Questions for Universe (Full Version)

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ChildServices -> Questions for Universe (5/12/2014 11:54:48 AM)

I have a few questions. Some may have already been answered in some form, but I'd like further clarity on a few things with a specific context in mind:

  1. Seeing how you can have multiple playable maps in the same "theme" (from what I saw in Das' first Universe video), will you be able to set up numerous maps to essentially have the same function that the "start dates" do in the game Crusader Kings 2.
    I.E Geographically each of them is the same map, but each one is a different period in a universe's history, each with different playable factions and national borders.

  2. Directly related to the previous question: Will we be able to modify the year in each map?

  3. Are we capable of making an empire which is dominated by one race, but not actually have any aliens from that race in that empire (by removing all their populations in the editor), thus having it populated solely by the minor races that are in it, as if it were a loose multicultural/multinational federation? A better question is, does doing this cause any weird problems with the game (i.e your dominant race changing)? I haven't tested it yet, and I haven't run into a situation where my entire starting race has been suddenly eradicated from my empire through genocide leaving only other aliens who've been conquered or migrated to my empire.

  4. Is there any limit to how far into the future we can make an event actually occur? Can I go so far as to make an event take 500 game years from the start of the scenario to actually happen? Better yet, can you tell events to occur on a specific year?
    E.G, I want to create a scenario in which you simply (semi-)peacefully build a large empire, and then have the scenario set up so that 150 years after the game start you will have several rebellions trigger.

  5. Will we be able to create a blank map with no stars or nebulas on it for maximum world-building power? If not, I'd really like to suggest that you make it so that we're able to.

  6. Just how customisable will government types be?
    To make the answer easier, the few specific things I'd like to be able to do other than modify the stat-boosts of a government type is to be able to change the way the empire generates and replaces leaders. I'd even go so far as to have certain governments spawn multiple leaders to simulate having a "Troika" or a constitutional monarchy with a king/queen and a prime minister.
    If neither of those things are doable, is it possible for us to at least make certain government types directly affect the spawn rates of certain characters? I.E Republics cause more colony governors to spawn

  7. This is semi-related to the last question.
    Character types. Will we be able to create totally new character types that tie in to the kind of government that you have. I.E Having an ordinary "leader" character as your monarch who gets replaced similar to how monarchs get replaced normally, and then also having a "prime minister" character-type who is replaced through democratic processes the same way leaders are replaced in democracies and republics.


This is slightly off-topic, because it isn't a modding question, but more a feature suggestion if there's still even time left to put something like this in the game on your development cycle:
Can we please have a "demographics screen" that tells us all of the alien populations in our empire? That way we don't have to look at each planet individually and basically guess how many alien immigrants have decided to come to our planets and steal our jobs.




DasTactic -> RE: Questions for Universe (5/12/2014 6:08:00 PM)

I have played a bit with the editor but this may not be 100% accurate. Also, I know there will be other changes coming to extend the moddability even further after the game is released.

1. Yes.
2. No. Only by playing the game forward then saving the map (while you make your edits etc)
3. Not sure.
4. Not sure of the limits but I think the timer is in seconds. There was something written somewhere that gave an indication of what 300 seconds was but I can't remember sorry.
5. No, but good idea. As it stands you can remove everything except the gas clouds and their labels.
6. Not sure about this one but I'd guess it was doable (maybe?) based on the quick look at the actions list.
7. Don't think so.




Osito -> RE: Questions for Universe (5/12/2014 7:25:00 PM)

Fyi, 300 seconds is 6 months. It's in the description of 'Plague Change Line' in the tech modding guide released last week.

Incidentally, I'd never previously thought about how 'seconds' related to 'game time', but it makes it possible (in theory) to assign specific speeds to the ship drives. In principle you can create a map in which a ship can travel at exactly (more or less) the speed of light. :-)




ChildServices -> RE: Questions for Universe (5/13/2014 7:46:38 AM)


quote:

ORIGINAL: Das123

I have played a bit with the editor but this may not be 100% accurate. Also, I know there will be other changes coming to extend the moddability even further after the game is released.

