan)
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RE: Extended Alien Races (v0.1) - 1/7/2012 9:52:28 AM   
Nedrear


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The "character" of a race is only one modificator. The main part is the policy. For example the mass spamming of explorers can be prevented by reducing the will to explore in the policy. Free Trade priority is there too. A race got more than one file that is important to their behavior. Further your "victory conditions" if enabled in the game will further trigger how a nation behaves. I got a nation build for a short time to explore 90% of the universe... they did it 3 years after start to 85%... they spammed them alright.
Your overall victory threshold shouldn't be 125% by the way... make it exactly 100%

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RE: Extended Alien Races (v0.1) - 1/7/2012 10:50:53 AM   
Ogaburan


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@Theluin

Wow,
Thanks! Thats exactly the kind of feedback i need... will change things accordingly.
About the unique resources tho, even 2 would be too much then for smaller maps? I dont see an option to make it proportional... making it just 1 seems very silly, as they can basically "luck it out".

@Nedrear
Im slowly discovering what each line in these files actually mean, as i said im fairly new to this game.
What do you mean by "Your overall victory threshold shouldn't be 125% by the way... make it exactly 100%"?

(in reply to Theluin)
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RE: Extended Alien Races (v0.1) - 1/7/2012 11:13:14 AM   
Nedrear


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Controlling your homeworld gives the Navi 100% to victory. The second one for pacts gives them 25%. Together they are 125%. Right now when the victory conditions kick in the Navi win by default as long as they got their homeworld. Controlling the special ressources on the other hand is unimportant. Even if you control all 6 you gain 0% towards general victory.

You should read the modding guide of Elliot. He explains very well which line does what. And edit the previously Securan policy file. After that they won't be that nice anymore if you increase will to war and reduce trade priority.

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RE: Extended Alien Races (v0.1) - 1/7/2012 11:38:09 AM   
Ogaburan


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quote:

ORIGINAL: Nedrear
You should read the modding guide of Elliot. He explains very well which line does what. And edit the previously Securan policy file. After that they won't be that nice anymore if you increase will to war and reduce trade priority.


*I did read... and i did edit their the securan-based files.
I think in my test there was just a strange combination of factors that made them extra friendly, as another race behaved in the same manor, one of the reptilian races i cant recall their name. Im still tweaking... if you have a specific thing you think i can change... dont be shy!

Furthermore, the victory conditions did kick in in my test and they didn't win...
Arent the victory condition a combines value of the 3 victory conditions?
Actually making holding their homeworld just 33#, i that case i wont even change the 3rd victory condition as it balances out the first...

Im going to start playing on dwarf maps...

*I just realized, did you mean the official PDF guide released? Or is there another one...?

(in reply to Nedrear)
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RE: Extended Alien Races (v0.1) - 1/7/2012 12:17:13 PM   
Nedrear


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No the reason the race victory did not shatter your general victory was because you activated the generel victory conditions too. This includes having X % of population etc. If you would only play with race victory conditions - as I do in my mods - the navi would win by default after X years before they apply.

Furthermore they are quite friendly - means they like treaties - might have a policy to support it - free trade 2.0 etc. - and furthermore it is part of their racial victory! The last part will also amplify the chance ofthem asking for it.

Policy part lowest area:

HomeworldDefensePriority  ;1.0
ColonizeContinentalPriority  ;1.0
ColonizeMarshySwampPriority  ;1.0
ColonizeOceanPriority  ;1.0
ColonizeDesertPriority  ;1.0
ColonizeIcePriority  ;1.0
ColonizeVolcanicPriority  ;1.0
ColonizeRuinsPriority  ;1.0
ControlRestrictedResourcesPriority  ;1.0
ResearchPriority  ;1.0
TradePriority  ;2.0
AlliancePriority  ;1.0
SubjugationPriority  ;1.0
TourismPriority  ;2.0
ExplorationPriority  ;1.0
WarWillingness  ;1.0
BreakTreatyWillingness  ;1.0

Victory Conditions

WAY TO WIN Condition1Type  ;37
FIRST MARKER (X as much or X many) Condition1Value  ;2
TOTAL VICTORY % IF FULFILLED Condition1Proportion  ;17
ADDITIONAL DATA FOR THE VICTORY (if x is 55% this Y will tell you which... for example Ice colonies) Condition1AdditionalData  ;0

You got 100 in you total victory % for their homeworld. That is nonsense! You most likely put the real % in the X Marker. That is wrong!

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RE: Extended Alien Races (v0.1) - 1/7/2012 4:27:29 PM   
Ogaburan


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@Nedrear
First, thanks! I will implement the victory condition changes you recommended. :D

2nd, I actually use the "default" policy, and a Securan "race" file which i slightly modified. So they are not as friendly as you might imagine, still considering they might be more cautions towards any other "sky-people" yet de-facto lead by one... Im starting to think my current mix of changes is actually a good one.

