Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

 
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 >> Design and Modding >> RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod Page: <<   < prev  1 [2] 3 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/24/2014 8:59:02 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Cant make babies?
(except for Kerengd ergreagds perhaps, they blackmail even if they want to do babies)

< Message edited by Blackstork -- 7/24/2014 10:04:36 PM >


_____________________________


(in reply to ParagonExile)
Post #: 31
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/24/2014 9:36:19 PM   
Genome

 

Posts: 17
Joined: 6/22/2014
Status: offline
Hm. If there's a need for editing/grammar checking of any kind, I'd be down to assist too

(in reply to Blackstork)
Post #: 32
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/24/2014 10:08:52 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
We have ParagonExile for that role, but there other races in project or naming sequences (mini vocablry for each race for naming puproses) - all those things can be done, as well as massive testing as alpha comes in close days

_____________________________


(in reply to Genome)
Post #: 33
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/24/2014 10:13:57 PM   
Genome

 

Posts: 17
Joined: 6/22/2014
Status: offline
Cool, I'm definitely on board. Quick question, are we doing these names/vocabulary sets based on a human perspective of that race, or their own perspective of themselves?

(in reply to Blackstork)
Post #: 34
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/24/2014 10:27:35 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
quote:

ORIGINAL: Genome

Cool, I'm definitely on board. Quick question, are we doing these names/vocabulary sets based on a human perspective of that race, or their own perspective of themselves?

ONLY their own perspective

Also lets me explain how it needs to be filled
This used by some recentrly developed program by Ergie, which helps us generate custom characters for new character system.

In Beyond old human city ship templates replaced by old family specific names/surnams, while characters use unique system to create unique faces - example is showcased on dhayut picture at middle of page 1 of this thread.

How to fill it:
Explanation by Ergie - for his tool:

quote:

Title
-----
Its has the number asociated in DWU to the character type, one ";" and the name. Each group separated by ","

[TITLE]
[Characterype1];[Name1],[Characterype2];[Name2],...[Characterype9];[Name9]

Human example:
[TITLE]
1;Leader,2;Diplomat,3;Governor .... ETC

Dhayut example (I filled the roles you didnt write)
[TITLE]
1;Num-,2;Niser-,3;Gorn-,4;Su-,5;Usr-,6;Ressa-,7;Irs-,8;Ajg-,9;Nah-

Prefix
------
[MPREFIX] ->> (Male prefixes)
[FPREFIX] ->> (Female prefixes)
[XPREFIX] ->> ("Never mind" prefixes)

Separated by ","
In the humans file its where I put the Names

Pool
----
[MPOOL]->> (Male Common)
[FPOOL]->> (Female Common)
[XPOOL]->> (Any other Common)

Separated by ","
In the humans file its where I put the Surnames. In the Dhayut your suggestions of the post.

If after the "]" you put *[Number] (as in the Dhayut file), it will repeat from this pool this given [Number] Times

Sufix
-----
[MSUFIX] ->> (Male sufixes)
[FSUFIX] ->> (Female sufixes)
[XSUFIX] ->> ("Never mind" sufixes)

Separated by ","
In the humans file its empty, in the Dhayut there is one (so always will be the same on each name)


Example:

Ergreagd

[Title] 
1;,2;,3;Mog Urgegd,4;,5;Mog Margagd,6;,7;,8;Mog Kerengd,9; 
[MPrefix] 
Dagd, Nagd, Ragd, Eegd, Mogd, Rogd, Nogd, Negd, Kegd, Guugd, Gourgd, Duumgd, Ererugd, Eugd, Eamegd, Undugd, Ogongd, Ragangd, Orgd, Argd, Oogd, Demegd, Nugd, Mugd, Aaugd, Emugd, Mumugd, Omugd, Magd, Egdogd 
[FPrefix] 
Dana, Nana, Rana, Eena, Mona, Rona, Nona, Nena, Kena, Guuna, Gourna, Duumna, Ereruna, Euna, Eamena, Unduna, Ogonna, Raganna, Orna, Arna, Oona, Demena, Nuna, Muna, Aauna, Emuna, Mumuna, Omuna, Mana, Egdona 
[XPool] 
Ganma, Randagan, Malun, Nagendun, Eeran, Dangon, Irdungan, Adan, Kenere, Mandargon, Doron, Udangoran, Eoduron, Gamon, Mogon, Dugaanon, Naron, Gadon, Mudon, Een, Irdaon 
[MSuffix] 
gd 
[FSuffix] 
na 


Ergreagds use letters R, N, G, D , L ,M , A, E, U, O, and I very rarely - and all that in some fashion
GD is male suffix, follows anything that is male, NA is female suffix, also because there is strict separation between sexes


this will create male names like Ungugd Mogongd , and female neames Kena Narona.

