Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

DW:U - Questions now that the modding documents have been released

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> DW:U - Questions now that the modding documents have been released Page: [1]
Login
Message << Older Topic   Newer Topic >>
DW:U - Questions now that the modding documents have be... - 5/14/2014 4:20:09 PM   
swizzlewizzle

 

Posts: 151
Joined: 3/16/2014
Status: offline
Just a few questions that popped up as I read through.

1. Sound effects - can they be tied to events somehow? Saw a sound effect for "discovery" which seems to be from the ruin discovery effect... but in the events/actions section of the mod guide didn't see anything that would let me run a sound effect..

2. Design templates - Do they take a median amount of components from the maximum of each component in the template based on the total size, or do they just take as many components up to the listed amount in the template until the maximum construction size is reached? I would like to have the "Frigate" design change in size as the technology level of the race grows... if it just piles up components from the template without thinking about total current max construction size it seems we are locked into the AI's ships always being the same size after they have the tech to put everything required in the template on it.... I hope this is not the case.

Also, how does OverallShipDesignFocus from the races file interact with these ship design files? Can I have multiple design template files for, say, "Frigate" available and then it chooses based on power/speed etc..?

Same goes for ShipSizeFactorMilitary .. does this mean that the race is able to tack on extra stuff not in the template or is it just referring to image scaling?

3. Is the AI smart enough to detect when a too-peaceful galaxy is preventing it from winning the game? IE, if a race has an 80% galaxy conquest win condition but is allied with the only remaining race left alive and cannot control more then 50% of the galaxy unless it declares war on the allied race. In this case, would the AI just sit there not declaring war or would it be able to pursue it's goal and break the alliance?

4. Is there any way to introduce any randomness into the events/actions system? Seems a bit boring if scripted events have to always start from the same planet...
4a. Related to this, is there any way to have the action take place a certain # of days/years after the trigger runs? I didn't see anything related to this either
4b. Also related - no way to have an action trigger off of research being finished? Are we tied directly to map objects to have events trigger?


Think thats it.
Post #: 1
RE: DW:U - Questions now that the modding documents hav... - 5/16/2014 12:44:56 AM   
swizzlewizzle

 

Posts: 151
Joined: 3/16/2014
Status: offline
Would really appreciate any inputs from some of the modders who have had access to the tool for awhile! Hoping there is some way we can at least tie sound effects to our custom events...

(in reply to swizzlewizzle)
Post #: 2
RE: DW:U - Questions now that the modding documents hav... - 5/16/2014 1:10:23 AM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
Answers:

1. Pretty sure you can't. Haven't found a way to do it yet.

2. To an extent. I've personally modded the files where the Frigate is too big to be built with the normal empire starting tech, but the AI reduced the weapons to keep it buildable. This is not true of my destroyer, cruiser or capital ships though.

The overallshipdesignfocus just tells the AI how to design ships when left to its own devices. Power puts more guns on it, etc.

Ship size millitary gives the AI a size bonus on ships, meaning if I set it to 1.2 then that races ships may be 20% larger than current building tech would otherwise allow.

3. The AI is smart enough to accomplish its victory goals no matter what those goals are. Not all victory conditions are war related. I have set up an empire that actually attempts to be at war the least and makes the most friends in the galaxy, so that empire rarely goes to war, though they will defend themselves.

4. Right now the events are tied to a trigger, however using a galaxy wide event does not tie the event to a certain planet you find. Also, depending on the trigger, it may or may not happen. I just set up an event that happens only if Empire A and Empire B form a Free Trade Agreement for example. In the game we don't know when Empire A will meet Empire B, and we don't know if they will ever form a Free Trade Agreement, so in that sense it is a random event.

4a. Events may have a time delay from point of discovery to happen. The example from #4 causes Empires C and D form a Mutual Defense Pact, and I've set that to happen to a time period from 365 days to 1000 days after Empires A and B form their Free Trade Agreement.

4b. Absolutely. You can set a research project being finished by a particular empire as a galaxy event trigger.