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RE: Extended Alien Races (v0.1) - 1/7/2012 11:50:56 PM   
Kalthaniell


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Makes me so proud to see my ships in that screenies

Thx for making Salarians Ogaburan. As a ME fan, I really longed for a well made race from this game. Can't wait to see the Turians though. Also, I was lol'ing real hard when I saw 'ArchEmperor' Rygel. Excellent choice!

< Message edited by Kalthaniell -- 1/7/2012 11:51:06 PM >

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RE: Extended Alien Races (v0.1) - 1/8/2012 12:04:49 AM   
Ogaburan


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Im sorry, but i dont really "get" the Turians. They act and behave like cops... I wouldn't even know how to give them a "soul" as you previously said.

Maybe you can explain them in a pm?

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RE: Extended Alien Races (v0.1) - 1/8/2012 10:20:25 AM   
Nedrear


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Turians are a military race, not a police race. They would most likely field a policy close to my "Viertes Reich". Many big bad ships and powerful, all the while acting like god in space. They won't necessarily shot first like my people of the VR, but they should have increased war willingness and should be ready to nuke you if necessary.

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RE: Extended Alien Races (v0.1) - 1/8/2012 12:22:43 PM   
Kalthaniell


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quote:

ORIGINAL: Nedrear

Turians are a military race, not a police race. They would most likely field a policy close to my "Viertes Reich". Many big bad ships and powerful, all the while acting like god in space. They won't necessarily shot first like my people of the VR, but they should have increased war willingness and should be ready to nuke you if necessary.


Yup, Nedrear got it right. They'd be highly militaristic, very straightforward race. Good troops, poor spies ( they had Asari and Salarians do all the sneaky work)and poor merchants. Honour is very important to Turians, so they'd be loyal allies and would go quickly to war against races they'd dislike. They build thier ships big and powerfull so they'd probably invest a lot of reaserch in ship building and armor or shields technology.

(in reply to Nedrear)
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RE: Extended Alien Races (v0.1) - 1/10/2012 6:11:37 PM   
Ogaburan


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Tell me if the Turian victory conditions are abit too much, i based it on the 3rd reich's.
Testing them... they were fairly aggressive. If you have other ideas, im all ears.

Also for the Psilons victory condition. I must admit i never played masters of Orion, so im somewhat clueless, basing everything on some Orion wiki i found.

Thanks in advance.

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RE: Extended Alien Races (v0.1) - 1/10/2012 7:10:11 PM   
tjhkkr


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Love the Salarian and Turian... they look really neat.
Job well done!

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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

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RE: Extended Alien Races (v0.1) - 1/10/2012 7:37:03 PM   
Nedrear


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quote:

ORIGINAL: Ogaburan

Tell me if the Turian victory conditions are abit too much, i based it on the 3rd reich's.
Testing them... they were fairly aggressive. If you have other ideas, im all ears.



Using my policy and game princip is one thing... chosing the right victory conditions to make them even more aggressive another.
Turians don't enslave... and rarely conquer homeworlds. These two points should be replaced.

You can propulse their dependency by giving them the feat of getting the longest lasting mutual defense pact. To increase the aggressiveness let them be the longest time at war. Give both of these a fairly good % of hte total 100% to win. Then they will be priorized.

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RE: Extended Alien Races (v0.1) - 1/10/2012 8:27:45 PM   
Ogaburan


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Good ideas, made me also realize i forgot to tweak a few things (like colors! & troop strength! silly me!) as well in some of the races.
Will tweak and update shortly...

Will also give the Turians - have the best general as well.

...so just the Psilon remain. Lacking any original idea's i made them Kaidian vc's... also to the Asgard who just fit those so good im thinking of changing the Kaidian files!

Thoughts anyone?

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RE: Extended Alien Races (v0.1) - 1/11/2012 7:28:41 AM   
feelotraveller


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On the Psilons. I would make them passive, or very passive, since at the moment they will get killer troops - very unPsilon like (low-g pushovers). Also increase their science bonus to +50% and give them technocracy as a government since they are consumate scientists (Quameno are +40 and technocrats, +60 to science and these are multiplicative...). To balance them they need some nasty victory conditions like lose less than 1 ship for every 100 they destroy (but maybe this is too much?). Start the fewest wars or spend the least time at war? Also more science based victory conditions - drop the treaties.

my two microcredits

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RE: Extended Alien Races (v0.1) - 1/11/2012 9:04:12 AM   
Nedrear


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quote:

ORIGINAL: feelotraveller

(Quameno are +40 and technocrats, +60 to science and these are multiplicative...).