This is ouline of certain race. All vanilla races , all extended races, and all beyond races need such file. You can figure and create language outline by race traits, flavor, family, and just race name, assuming all race names are naming from own race perspective

There are lists done for Dhayut, Ergreagd and Shandar. This is fun work, and it need to be done. You can start with some vanilla races.

More example of Dhayut file - its small, i will extend it...

[Title]
1;Uk ,2;Yd ,3;Kr ,4;Yk ,5;Reh ,6;Ha ,7;Ahe ,8;Kee ,9;Ytt
[XPrefix]
Hku,Rhk,Hye,Drh,Ey,Ay,Uer,Trrh,Krt,Kehr,Yhr,Ahr,Her,Eh,Ryh,Dah,Dye,Kye,Yeth,Ath,Akh,Kh,Ree,Hee,Kyy,Ee,Uu,Tuu,Rytt,Kuhk,Hark
[XPool]
-Hku,-Rhk,-Hye,-Drh,-Ey,-Ay,-Uer,-Trrh,-Krt,-Kehr,-Yhr,-Ahr,-Her,-Eh,-Ryh,-Dah,-Dye,-Kye,-Yeth,-Ath,-Akh,-Kh,-Ree,-Hee,-Kyy,-Ee,-Uu,-Tuu,-Rytt,-Kuhk,-Hark
[FSufix]
ut
[MSufix]
k


those fluffies :

will be named Yk Rytt-Reeut, Yk Hark-Heek, Yk Krt-Tuuk etc

< Message edited by Blackstork -- 7/24/2014 11:32:43 PM >


_____________________________


(in reply to Genome)
Post #: 35
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/25/2014 12:28:59 AM   
Tcby


Posts: 342
Joined: 12/16/2013
From: Australia
Status: offline
Really cool work going on here!

(in reply to Blackstork)
Post #: 36
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/25/2014 12:31:14 AM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Hehehe! Thanks!
btw here preview of finished Ergreagd escort ship art - this is much better and final because it passed bitmap brush work after vector drawing, and have ligh/engine effects added


_____________________________


(in reply to Tcby)
Post #: 37
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/25/2014 3:57:28 AM   
Genome

 

Posts: 17
Joined: 6/22/2014
Status: offline
Will every race have a male/female differentiation? I think it would be cool if there were asexual races, like certain creatures on earth where the other sex went extinct somehow and the sex that was left was able to keep reproducing. Or maybe hermaphroditic species that are both sexes at the same time.

(in reply to Blackstork)
Post #: 38
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/25/2014 5:16:52 AM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
quote:

ORIGINAL: Genome

Will every race have a male/female differentiation? I think it would be cool if there were asexual races, like certain creatures on earth where the other sex went extinct somehow and the sex that was left was able to keep reproducing. Or maybe hermaphroditic species that are both sexes at the same time.

what you said
races should be different
some races could use asexual naming for sure
most of them have sexes, but not necessarily have separation in the naming

< Message edited by Blackstork -- 7/25/2014 6:17:41 AM >


_____________________________


(in reply to Genome)
Post #: 39
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/25/2014 7:00:19 AM   
Genome

 

Posts: 17
Joined: 6/22/2014
Status: offline
Alright, I'll get started and do my best on the Zenox/Gizurean/Sluken Titles/Name characteristics.

(in reply to Blackstork)
Post #: 40
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/25/2014 8:14:56 AM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Great!
please also read their background, refer to their name and listen soundtrack from AI module cause all this should be inspired and very immersive. also some innovation coukd be done with functions of the file usages.
From other viewpoint names should not be overly complex to read for the people and abit distinguishable in order to leave to player ability do distinguish and differ one character from other.
Good luck, havu fun ! :)

< Message edited by Blackstork -- 7/25/2014 9:15:05 AM >


_____________________________


(in reply to Genome)
Post #: 41
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/26/2014 5:26:06 AM   
Genome

 

Posts: 17
Joined: 6/22/2014
Status: offline
Sluken
Note: 1=Faction Leader, 2=Ambassador, 3=Colony Governor, 4=Fleet Admiral, 5=Troop General, 6=Intelligence Agent, 7=Scientist, 8=Pirate Leader, 9=Ship Captain

