llanite_slith
Posts: 45
Joined: 10/23/2010 Status: offline
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So is this thread still active? If no, can we start a DW2 modding thread? If yes, then: 1. Weapons and defenses need fields available to the modder to indicate if a weapon specifically bypasses or reduces a particular defensive component. This exists now but appears hardcoded (grav weapons bypass shields, rail guns bypass armor, etc.) and not available to the modder. If it was, you could have arms races between new weapons and countermeasures (think electron beams that bypass shields and armor but are stopped by new gauss shields). To implement, I would recommend the defense component have a new set of fields to identify each arm TYPE (grav weapons, beams, etc.) and the % reduction. 2. Weapons that have a preference for damaging a specific component - IR seekers that preferentially damage engines, or nuclear dampeners that short circuit fission plants. Could be implemented with new weapon fields to have a component list of preferred damage 3. Wonders and planetary facillities should should have a generic template with multiple fields for changing a colony. All fields (quality, happiness, construction rate, income, etc.) should be moddable for any facility and wonder AND should be moddable as a NEGATIVE modifier or a positive one (note, this may exist, but I haven't tested it). For instance, a giant robotic factory complex may increase construction speed by 25%, but also damage the environment by 15%). 4. Troops should have a generic definition file of their own. Instead of pre-defining 4 types, give us access to components with defined troop types (att, def, log cost, special attack/defense, etc) That way we can use the research tree and the racial components to define our own faction-specific troops. Thanks - this is a fantastic game. Really enjoying just playing it!
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