1. Yes.
2. No. Only by playing the game forward then saving the map (while you make your edits etc)
3. Not sure.
4. Not sure of the limits but I think the timer is in seconds. There was something written somewhere that gave an indication of what 300 seconds was but I can't remember sorry.
5. No, but good idea. As it stands you can remove everything except the gas clouds and their labels.
6. Not sure about this one but I'd guess it was doable (maybe?) based on the quick look at the actions list.
7. Don't think so.


Of all of the "no" answers here, the only one I feel is truly unfortunate is being unable to change the year through the editor. Is a dev capable of answering whether or not this is a hard-coded thing that they just can't change?




Fishers of Men -> RE: Questions for Universe (5/13/2014 4:04:28 PM)

Good thinking, Osito. This new measure of time could be very important in adjusting many aspects of game time, including hyperdrive time/distance formulas.




tjhkkr -> RE: Questions for Universe (5/14/2014 8:59:25 PM)

quote:

ORIGINAL: Fishers of Men
Good thinking, Osito. This new measure of time could be very important in adjusting many aspects of game time, including hyperdrive time/distance formulas.


Amen to that. That is real useful.




Mad Igor -> RE: Questions for Universe (5/15/2014 5:10:27 AM)

did you just asked a question in modding forum totally ignoring general DW forum?
okay,i'm done.
PS: can we rename modding in to "post whatever you feel like" or "offtopic" or somtn ? it will be less misleading.




ehsumrell1 -> RE: Questions for Universe (5/15/2014 6:27:21 AM)

quote:

ORIGINAL: Mad Igor

did you just asked a question in modding forum totally ignoring general DW forum?
okay,i'm done.
PS: can we rename modding in to "post whatever you feel like" or "offtopic" or somtn ? it will be less misleading.


Please do not post so rudely Mad Igor. The OP's post and questions are valid and in the correct area.
Please denote what the forum title says (Highlighted in bold for clarity).


Design and Modding
Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds


All opinions are valid, but even if your viewpoint may be in disagreement about something, there's no need to state it so sarcastically. Let's all just get along please without starting discourse.

[sm=00000924.gif]




Osito -> RE: Questions for Universe (5/15/2014 8:54:52 AM)

quote:

ORIGINAL: Mad Igor

did you just asked a question in modding forum totally ignoring general DW forum?
okay,i'm done.
PS: can we rename modding in to "post whatever you feel like" or "offtopic" or somtn ? it will be less misleading.



"calm your tits."

[;)]




Mad Igor -> RE: Questions for Universe (5/15/2014 6:41:11 PM)

design and modding for Universe is impossible cuz it's simple not out yet.
and it's hardly considered as "design" because these areQuestions. it's question about how it will work,hardly anything about design of his mod and ideas.
i really don't like how subforum specifically for modding and design(there actually fixed meaning for this word) mutating in to random spam junkyard.
i personally have no interest in digging through all of this nonsense just to find mod.
that's why we have separate subforum and general forum in the first place.
not sure where it goes ? post in the general forum. solid mod or design ? well,you know where to post it.
PS: my tits are calm,they are just shaken by the wind of disorder.




joeyeti -> RE: Questions for Universe (5/15/2014 6:54:43 PM)

Well then Mad Igor, you don't know how to read properly. Do me a favor and reread the first post. And then again. And you know what? You will then find out that the user asked about MODDING... And guess what??? In the MODDING SUBFORUM!!! Oh my oh my!!!




Tophat1815 -> RE: Questions for Universe (5/15/2014 7:02:26 PM)



NO Fighting in the WAR ROOM!!![:D]

Where is buck Turgeson when you need him? [:D]




ehsumrell1 -> RE: Questions for Universe (5/16/2014 12:21:27 AM)

quote:

ORIGINAL: Mad Igor

design and modding for Universe is impossible cuz it's simple not out yet.
and it's hardly considered as "design" because these areQuestions. it's question about how it will work,hardly anything about design of his mod and ideas.
i really don't like how subforum specifically for modding and design(there actually fixed meaning for this word) mutating in to random spam junkyard.
i personally have no interest in digging through all of this nonsense just to find mod.
that's why we have separate subforum and general forum in the first place.
not sure where it goes ? post in the general forum. solid mod or design ? well,you know where to post it.
PS: my tits are calm,they are just shaken by the wind of disorder.