[Title]
1;FthFthPthrr,2;Krkth,3;KrkPth,4;FthKthrr,5;KthKthrr,6;ChkKth,7;ChkKrkrr,8;KthPth,9;Pthttrr
[XPrefix]*3
Kk, Ch, Frr, Kt, Krr, Kth, Krrk, K, Tt, Rk, Krth, Trrt, Kekt, Kekk, Kek, Chk, Kch, Trrk, Fth, Chekek, Cht, KrrCht, Rrt, Th, Thrr, Chth, Chrr, Fth, Tk, Rrrr, Prrt
[Xpool]*2
, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,


The Sluken are an extremely authoritarian minded species. A hive mind. They live to serve the interests of the collective, of the Hive Leader (FthFthPthrr roughly translates to All All Leader). Their language, the "spoken" kind, that is when they aren't communicating through pheromone trails is a series of sharp clicks and vibrations of what would be the mandibles, legs and maxilla on insects on the Human homeworld, Gaia. The work of braver operatives has shown that they refer to leaders of great renown, whom they revere and respect with a rolling sound at the end of their titles. This rolling sound is shown here through two rs (rr). The "T" sounds in this language are more the sound of air escaping, a quick burst. The "Pth" sound seems to be created from the mixing of saliva. Their language is very quick and very sharp, with the focus taken off of the individual and placed onto the virtues of learning and obedience. Recon has shown the least respected of these leader roles are the Ambassadors and the Intelligence Agents. This might be due to their involvement with other races (they might see them as contaminated by lower beings, an irony seeing as how they gladly integrate those "lower" beings into their own physiology after they conquer them). More on the Sluken race as recon gathers more intelligence.

Note: Edited for randomizer

< Message edited by Genome -- 7/26/2014 10:53:36 AM >

(in reply to Blackstork)
Post #: 42
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/26/2014 7:21:51 AM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline

quote:

ORIGINAL: Genome

Sluken
Note: 1=Faction Leader, 2=Ambassador, 3=Colony Governor, 4=Fleet Admiral, 5=Troop General, 6=Intelligence Agent, 7=Scientist, 8=Pirate Leader, 9=Ship Captain

[Title]
1;FthFthPthrr,2;Krkth,3;KrkPthrr,4;FthKthrr,5;KthKthrr,6;ChkKth,7;ChkKrkrr,8;KthPth,9;Pthttrr
[XPrefix]
Kkch, Frrkth, Rrkt, Krrkth, Krrkk, Ttrk, Krth, Trrt, Kekt, Kekk, Kek, Chk, Kch, Trrkchtt, Fth, Chekek, ChtCht, KrrCht, Rrt, Thrrk, ChChThrrCh, Krrk, ChthChrr, FthTktt, RrrrCh, ThChPrrt

The Sluken are an extremely authoritarian minded species. A hive mind. They live to serve the interests of the collective, of the Hive Leader (FthFthPthrr roughly translates to All All Leader). Their language, the "spoken" kind, that is when they aren't communicating through pheromone trails is a series of sharp clicks and vibrations of what would be the mandibles, legs and maxilla on insects on the Human homeworld, Gaia. The work of braver operatives has shown that they refer to leaders of great renown, whom they revere and respect with a rolling sound at the end of their titles. This rolling sound is shown here through two rs (rr). The "T" sounds in this language are more the sound of air escaping, a quick burst. The "Pth" sound seems to be created from the mixing of saliva. Their language is very quick and very sharp, with the focus taken off of the individual and placed onto the virtues of learning and obedience. Recon has shown the least respected of these leader roles are the Ambassadors and the Intelligence Agents. This might be due to their involvement with other races (they might see them as contaminated by lower beings, an irony seeing as how they gladly integrate those "lower" beings into their own physiology after they conquer them). More on the Sluken race as recon gathers more intelligence.


I think that XPool is small, and you can do it as [XPool]*2 or [XPool]*3 with making combos shorter, but then they will be automatically combined in something TrkKrrCht randomly (Trk + Krr + Cht). and if you use pool only for sure there need to be more fariety.

For instance KrrTchKk could be broken Krr, Tch, Kk , then wiht [XPool]*3 we will get all those as different options : KrrTchKk, KkKrrTch, KKTchKrr, TchKrrKk etc... as you see 1 option became 9.
there will be 200 characters per race (i am serious)
The list you provided covers 20 :), need more variation, breaking all what you done to small pieces and assigning [XPool]*3 will fix the thing i think.


