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Universe marketed as "totally moddable" and editor is totally annoying

 
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Universe marketed as "totally moddable" and e... - 6/1/2014 8:39:19 AM   
maled

 

Posts: 6
Joined: 5/29/2014
Status: offline
Comparing to old editor (Legends, Shakturi)...

1) Why I have to double-click on planet to reveal its stats??? Let's edit this way hundred planets... what a fun! (stats window is hidden below options/tab window and cannot obtain focus - definitly programmer ERROR)
2) Why I CANNOT change type of planet (rocky, marsch, continental and so on) from planet property window???
3) IT IS SLOW! Deleting i.e. scattered asteroids take ages. Click...(editor thinking)... deleted. Click... (editor thinking)... deleted...
4) Why I cannot MOVE easily whole systems (or copy/paste)?
5) Why I cannot SEE global resource placement using Galaxy Map window in Editor?
6) Why I cannot pre-define a couple of common (i.e. home) systems layouts for further placement?
7) Bonus (empire-wide) ruins, world destroyers, special areas/fields cannot be added, so map moddability is only partial.

these are things which can REALLY help and speed up creations of maps/scenarios.

sorry guys, but a lot of work invested in such STUPID details like changing planet pictures, but totally omitted/messed up real editor enhancements :/


< Message edited by maled -- 6/1/2014 9:41:40 AM >
Post #: 1
RE: Universe marketed as "totally moddable" a... - 6/1/2014 8:56:44 AM   
Upuauta

 

Posts: 45
Joined: 12/4/2011
Status: offline
You have some valid points but similar to your other thread - I don´t like your agressive way to write your opinion.

(in reply to maled)
Post #: 2
RE: Universe marketed as "totally moddable" a... - 6/1/2014 9:06:43 AM   
feygan

 

Posts: 323
Joined: 3/31/2010
Status: offline
All valid points that are a problem with the in game editor. But that in no way has much to do with "modding", all the modding is done on a pregame stage with the data files. The editor is and always has been nothing more than a way to do quick dirty changes to a game in progress, be it for rp story reasons or cheating etc etc.

It still is though a clunky horrible tool that feels like it was just throw in for use by the developer so they could quickly demonstrate parts of the game without the needed hours and hours of playtime. This is common for most games by way of a dev console etc.

(in reply to Upuauta)
Post #: 3
RE: Universe marketed as "totally moddable" a... - 6/1/2014 9:16:05 AM   
Locarnus


Posts: 287
Joined: 5/30/2010
From: Earth, Sol
Status: offline
It is not only the editor, and it seems to be intentionally.

While the tech tree is theoretically moddable, most of it is not moddable in practice.

Reactor output, energy consumption and hyperdrives are effectively not freely moddable, because the AI does not design civilian ships as it is stated in the design templates.
Specifically it does not balance the energy consumption and energy production for civilian ships.

It has been confirmed by Erik that this is working as intended, so not being able to practically mod those parts of the tech tree is intentional:
http://steamcommunity.com/app/261470/discussions/0/540743128784872074/

About weapon design. You can mod the base values of weapons, but you can not mod the category bonus.
Rail guns have set characteristics, as well as phasers and so on. You can just shuffle around the values within this predefined type.

_____________________________


(in reply to feygan)
Post #: 4
RE: Universe marketed as "totally moddable" a... - 6/1/2014 10:52:15 AM   
Darkspire


Posts: 1986
Joined: 6/12/2003
From: My Own Private Hell
Status: offline

quote:

ORIGINAL: maled

Comparing to old editor (Legends, Shakturi)...

1) Why I have to double-click on planet to reveal its stats??? Let's edit this way hundred planets... what a fun! (stats window is hidden below options/tab window and cannot obtain focus - definitly programmer ERROR)
2) Why I CANNOT change type of planet (rocky, marsch, continental and so on) from planet property window???
3) IT IS SLOW! Deleting i.e. scattered asteroids take ages. Click...(editor thinking)... deleted. Click... (editor thinking)... deleted...
4) Why I cannot MOVE easily whole systems (or copy/paste)?
5) Why I cannot SEE global resource placement using Galaxy Map window in Editor?
6) Why I cannot pre-define a couple of common (i.e. home) systems layouts for further placement?
7) Bonus (empire-wide) ruins, world destroyers, special areas/fields cannot be added, so map moddability is only partial.

these are things which can REALLY help and speed up creations of maps/scenarios.

sorry guys, but a lot of work invested in such STUPID details like changing planet pictures, but totally omitted/messed up real editor enhancements :/





_____________________________


(in reply to maled)
Post #: 5
RE: Universe marketed as "totally moddable" a... - 6/1/2014 10:56:15 AM   
Osito


Posts: 875
Joined: 5/9/2013
Status: offline
Here's a "model post" I prepared previously ;-)

http://www.matrixgames.com/forums/tm.asp?m=3617590

(in reply to Darkspire)
Post #: 6
RE: Universe marketed as "totally moddable" a... - 6/1/2014 11:23:53 AM   
Icemania


Posts: 1847
Joined: 6/5/2013
From: Australia
Status: offline
quote:

ORIGINAL: Darkspire

quote:

ORIGINAL: maled

Comparing to old editor (Legends, Shakturi)...

1) Why I have to double-click on planet to reveal its stats??? Let's edit this way hundred planets... what a fun! (stats window is hidden below options/tab window and cannot obtain focus - definitly programmer ERROR)
2) Why I CANNOT change type of planet (rocky, marsch, continental and so on) from planet property window???
3) IT IS SLOW! Deleting i.e. scattered asteroids take ages. Click...(editor thinking)... deleted. Click... (editor thinking)... deleted...
4) Why I cannot MOVE easily whole systems (or copy/paste)?
5) Why I cannot SEE global resource placement using Galaxy Map window in Editor?
6) Why I cannot pre-define a couple of common (i.e. home) systems layouts for further placement?
7) Bonus (empire-wide) ruins, world destroyers, special areas/fields cannot be added, so map moddability is only partial.

these are things which can REALLY help and speed up creations of maps/scenarios.

sorry guys, but a lot of work invested in such STUPID details like changing planet pictures, but totally omitted/messed up real editor enhancements :/





Love your work Darkspire!


(in reply to Darkspire)
Post #: 7
RE: Universe marketed as "totally moddable" a... - 6/1/2014 2:37:31 PM   
towerbooks3192


Posts: 337
Joined: 8/12/2012
Status: offline
Was expecting more from the editor as well but never really used it before as I didn't know what it is for. Probably used it once or twice to see my odds against an empire then reload. Despite your points being valid TC, you should have stated it in a nice way.

_____________________________

et ignobiles oblivio

(in reply to Icemania)
Post #: 8
RE: Universe marketed as "totally moddable" a... - 6/1/2014 5:21:42 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
OK, the in game editor is really for setting up specific scenarios to save as scenario maps.

Actually making a theme for the game requires modifying the data files. And while they are greatly unlocked compared to previous versions, there are some things that are still hard coded for reasons.

I'd personally love everything opened to tinker with, with the ability to add in real manufacturing, farming to slow colony expansion, etc, but we have to work with what we have for now.

However, instead of complaining about what we can't do, how about making it into a request to open those areas?

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to towerbooks3192)
Post #: 9
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