Respectfully speaking Mad Igor, in response to your post please review the following:

One, what WAS asked:

I have a few questions. Some may have already been answered in some form, but I'd like further clarity on a few things with a specific context in mind:

Seeing how you can have multiple playable maps in the same "theme" (from what I saw in Das' first Universe video), will you be able to set up numerous maps to essentially have the same function that the "start dates" do in the game Crusader Kings 2. -- (This is a 'Game Editor' Question)
I.E Geographically each of them is the same map, but each one is a different period in a universe's history, each with different playable factions and national borders.

Directly related to the previous question: Will we be able to modify the year in each map?
-- {Note the word "modify". This is a 'Modding' question)
Are we capable of making an empire which is dominated by one race, but not actually have any aliens from that race in that empire (by removing all their populations in the editor), -- (Pretty self-explanatory)
thus having it populated solely by the minor races that are in it, as if it were a loose multicultural/multinational federation? A better question is, does doing this cause any weird problems with the game (i.e your dominant race changing)? -- (again, a modding question).
I haven't tested it yet, and I haven't run into a situation where my entire starting race has been suddenly eradicated from my empire through genocide leaving only other aliens who've been conquered or migrated to my empire.

Is there any limit to how far into the future we can make an event actually occur? Can I go so far as to make an event take 500 game years from the start of the scenario to actually happen? Better yet, can you tell events to occur on a specific year? -- (Pretty self-explanatory again that he's talking about 'modding')
E.G, I want to create a scenario in which you simply (semi-)peacefully build a large empire, and then have the scenario set up so that 150 years after the game start you will have several rebellions trigger.

Will we be able to create a blank map with no stars or nebulas on it for maximum world-building power? -- (Definitely a 'scenario' building question)
If not, I'd really like to suggest that you make it so that we're able to.

Just how customisable will government types be? -- (Customize/Mod, synonymous wouldn't one say)
To make the answer easier, the few specific things I'd like to be able to do other than modify the stat-boosts of a government type is to be able to change the way the empire generates and replaces leaders. I'd even go so far as to have certain governments spawn multiple leaders to simulate having a "Troika" or a constitutional monarchy with a king/queen and a prime minister.
If neither of those things are doable, is it possible for us to at least make certain government types directly affect the spawn rates of certain characters? I.E Republics cause more colony governors to spawn -- (Again, a 'modding' question)

This is semi-related to the last question.
Character types. Will we be able to create totally new character types that tie in to the kind of government that you have. I.E Having an ordinary "leader" character as your monarch who gets replaced similar to how monarchs get replaced normally, and then also having a "prime minister" character-type who is replaced through democratic processes the same way leaders are replaced in democracies and republics. -- (Definitely a modding question)
-------------------------------------------------------------------------------------------------------
Please remember that DW Universe is a combination of ALL the previous DW versions, which allows one to choose how they wish to play, mod or design/create a scenario for the game. I've been a tester since Return of The Shakturi and I know Elliot has taken into consideration MANY ideas specifically
from this forum, the Master Wishlist forum, individual player requests and one creature contest (which is
where the dreaded SilverMist came from).

Please state where a better posting place should be. If you need, please re-read my previous post number 8 above. Hopefully this respectfully clarifies to you my position concerning this.




RICO7878 -> RE: Questions for Universe (5/16/2014 1:09:31 AM)

Mad Igor making "Mad" posts...I did NOT see that coming! [X(]

Also if you guys haven't noticed Erik posted some awesome news on the main DW forum. Mainly DW releasing next Fri 5/23, it's releasing on Steam same day, only $9.99 through Matrix if you own DW and all the expansions!!! Can't wait!

Opps, also forgot to mention if you buy it through Matrix you will also be able to get a Steam key as well. Like the best deal ever I've seen on here so it's good to know they are rewarding all us loyal DW fans!




Kizucha -> RE: Questions for Universe (5/16/2014 3:17:40 PM)

My ultimate question... is it possible to mod the game that we can, if somehow an enemy manage to nearly kill us, to pack a colonyship and a few others and jump out of the galaxy in the "universe" and settle in a new galaxy?[:D]

A bit more serious question. Is it possible to mod technology's like an endless research? The tech's get better and better and if one can't keep up he is more doomed than befor?[:)]Nice scenario for my first "idea".[;)] And maybe more easy to answer, is it possible to mod new tech's?