_____________________________


(in reply to Genome)
Post #: 43
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/26/2014 10:02:48 AM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Sluken
Note: 1=Faction Leader, 2=Ambassador, 3=Colony Governor, 4=Fleet Admiral, 5=Troop General, 6=Intelligence Agent, 7=Scientist, 8=Pirate Leader, 9=Ship Captain

[Title]
1;FthFthPthrr ,2;Krkth ,3;KrkPth ,4;FthKthrr ,5;KthKthrr ,6;ChkKth ,7;ChkKrkrr ,8;KthPth ,9;Pthttrr
[XPrefix]
Kk,Ch,Frr,Kt,Krr,Kth,Krrk,K,Tt,Rk,Krth,Trrt,Kekt,Kech,Kek,Chk,Kch,Trrk,Fth,Che,Chee,Cht,Rrt,Th,Thrr,Chth,Chrr,Fth,Tk,Rrrr,Prrt
[Xpool]*2
,Kk,Ch,Frr,Kt,Krr,Kth,Krrk,K,Tt,Rk,Krth,Trrt,Kekt,Kech,Kek,Chk,Kch,Trrk,Fth,Che,Chee,Cht,Rrt,Th,Thrr,Chth,Chrr,Fth,Tk,Rrrr,Prrt


The Sluken are an extremely authoritarian minded species. A hive mind. They live to serve the interests of the collective, of the Hive Leader (FthFthPthrr roughly translates to All All Leader). Their language, the "spoken" kind, that is when they aren't communicating through pheromone trails is a series of sharp clicks and vibrations of what would be the mandibles, legs and maxilla on insects on the Human homeworld, Gaia. The work of braver operatives has shown that they refer to leaders of great renown, whom they revere and respect with a rolling sound at the end of their titles. This rolling sound is shown here through two rs (rr). The "T" sounds in this language are more the sound of air escaping, a quick burst. The "Pth" sound seems to be created from the mixing of saliva. Their language is very quick and very sharp, with the focus taken off of the individual and placed onto the virtues of learning and obedience. Recon has shown the least respected of these leader roles are the Ambassadors and the Intelligence Agents. This might be due to their involvement with other races (they might see them as contaminated by lower beings, an irony seeing as how they gladly integrate those "lower" beings into their own physiology after they conquer them). More on the Sluken race as recon gathers more intelligence.


Great job so far, but there some problems iwht your edit, i edited to what i tried to explain to you:
Reundant spaces in pool/prefix and lack of spaces at title will cause problems and mess
Broke all to short versions
Prefix cant use * multiplier, only Pool
Added empty value for pool so shorter names will be allowed

also its 25*26*26 now, + titles, thats alot... 25*26 is even ok... may be we just simplify it
we may eave XPool at *1 if we do XPrefix like this
it will also make sluken player easier to differ his slukenly named characters

Also for next race request - could you please do races which are presented in Alien Immersion mod ui, because i use racial art form there to build portrait parts.... and if there no race in ai set yet means i cant start making face parts for it. Sluken fell to this category. I think i will need to move Slukens up abit in Immersion mod queue.


< Message edited by Blackstork -- 7/26/2014 11:14:23 AM >


_____________________________


(in reply to Genome)
Post #: 44
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/27/2014 9:19:59 AM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Genome and ParagonExile (and anyone who want to join to project)

There something very interesting and extensive to do, seems with hugetons of art that Character System require it will be better for release speed/advancement if those things will be done by other project members following advice with me/team/ergie about mechanics/design.

What is it.

As been said, unique character system is very ambitious and huge thing that started as collaboration between me and ergie.
What is it?
Well, its quite complex
1. Each race have original race art (which is main bulk of work for me) for characters, which made like lego (body, face shape, head features, eyes, nose/mouth, antennas, additions/accesories).
2. Program made by ergie, using setup made by me / modder with specific config txt files unites and randomizes all parts in set of random faces.
Example (alpha, for ingame usage):

(there much more done, but i need to do more noses/eyes for them, this is just first prototype example, those guys have very different faces, expressions on manner on showcased dhayut example)

3.Then according to other config file made by modder setups skill allocation, traits, chance of getting those, and overall attribute generation process for character pool in question. This what we need to build. We need to setup laws/orders for generation and allocation of characters personalities, skills and traits, and titles

