Because I felt like creating one.
What would you like to do?
Published on March 3, 2011 By Kitkun In Sins Modding

A list of some things I'd like to see for modding so that the devs can tell me I have my head in the clouds:

Different 'armor' types for shields and hull.

Ability to define some currently harcoded elements such as armortypes and other elements.

numArmorTypes 1

ArmorType "Light"

MaxShipLevel 10

MaxAbilityLevel 3

MaxWeaponBanks 3

etc.

Ability to define firing angles (And stats?) for each weapon point.

Make it so Boolean modifiers can be based on ability/research level instead of just "yes/no"

Make it so research and abilities can have a manual 'target' list by entity file names as well as gravity well types, etc.

    targetFilter
        numOwnerships 1
        ownership "Friendly"
        numObjects 0
        numSpaces 1
        space "Normal"
        numConstraints 0
        numGravWellTypes 2
        gravwelltype "Planet"
        gravwelltype "Asteroid"
        numManualEntity 1
        entity "CAPITALSHIP_TECHBATTLESHIP"

Make it so that each spawnable entity can have a max spawned limit.

Make it so that the number of a certain strikecraft type a ship can have can be limited.

Give each movable entity a 'canPhaseJump TRUE/FALSE' flag along with corresponding research/buff to change.

Make it so buff types and research are more versatile. Example: Instead of 'StealAntimatter', just 'Steal' and definable of what to steal.

Give each ability and research a 'ShareWithAlly TRUE/FALSE' flag as well as a corresponding research/buff to change.

Make it so research/abilties/bufftypes can have other prerequisites such as 'x of a certain entity' or 'hasPeaceTreaty with this player'

Make many, many more variable get research/bufftypes. Cost to buy capital ship level, etc.

 

Anybody else?

 


Comments (Page 1)
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on Mar 03, 2011

A list of some things I'd like to see for modding so that the devs can tell me I have my head in the clouds:

Ha, lol. Well we can only ask. Indeed these things would be nice & theres no harm in dreaming.

Ability to define firing angles (And stats?) for each weapon point.

There was post regarding this a while back, that the Dev's were looking into trying to implement. I am hoping at some stage we will see this. It would be nice if we could get an update on how they are going with it. Personally I think it would improve modability and the visual experince of SoaSE a great deal.

Make it so research/abilties/bufftypes can have other prerequisites such as 'x of a certain entity' or 'hasPeaceTreaty with this player'

This would be fantastic.

on Mar 03, 2011

Instead of having an numArmortypes, there should instead be added another line, shieldType (the numArmorTypes seems like it is several types for the same "thing", which doesn't make any sense.).

About the maxAbilityLevel, don't we already have this in the ability entity, or do you want a higher limit?

While there is a workaround for filtiring depending on the entity that is beeing targeted, having it as a part of the targetfilter would be quite easier.

Make it so buff types and research are more versatile. Example: Instead of 'StealAntimatter', just 'Steal' and definable of what to steal.

I think that would be a bit hard to implement and confusing for the moder if there was enough "combinations".

on Mar 03, 2011

Along with expanded weapon slots and such, I'd love to see some parts of the AI softcoded. How they group their units and calculate threats is the most important so far. Too often the AI's ships run away to "reform fleet" with some new tom boy that just jumped in, taking tons of needless extra damage. The AI tries to hug its ships too close together, ect. Changing update speeds on reforming fleets and being able to set a distance on how close they hug (specific?) ships together would be wonderful. Hell, just a value inside the ship value that is something like "minimum AI formation distance" would prevent a multitude of issues I am currently slamming my face into.

 

Being able to raise the entry limits for sound effects would be nice. I think it's 2k for everything right now. Seems like a lot until you're looking at 6-7 races worth of voice acting and unique sounds for every weapon class of size and type + impacts + expanded soundtrack.

on Mar 04, 2011

I'd love to see a gui mod tool that lets you change any and every variable--that would be perfect.

I'd also like a turkey sandwich, glass of tea and a supermodel to appear immediately in my office now.

on Mar 04, 2011

1.) Scripting layer (Javascript, AngelScript) or the ability to load mod specific dlls containing custom buffs (even better I suppose from performace standpoint, but please give us a good documentation this time)

2.) Moddable AI

3.) Ability to add new shaders for Particles

4.) Firing angles

5.) Rotating sections (turrets selfaligning with target object, pumps,...)

6.) Lift hardcoded limits

7.) Ability to enable / disable the possibility of researching a research subject (based on previous research, pacts, whatnot)

8.) Modding of culture (what effects culture domination has on the planets / fleets stationed there)

9.) Modding of Pacts (more)

10.) Allow trading of Resources/Planets/Fleets/Treaties, e.g. "I give you planet X for an alliance for 30 minutes"

I'd also like a turkey sandwich, glass of tea and a supermodel to appear immediately in my office now.

Done!

on Mar 05, 2011

Let fighter squadrons spawned by abilities key their own abilities, if any. Not happy about discovering this.

on Mar 08, 2011

To add another I saw elsewhere.

https://forums.sinsofasolarempire.com/404715/get;2901875

 

Edit: Also: A toggle in each ship that can phase jump for whether it can if it doesn't have enough antimatter.

For each weapon, an 'antimatter depleted upon firing' amount.

 

on Apr 12, 2011

Either or research reqs.

on Apr 16, 2011

i would like the iron engine.

 

on Apr 16, 2011

Sinperium
I'd love to see a gui mod tool that lets you change any and every variable--that would be perfect.

I'd also like a turkey sandwich, glass of tea and a supermodel to appear immediately in my office now.

I'll second the first part, and amend the second part (for myself) to be a roast beef sandwich, can of soda (chilled), and an actress of my choice. And in my house, since I haven't got an office.

FredLed
i would like the iron engine.

The engine is commercially available, you know.

on Apr 16, 2011

no damn way! is it really?!

on Apr 16, 2011

FredLed
no damn way! is it really?!

Yes. Key term: commercially. As in, you have to pay for it.

Still not too bad though.

on Apr 16, 2011

that's still cool though.

on Apr 18, 2011

1) Standardize the Texture system... Ether all TGA, or all DDS (Preferably).

2) A way to mod the UI without playing a guessing game.

3) A way to mod the AI

4) A way to LIMIT the firing angles.

6) 6 firing arcs. Top, Bottom, Forward, Back, Left, and Right.

7) Full 3d movement to go with the extra 2 firing arcs.

8) Model animations (turrets, rotating radar dish's etc.)

9) Animated textures. (heat effects for ship exhausts, lava flows etc.)

10) Shadows

I look at all of this, and say... Riiiiiight. When are the Winter Olympics being held in Hell?

on Apr 18, 2011

true that Major!

like they would ever add shadows...pfffft!

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