Shark7 -> RE: Questions for Universe (5/16/2014 6:21:11 PM)


quote:

ORIGINAL: Kizucha

My ultimate question... is it possible to mod the game that we can, if somehow an enemy manage to nearly kill us, to pack a colonyship and a few others and jump out of the galaxy in the "universe" and settle in a new galaxy?[:D]

A bit more serious question. Is it possible to mod technology's like an endless research? The tech's get better and better and if one can't keep up he is more doomed than befor?[:)]Nice scenario for my first "idea".[;)] And maybe more easy to answer, is it possible to mod new tech's?


Well, you can add as many levels of tech as you want, I think. I'm not patient enough to test that one out. [sm=Christo_pull_hair.gif]

I do understand what you are saying, and I actually support a research system that gets exponentially more expensive to achieve less and less gain, as in a bell curve. Maybe in a future DW:2.




swizzlewizzle -> RE: Questions for Universe (5/17/2014 2:37:03 AM)

Kizucha, you couldn't make an actual other galaxy, but you could have a massive single galaxy and design it so it looks like multiple galaxies. :)




Kizucha -> RE: Questions for Universe (5/17/2014 3:55:19 PM)

Hm thats an idea.[:D]The only problem is it maybe it will feel like they are tiny galaxies and thats not what i want.[;)]Hm maybe with modifyd warpdrives. i'm looking forward what mods show up for distant worlds.[:)]




Osito -> RE: Questions for Universe (5/17/2014 4:27:17 PM)


quote:

ORIGINAL: Kizucha

Hm thats an idea.[:D]The only problem is it maybe it will feel like they are tiny galaxies and thats not what i want.[;)]Hm maybe with modifyd warpdrives. i'm looking forward what mods show up for distant worlds.[:)]


I think it would be doable. First of all, note that you can place stars within just less than 0.05 sectors of each other. That means you can place over 400 stars in a single sector. Ok, 400 stars in a sector is a little too dense, but there's no problem with putting 50 to 100 stars in a sector.

Using the 15x15 sector setting as the map size, you could designate one 5x15 sector space for one 'galaxy' at the top of the map, and another 5x15 sectors space for the other 'galaxy' at the bottom of the map. You could easily place 700 stars in each 'galaxy' for a total of 1400 stars altogether. Actually you could place many more than 1400 stars, if you wanted, but it would probably hurt performance.

So you've got two 700 star 'galaxies' with an empty space of 5 sectors between them. Frankly, you could have more than two galaxies!

If you think that travel times between the stars of each galaxy are too short (because the stars are much closer together than in a randomly generated game), you play with the hyperdrives to reduce speed and increase fuel consumption. This could make intergalactic travel impractical in the early to middle game.

And for the finishing touch, add a new tech called, say, 'Intergalactic Hyperdrive', which has the speed and range to quickly cross the intergalactic space.

The possibilities are fascinating.

Osito




drillerman -> RE: Questions for Universe (5/17/2014 9:02:31 PM)

childservices?




Kizucha -> RE: Questions for Universe (5/23/2014 5:37:40 PM)

@Osito: Hm this look like a really nice plan.[:)] I think that for me, its time learn to mod.[:D]... Hm maybe someone will make this happen so i can be lazy and i think my pc like it more that i dont dig in files and destroy him.[;)]




samspackman -> RE: Questions for Universe (5/23/2014 10:36:12 PM)

The one thing I wanted to mod was the date, and it can't be modded? It's just a number in a file that has no impact on gameplay.




ChildServices -> RE: Questions for Universe (5/24/2014 4:52:45 AM)

That bugs me as well, although we could just get around it by deleting everything from the galaxy and waiting on 4x speed until the year we want.




samspackman -> RE: Questions for Universe (5/30/2014 5:22:30 AM)

That doesn't help for making the start date earlier - say a 1950 start in an earth like system.




ChildServices -> RE: Questions for Universe (5/30/2014 5:50:22 AM)

That's true, we're sort of boned in that case.

I'd like to hear from a dev as to whether or not this is a hard-coded thing that cannot be changed, because if it isn't I think there are a lot of people on the forums who'd be incredibly pleased if the ability to change the date from the editor itself was added.




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