The design is :
Each race have own progression of characters (up to 1000 characters splitted for 10 roles)
Character progression is unique, have own cons and pros, takes into account race-specific character generation bonuses, and add more depth, difference, and complexity for any race. Character pool is something that will be needed to take into consideration by players playing on extreme, because they will have more influence, more flavor, and Dismiss button, as well as character-generating buildings will be more useful.
Some races will have special features (that extend certain skill/trait set). Example is Ergreagd where some characters will belong to Royal houeses or other houses, and will differ by it, synergies or oposing certain house gvmnt.
Character will be devided to starting ones, and then will be provided in gradation... some will appear randomly earlier than others.
There will be set of late-game only characters as well.
Gvmnt character swap/coup mechanic will be used.
What is needed is clarify outline of personalities, bonuses, cons, skills sets for each race. This requires big brainstorm, alot of tweaking, discusssion, balance, testing.
You are invited to participate in this part, and some hot brainstorms,discussion surely will contribute to its full-race existance in more shorter period.
All setup should refer to generation process, split certain type of character for race into groups by : time of appearance, personality type of certain race, affinity (including affinity to certain social groups within given race), chances of getting racial assigned skills, quality groups)

4. After it after all art/setup/outline and Naming files (done by me/Genome) done, race could be issued with this feature. Currently there are 41 races, with plan for 50. Every one need well balanced outline/setup.


< Message edited by Blackstork -- 7/27/2014 4:14:12 PM >


_____________________________


(in reply to Blackstork)
Post #: 45
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/27/2014 5:19:48 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
More clear, comunnity oriented post about Character System. - collecting bits and pieces for alpha showcase releasem, while i am polishing art/system for one of most complex character system races - Ergreagd. Next Races are Shandar, Dhayut and Sluken.
--------------------------
Character System is alternate take on Distant Worlds : Universe characters, their impact on the game, their diversity, personality and flavor.
Since developers created very complex modding capabilities for characters, almost noone used it, because real overhaul this way or another is complex. This is ambitious project originated from attempt of collaboration between me, Blackstork, and Ergie and his awesome Character Creator Tool which make such huge project possible because of awesome generation automation tools it provides.

Character System aims to create:
1. Immersion and diversity, giving each single character, from planned pool of approximately 20000 characters (Yeah baby) unique appearance - unique art, character, meaning, and additional features, that influence epic feel of the game, slight tint of role play, and diversity.
2. Further racial diversity, adding another Y exis element of race differentiation, giving to each race assigned personality tendencies, evolved from different social groups/temperaments/characters of given race. This will also matter for secondary races of the empire - before certain races were less useful than others ar citizens.... now that disbalance could be more tweaked with the system - some less useful citizen races could have stronger character personalities, for example Atuuks - which was useless population filler as secondary race, now the furriest chiefs with sharpest spears of the atuuk will be the thing to consider for empires that might have though about keeping or exterminating those furry, seemingly useless species.
3. Creation of additional lore aspects for some races.
4. Adding more meaning into character micromanagement, adding personell minigame, and more use for Dismiss button, and character-enerating buildings.

How it will work:
1. Each race have own progression of characters set for each role.
2. Roles of pools are varied, and influenced by pre-determined setup/variety range for given race, based on lore, preferencies, social groups within race.
3. Each pool have some variety in it and will have still have RNG change to get different characters.
4. Some characters will come later, some sooner according to setup, and there is characters gradation. Later characters are more powerful, and Dismiss and wait for character generated or keep old character leveling could be tough dilemma. This also justifies building character generating buildings, since they will move your empire towards "late game" character pool eventually.
5. There will be alot of lore / immersion, and obcourse cosmetic feel - each character will have unique face.
------------------
@ParagonExile - this is an article for pedia for Beyond - Character System concept. For your redaction, Thanks ! :)

PS. - yeah, this project that should and will continue for quite long timeframe, any desiring co-moders are welcome.
I've been into longer modding/net fun projects before, this one will take approx maximum year to fill 50 races. (with unique art obcourse) if our team will remain at current population/capacity.

< Message edited by Blackstork -- 7/27/2014 6:27:47 PM >


_____________________________


(in reply to Blackstork)
Post #: 46
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/27/2014 5:26:11 PM   
ParagonExile

 

Posts: 210
Joined: 6/9/2014
Status: offline

quote:

ORIGINAL: Blackstork
@ParagonExile - this is an article for pedia for Beyond - Character System concept. For your redaction, Thanks ! :)


:3

Do you want to send me the specific text you would like me to fix, or do you want me to make it myself? It'll be more accurate if you write it and I fix it, but more work than you already have to do. Your choice.

(in reply to Blackstork)
Post #: 47
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/27/2014 5:27:31 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
My last post is the text. I have full trust on you that you will make it better, fancier and well-sounded, and perhaps, more clear for people :V

_____________________________


(in reply to ParagonExile)
Post #: 48
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/27/2014 9:44:39 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline



--

< Message edited by Blackstork -- 7/28/2014 12:21:28 PM >


_____________________________


(in reply to Blackstork)
Post #: 49
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/28/2014 7:57:01 AM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Small preview on ongoing development of CS for Ergreagd as showcase race of this feature - Ergreagd Leader Characters



Ergreagds fleet in action with unique Ship art and UI.




