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RE: Modding and Modularity

 
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RE: Modding and Modularity - 7/31/2014 4:16:16 PM   
Blackstork


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Joined: 7/7/2014
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I would like obcourse more modularity. Currently events system and different limitations , mainly numerical are ones i would like to see changed to somethibng more modular. I would like to see goverments / race numerical limitation lifted, general ease and more modularity for character system, and more tools to create tools which create racial unique mechanics.

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(in reply to Solarius Scorch)
Post #: 31
RE: Modding and Modularity - 7/31/2014 6:02:09 PM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
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quote:

ORIGINAL: Erik Rutins

Hi everyone,

Elliot and I have been discussing the new features we've added since the release of Universe and what the modding community is most interested in. We were wondering about the importance of modularity as brought up by Locarnus vs. the importance of just extending the possibilities of what can be modded. We are very much interested in your input to this discussion.

Thanks in advance for your thoughts.


Outsourcing various modding aspects to their own txt files is a good idea. Like the research order, racial restrictions, ship classes. This makes mashing up several mods and modding in general easier. No need to be obsessive, though. Too many files complicate things.

There are more important things than modularity, though. Some areas are not open to modding at all. The settings for ship behaviour (attack range), ship classes and component settings (tractor beam push or pull) in the templates come to mind. Or the completely missing templates for world destroyers. Or the ship classes themselves.

Also some restrictions are way too harsh, like the max number for components and races.

I think more modding is more important than more modularity. Or in other words: More modding is more important than easier modding. The developers can only invest so much time and while more modularity is nice to have it's not a must have.

I finish with what I mentioned above in the order of importance (IMHO):

1) Raise max component numbers
2) Allow ship behaviour and component settings in the templates
3) Raise max race number and maybe other easy to raise numbers like facilities and governments
4) Add missing worlds destroyer templates (not needed if 5) happens
5) Allow ship class modding and template creation
6) Outsource already existing modding aspects to their own txt files

< Message edited by lurchi -- 7/31/2014 7:03:53 PM >

(in reply to Erik Rutins)
Post #: 32
RE: Modding and Modularity - 7/31/2014 6:11:05 PM   
Mad Igor

 

Posts: 248
Joined: 6/18/2012
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i want random images for characters (no 1 pic for all !!!)
also i want random pics for a specific class from specific set of images.
also i want also don't know wtf i'm talking about here.

(in reply to Solarius Scorch)
Post #: 33
RE: Modding and Modularity - 7/31/2014 6:32:06 PM   
Solarius Scorch


Posts: 180
Joined: 5/25/2013
From: Cracow, Poland
Status: offline

quote:

ORIGINAL: Mad Igor

i want random images for characters (no 1 pic for all !!!)
also i want random pics for a specific class from specific set of images.
also i want also don't know wtf i'm talking about here.


And more pics for planetary landscapes.

There are millions of pictures and photos on the net that would suit planets. Why are we constrained to just a few per planet type?
This is a minor thing, but I can imagine it's very easy to change; after all it's just like character pics, which are pretty much unlimited.

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Forever Future 1.7 for Call to Power - the biggest mod for the best Civilization-like game ever!

(in reply to Mad Igor)
Post #: 34
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