That would be 156% of the basic value with 100 x 1,2 x 1,3 instead of 100 x (1 + 0,2 + 0,3) = 150.

While boni tend to increase themselves ever so quicker, the mali are counterintuitive to apply that strong. The addition proves to be stronger there then the multiplication. Therefore a good bonus in a balanced game needs a bigger malus.

100 x 0.8 x 0.7 = 56 opposed to 100 x (1 - 0,2 - 0,3) = 50.

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RE: Extended Alien Races (v0.1) - 1/11/2012 12:36:53 PM   
feelotraveller


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quote:

ORIGINAL: Nedrear


quote:

ORIGINAL: feelotraveller

(Quameno are +40 and technocrats, +60 to science and these are multiplicative...).



That would be 156% of the basic value with 100 x 1,2 x 1,3 instead of 100 x (1 + 0,2 + 0,3) = 150.

While boni tend to increase themselves ever so quicker, the mali are counterintuitive to apply that strong. The addition proves to be stronger there then the multiplication. Therefore a good bonus in a balanced game needs a bigger malus.

100 x 0.8 x 0.7 = 56 opposed to 100 x (1 - 0,2 - 0,3) = 50.


We better send you back to school Nedrear.

100 x 1.4 x 1.6 = 224 (for Quameno). That's why the buggers out tech everyone...

My suggestion would make Psilons 240. Maybe not enough of an advantage?

In the Galactopedia is states that more intelligent races research faster. Anybody know if this is a red herring or contrawise actually what difference intelligence makes to research speed?

Edit: the more interesting case of bonus/penalty multiplication happens with say +20% and -20%. Result is 96% and not 100%.

< Message edited by feelotraveller -- 1/11/2012 12:39:43 PM >

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RE: Extended Alien Races (v0.1) - 1/11/2012 2:59:10 PM   
Nedrear


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You realize Feelo that you ignored the content of the post and simply minted it in a coin of your volution.
Please go to school yourself and learn text analysis. It is an important skill, basic to not embaress oneself.

I mentioned, based on your offered sentence of the bonus mechanics, the advise that a malus is smaller than the boni in a multiplication chain. Therefore a balanced Pro/Con for a race needs to be with a bigger % in reduction boni (War Weariness) then they get in additive areas (faster mining etc.). That has nothing to do with calculating your 1,4 and 1,6. I used neither number in my post and thos I used are mathematically correct.

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RE: Extended Alien Races (v0.1) - 1/11/2012 3:19:42 PM   
feelotraveller


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Text analysis, hm.

I guess that comes after you learn how to spell and some solid grammar; I'll get it one day.

You quote my figures for Quameno and then start your comment with 'That would be...' What is embarrassing is you do not even realize your mistake but instead resort to blatant hostility. What other reason would we surmise for quoting the Quameno figures?


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Post #: 25
RE: Extended Alien Races (v0.1) - 1/11/2012 4:01:36 PM   
Nedrear


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I'll remember to highlight parts like multiplicative in the future if I quote you, so you can't misunderstand. Though putting "hostility" on my post is rather shameful after opening yours with "send you back to school". This is not the first threat which you incinerate with useless discussions. If you feel biased through prior emotions, please refrain from it outside of PM. That is what these things are for. Further is the perfect spelling and grammar neither part of the internet culture nor English my mother tongue. Nontheless in contrast to the content of a text is the visual appeal of it rather unimportant.

Now get back to topic.

To clarify it for you again Ogaburan

Increasing a stat through positve % like faster mining or scientific advantage will give you more boni, then the negatives of reduce war weariness or maintenance cost reduction.
Using the numbers Feelo wanted to use it would be a bonus of 224% in science in contrast to only 24% which is a reduction of 76% against an increase of 124%. The root of this is the multiplication chain. It will decrease a smaller maount everytime and will increase a bigger one everytime. Therefore the effective mali is smaller and the effective boni is bigger. If you want to balance the races, you can consider that. You don't need to though.

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RE: Extended Alien Races (v0.1) - 1/11/2012 4:20:38 PM   
Kalthaniell


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Thx for the Turians Ogaburan! I think the game stats reflect thier character well. Great shipset choice btw

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Post #: 27
RE: Extended Alien Races (v0.1) - 1/11/2012 5:01:44 PM   
Ogaburan


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Whoa,
1.

quote:

ORIGINAL: Nedrear

This is not the first threat which you incinerate with useless discussions.





Lol, im sorry to do this to you Nedrear. Dont want to offend, this kind of auto-correct oversight happens to me allot as well. Not being a native English speaker myself. It just really made me smile reading that...