Exemplar of race outline:

Each rase firstly get assigned special social groups (additional to normal generation outline), and groups have assigned aviable roles - some % of roles will be created as groups members. (as example some of Governor role characters for Ergreagd will be generated as House Urgegd Members)
Each group have assinged 1 trait per role
As example - Ergreagd groups are their houses:

Ergreagd

Groups:
Urgegd : Governor, Ambassador (Famous), Ship Captain. (Natural Leader)
Kerengd : Scientiest(Methodical), Intelligence, Ship Captain. (Energetic)
Margegd: General, Admiral, Ship Captain. (Inspiring Presence)

Then outline selects certain skills.
Base skills list is cleared that way that:
a. all irrelevant skills to given race removed
b. some skills removed for certain roles
c. some skills generation chance/amount is increased for certain goups members (marked as * - increase, ** - exclusive rare increase)
d. All those goups being generated separately with Ergies program, and being assigned to pool role images by program

Example shows restriction/outline for Ergreagd.

2 Colony Income Leader, Governor, Urgegd Governor*
3 Trade Income Leader, Ambassador, Governor, Pirate Leader, Urgegd Governor*, Urgegd Ambassador*
6 Colony Happiness Urgegd Governor**
9 Troop Recruitment Rate Leader, Governor, General, Margegd General*
10 Military Ship Construction Speed Leader, Governor, Pirate Leader
11 Civilian Ship Construction Speed Urgegd Governor*
12 Colony Ship Construction
14 Weapons Research Scientist, Pirate Leader, Kerengd Scientist*
15 Energy Research Scientist, Pirate Leader, Kerengd Scientist*
16 High Tech Research Scientist, Pirate Leader, Kerengd Scientist*
17 Espionage Leader, Ambassador, Urgegd Ambassador, Intelligence Agent, Keregnd IA*, Pirate Leader
18 Counter-Espionage Leader, Ambassador, Intelligence Agent, Keregnd IA*, Pirate Leader
19 Sabotage Intelligence Agent, Keregnd IA*
20 Concealment Intelligence Agent, Keregnd IA*
21 PsyOps Intelligence Agent, Keregnd IA*
22 Assassination Intelligence Agent, Keregnd IA*
23 Military Ship Maintenance Savings Leader, Pirate Leader, Ship Captain
24 Military Base Maintenance Savings Leader, Governor, Urgegd G*, Pirate Leader
26 Civilian Base Maintenance Savings Leader, Governor, U G*, Pirate Leader
27 Troop Maintenance Savings Leader, Governor, General, M Gn*
28 War Weariness Reduction Leader, Governor
29 Targeting Admiral, M A*, Pirate Leader, M SC*
30 Countermeasures Admiral, Pirate Leader, K SC*
31 Ship Maneuvering Admiral, Pirate Leader, U SC*
34 Weapons Damage Admiral, M A*, Pirate Leader
36 Shield Recharge Rate Admiral, M A*, Pirate Leader, Ship Captain, M Sc*
37 Damage Control Admiral, Pirate Leader, Ship Captain, U Sc*
40 Troop Ground Attack General, M Gn*

Additionally all characters following this outline will have progression gradation - from starter ones to more powerful lategame ones, so having character gen bonuses from race/buildings, dismissing reundant characters could be beneficial long term wise

Each rce within Beyond pool will have such outline and unique set of progressing characters.
Bonuses could be bigger but more specialised in order to make more difference and less mess than current rng system.

I need help in it, Genome, ParagonExile, Unforeseen and other people desiring to be part of this project - this will be very helpful if we will build those lists with sketches, discussion , braistorm.
This is the tool that should :
1. Create more depth and diversity and difference between races.
2. Solve some balance issues, including secondary race population balance.
3. Create alot of immersion and personnel game, add more reason to use character tools


< Message edited by Blackstork -- 7/28/2014 3:16:17 PM >


_____________________________


(in reply to Blackstork)
Post #: 50
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/28/2014 1:59:58 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Dhayut


Groups:
Dhyttah: Most warlike breed of Dhayut species, very dedicated, extremely reckless.
Dhyttah Intelligence Agent (Sober), General (Reckless Attacker,Good Tactician), Scientist (Methodical), Admiral, Ship Captain(Skilled Navigator, Good Tactician) - random appearance only