< Message edited by Shark7 -- 5/16/2014 2:12:20 AM >


_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to swizzlewizzle)
Post #: 3
RE: DW:U - Questions now that the modding documents hav... - 5/16/2014 8:48:52 AM   
swizzlewizzle

 

Posts: 151
Joined: 3/16/2014
Status: offline
Cool. Thanks for all the responses Shark7. Think I should be able to do everything I want.. except... the complete and utter lack of any way to do anything with the sound. :(

I suppose music wise, it's random sound track or bust... unless we can find some way to trick the game into running our own custom sounds off of galaxy wide events... somehow.. :(

(in reply to Shark7)
Post #: 4
RE: DW:U - Questions now that the modding documents hav... - 5/19/2014 10:52:23 AM   
Fenrisfil

 

Posts: 216
Joined: 6/2/2013
Status: offline
On point 4, you can't set a random trigger event (in other words it will always be triggered by the same event) but you can create a list of reactions to that event and have the computer do one randomly. For example, if you wanted a specific ruin to trigger the creation of a new empire in the galaxy, rather than selecting one specific planet for the empire to spawn you can select several and set it to random. You could also have different kinds of events, so if you had a ruin you wanted to always give out a big reward (something better than the generic cash/map/research points), but for it to vary each time the map is played you could.

It is either one random from a list or everything in the list though, you can't set off a random chain at least not without thinking outside the box (I have a bit of an idea how to do that actually).

On a side note on question 2, on top of what Shark said it's worth noting your policy file will also modify the design templates. If you go for speed/agility the AI will add more engines to your ships and I believe it does something similar for raw power. I had a lot of fiddling about with the files and found sometimes the problem was not taking into account the policy setting so figured it was worth mentioning.

(in reply to swizzlewizzle)
Post #: 5
RE: DW:U - Questions now that the modding documents hav... - 5/19/2014 2:31:43 PM   
swizzlewizzle

 

Posts: 151
Joined: 3/16/2014
Status: offline
Perhaps it would be useful to have a more in-depth guide on creating design templates for the AI that actually present a challenge to players. :)

(in reply to Fenrisfil)
Post #: 6
RE: DW:U - Questions now that the modding documents hav... - 5/19/2014 4:36:42 PM   
Darkspire


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

quote:

ORIGINAL: swizzlewizzle

Perhaps it would be useful to have a more in-depth guide on creating design templates for the AI that actually present a challenge to players. :)


They had that with Legends, the optimized designs, created by a player for a race, ditched in favor of the not so useful design templates. Rumor has it though that they still work, I keep meaning to investigate that, they were a much better idea and the AI IRC worked it's research off those designs.

Darkspire

_____________________________


(in reply to swizzlewizzle)
Post #: 7
RE: DW:U - Questions now that the modding documents hav... - 5/19/2014 4:41:19 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
The problem with optimized designs is the sheer time it takes to flesh out all possible ship options.

The A.I using better fleet composition and tech larger ship sizes would help more.

_____________________________


(in reply to Darkspire)
Post #: 8
RE: DW:U - Questions now that the modding documents hav... - 5/19/2014 5:27:03 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
Mod your design templates to consider the end game, then they work much better. I personally like them.

The problem with any template system is that while it can make the AI strong against the AI, so long as players can design ships they will always go for max power over the AI.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to ASHBERY76)
Post #: 9
RE: DW:U - Questions now that the modding documents hav... - 5/19/2014 5:29:07 PM   
FireLion1983

 

Posts: 149
Joined: 4/18/2014
Status: offline
Are these templates you speak of a Universe thing?

(in reply to Shark7)
Post #: 10
RE: DW:U - Questions now that the modding documents hav... - 5/20/2014 4:00:57 PM   
Darkspire


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

quote:

ORIGINAL: FireLion1983

Are these templates you speak of a Universe thing?


No, a Shadows thing.

Darkspire

_____________________________


(in reply to FireLion1983)
Post #: 11
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> DW:U - Questions now that the modding documents have been released Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.844