2.

Stop these silly hostilities, at least not on my thread please.

3.
You guys really overwhelmed me here... I really didn't understand much from your discussion.
First of all i didn't understand where these numbers come from;
100 x 0.8 x 0.7 = 56 opposed to 100 x (1 - 0,2 - 0,3) = 50.

What you are saying is that the penalties are far less severe then the bonuses, but i dont get how...

4.
It seems the Quameno are far too smart for my liking! 224%...

In terms of "balancing" i would like the Asgard to be far superior researchers, and also make them as passive as possible (if any of you can look at their files see if i have done that, i would really appreciate any advice).
I did make them extremely honorable and their victory conditions are to get as many treaties as possible.

With the Psilon and Salarians somewhat behind, yet not so passive.

5.
A question, how much better researchers are the Quameno comparing to the Kadians (since i really obsessed over Kadian race & policy files).

6.
I read some wikis about the Psilon saying their do have a despotic government, because of the constant bickering of the scientists. As i mentioned i knew nothing about their "lore" just a few days ago. Yet it seems there are some fans in these forums, judging by their race photo thread being one of the most popular here. If you think its inappropriate enough i will change to Technocracy.

7. Thanks Kalthaniel, happy you didn't see them in my 1.0 version...
I was somewhat reluctant to use that chipset, as it is the one im using when playing! (all the time!)
Wonderful work you made there.

(in reply to Nedrear)
Post #: 28
RE: Extended Alien Races (v0.1) - 1/11/2012 5:30:18 PM   
feelotraveller


Posts: 1040
Joined: 9/12/2011
Status: offline
The Kiadians only do 120% research plus whatever bonus they potentially get from a government - maximum another 25% since they can't get technocracy. (So that's 150% max with best available government, to stave off possible confusion.) Actually the Quameno, unmodified, get another 20% bonus from their 'genius' science character... but I didn't want to complicate matters.

The other option which I alluded to in terms of bringing their troop strength down (really the Psilons should have close to the worst troops in the game) would be to reduce their intelligence. Now the Galactopedia states that intelligence increases research speed but I have not been able to see any effect in the game. I was hoping someone who knew more about research than I do might be able to confirm this or point out how/where intelligence effects research speed.

Technocracy is hard to go past in terms of game mechanics as it provides a 60% bonus. To get the same research speed as the Quameno merely from research bonus you would need to give the Psilons +124% research! I would advise against such a massive racial bonus as it, or part of it, can be gained by other empires if they assimilate Psilons into their empire.

Sorry for any shenanigans, I really must learn not to interact.

(in reply to Ogaburan)
Post #: 29
RE: Extended Alien Races (v0.1) - 1/11/2012 7:11:46 PM   
Nedrear


Posts: 702
Joined: 10/29/2011
Status: offline

I knew I mistyped the thread, but after rereading the post I found it amusing as well... and I am lazy correcting posts. I further want to avoid the "edited" 10 seconds after posting part.

As mentioned before:

One racial ability is called "gives X% to ability Y" and the other is "reduces ability Y of X%". Both are part of a multiplication chain.

If you got a racial science bonus of 25%, a goverment bonus of 15% and a leader bonus of 15% you get your research capacity with 1 x 1,25 x 1,15 x 1,15 = 1,65. Therefore you get 165% of the basic value.

In contrast a decrease in war weariness by 45% through the race and 20% through a resource needs to be multiplied as a smaller part of one.

45% less of 1 is 0,45, therefore 1 - 0,45 = 0,55. 0,55 is your first multiplicator. The second one would be 0,8.
Your total war weariness will be 1 x 0,55 x 0,8 = 0,44. You got 44% war weariness of your basic value.

Though the reduction got 45% and 20% summing to 65%, the smaller positives 25%, 15% and 15% in total 55%, are bigger. They reach 65% bonus, the decline only 56% less.
The source of this is the fact, that the multiplication target grows or shrinks.

1 x 1,25 = 1,25
1,25 x 1,15 = 1,4375
...

1 x 0,55 = 0,55
0,55 x 0,8 = 0,44

The easiest point of view would be a cake and a bank account.
The gain got interest. If you gain more money through interest, this interest will be increased together with the old basic amount. A quick growth follows.
A cake of 1 m2 cut in half gives you 0,5 m2. If you cut it in half again it is not lost, but now only 0,25 m2. The reduction of the total amount shrinks as the target shrinks too. Stealing half of Bill Gates money is a difference to stealing half of Eriks money...

_____________________________

One Thread To Guide Them All

"Nothing incorporeal wields such power as a word. Though it is the weapon of the smart and cunning it alas needs the same to prevail."

(in reply to feelotraveller)
Post #: 30
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