Tahhyt: Corupt, uncontrolable sub-bread, histroically group that have poison extract Tahhy, normally lethal to other lifeforms. They are normally more energetic than regular specimen, but psychically unstable, and their increased unpreictability and random outbursts of agression combined with fact that their bite, or even air around them could bear tint of Tahhy normally makes bad infuence on surrounding species, since their Tahhy have drug-like influence on other Dhayut species , which makes them less psychically stable and predictable, in same way as Tahhyt are. Tahhyt normally advised to perfom tasks which allow their separation from others.
Tahhyt (Demoralizing, Energetic) Intelligence Agent, General, Scientist, Admiral, Ship Captain


2 Colony Income Leader, Governor
3 Trade Income Leader, Ambassador, Governor, Pirate Leader
5 Colony Corruption Reduction Leader, Governor, D G*
7 Population Growth Rate Leader, Governor, D G*
9 Troop Recruitment Rate Leader, Governor, General, D G*
10 Military Ship Construction Speed Leader, Governor, Pirate Leader, D G*
14 Weapons Research Leader, Scientist, Pirate Leader, D S*, T S*
15 Energy Research Leader, Scientist, Pirate Leader, D S*, T S*
16 High Tech Research Leader, Scientist, Pirate Leader, D S*, T S*
17 Espionage Leader, Ambassador, Intelligence Agent, Pirate Leader, D I*, T I*
18 Counter-Espionage Leader, Ambassador, Intelligence Agent, Pirate Leader, D I*, T I*
19 Sabotage Intelligence Agent, D I*, T I*
20 Concealment Intelligence Agent, D I*, T I*
21 PsyOps Intelligence Agent, D I*, T I**
22 Assassination Intelligence Agent, D I*, T I**
23 Military Ship Maintenance Savings, T SC*, Leader, Pirate Leader, Ship Captain
24 Military Base Maintenance Savings Leader, Governor, Pirate Leader, T G*
27 Troop Maintenance Savings Leader, Governor, General , T G*, T Gn*
28 War Weariness Reduction Leader, Governor, D G*
31 Ship Maneuvering Admiral, Pirate Leader, Ship Captain , D A*, D SC*
34 Weapons Damage Admiral, Pirate Leader, Ship Captain, D A*, D SC*
35 Weapons Range Admiral, Pirate Leader, Ship Captain, D A*, D SC*
38 Repair Bonus Admiral, Pirate Leader, Ship Captain, D A*, D SC*
39 Hyperjump Speed Admiral, Pirate Leader, Ship Captain, D A*, D SC*
40 Troop Ground Attack General, D A*, D SC*
41 Troop Ground Defense General
42 Troop Experience Gain General, T G-*
43 Troop Recovery Rate General
44 Troop Strength Armor General, D Gn*
45 Troop Strength Infantry General
46 Troop Strength Special Forces General D Gn*

< Message edited by Blackstork -- 7/28/2014 3:36:21 PM >


_____________________________


(in reply to Blackstork)
Post #: 51
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/28/2014 5:18:56 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
I deicided to release only race Ergreagd Package without Ccharacter system as pre-alpha for comments/testing and just litle teaser puprose.
Includes: balanced, tested, well done, complex race with unique gameplay mechanics, unique special made for this release ship, troop art.
Also includes whole Alien Immersion package done for Ergragd in other mod - Alien Immersion at 15th issue. Includes soundtrack. You can delete it if you indend to play other race and then copy it to theme/sounds/music again

Does not includes: Alpha release of character system - it bein worked on and will be released soon, perhaps 2 races at alpha - Ergreagd and Dhayut.

Must have and fully compatible, cosmetic mods,: Haree78 Extended mod, Full Alien Immersion Package till issue 15.
Is not compatible : with any mods that modify goverments.txt , race files , biases above Extended mod.

Will be glad to hear comments, and hope you anjoy, this is just pre-alpha. more 9 races and full complex Character system are being worked on.

DL: http://www.mediafire.com/folder/kc5tv23lktk5e/Beyond_Pre-Alpha_Release_-_Ergreagd_Race_without_CS




_____________________________


(in reply to ParagonExile)
Post #: 52
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/28/2014 5:21:05 PM   
ParagonExile

 

Posts: 210
Joined: 6/9/2014
Status: offline
OMG NO

THERE IS SO MUCH MORE FORMATTING TO BE DONE

BLACKSTORK WHYYYYY?

(in reply to Blackstork)
Post #: 53
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/28/2014 5:23:08 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
quote:

ORIGINAL: ParagonExile

OMG NO

THERE IS SO MUCH MORE FORMATTING TO BE DONE

BLACKSTORK WHYYYYY?

where? those outline texts are not for formatting, its only for internal use for modders.
there nothing to format yet baby
Or you mean old texts? cmon bro i can change dl link each second. People dont look at pedia when they play pre-alpha, they commit themselves to testing. :)

I just wanted to release Ergreagd in same sequence as their Immersion Package, before your Xhumans which are about being released in 1-2 h ;)

< Message edited by Blackstork -- 7/28/2014 6:29:31 PM >


_____________________________


(in reply to ParagonExile)
Post #: 54
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/28/2014 5:38:41 PM   
ParagonExile

 

Posts: 210
Joined: 6/9/2014
Status: offline
MY RAGE HAS BEEN REPLACED WITH JOY

(in reply to Blackstork)
Post #: 55
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/28/2014 7:41:55 PM   
Comradelucifer

 

Posts: 7
Joined: 8/30/2011
Status: offline
Hi Blackstork, I'm a first time poster but I've been following the work of your mods with avid interest. I've currently run into quite a problem and I'm hoping you might be able to assist me. I attempt to download the pre-alpha from the link you gave (can't post due to restrictions) and it takes me to the folder you have shared. The problem is, I cannot "bulk download" all the files/folders into the customary zip or rar file. Consequently, I find myself sadly unable to play this mod. Can you please help me with this? I imagine quite a few others are experiencing similar technical issues, or perhpas I'm doing something wrong?

Any and all help you (or anyone else) can provide on this issue would be very welcome; I've been eagerly awaiting this mod and cannot wait to be able to enjoy it with the rest of you empire creators and destoyers. Perhaps someone could upload the file package as one .zip or .rar to mediafire? maybe this would be a possible solution.

P.S. Thank you to all involved in this great, GREAT mods, I'm seriously impressed and want to send a heartfelt thankyou to all the modders in this wonderful community.

(in reply to ParagonExile)
Post #: 56
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/28/2014 7:53:00 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
@Cormadelucifer
Thanks For your support! ITs appreciated!

I will try to check how i can help you now.

On side note to everyone - i made mistake , i will reupload files - there is big mistake in Kerengd numbers!!! Tax penalty is 50% and should be 5%
Omg




_____________________________


(in reply to Comradelucifer)
Post #: 57
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/28/2014 8:00:00 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
I will try to upload new corrected package and will try to help your problem then once we have new link.

Ones who downloaded older version - there was MISTAKE.

Please go to goverments.txt and correct Tax Income for Kerengd from 0.5 to 0.95
or get the hotfix in 10 mins !
New files will be up soon

< Message edited by Blackstork -- 7/28/2014 9:00:43 PM >


_____________________________


(in reply to Blackstork)
Post #: 58
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/28/2014 8:03:04 PM   
Comradelucifer

 

Posts: 7
Joined: 8/30/2011
Status: offline
Thank you very much! A little more info: Mediafire seems to have a policy that you need to pay for premium access to be albe to downlad "bulk" downloads, defined as a bunch of folders and files. This is what the link to the pre-alpha mod takes me to. I attempt to bulk download them, it tells me I need to upgrade to premium access. I know i mentioned this in my earlier post, but perhaps a solution would be to offer the dl as a single discrete .zip or.rar as all other mods seem to be in this format.

Additionally, I'm running into this prolem in one other of you downloads- the Ergard on the first post of the 4th page of your 1.00.16 ongong race mod. It takes me to a folder containing all the relevant files and folders, but again, I cannot "bulk donwload" them without paying for a monthly premium subscription to mediafire.

(in reply to Blackstork)
Post #: 59
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/28/2014 8:06:58 PM   
Comradelucifer

 

Posts: 7
Joined: 8/30/2011
Status: offline
sounds good, if you want/need to shoot me a pm feel free! Thanks for the prompt support Blackstork, it is very much appreciated!

EDIT: I find it really, really weird that this doesn't seem to be affecting others; if you look at the link for the pre-alpha, it contains a "folder/" path, and I'm wondering why I keep getting directed to your shared folder instead of just the regular mediafire link. I'm sure will get it sorted, I'm just intrigued by this problem. is anyone else encountering similar difficulties or is this some peculiarity on my end?

< Message edited by Comradelucifer -- 7/28/2014 9:14:46 PM >

(in reply to Comradelucifer)
Post #: 60
Page:   <<   < prev  1 [2] 3 4 5   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod Page: <<   < prev  1 [2] 3 4 5   next >   >>
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

1.750