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 2)
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on Sep 13, 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.

You have to get rid of the sandwich, tea, and any lingering dust or there are too many calories for a supermodel to appear.  That and ReturnHottie is a tier 8 research item and costs too damn much.  Settle for "Quiet, Shy Vixen", tier 3 research and actually eats.

Since we're all fans of the impossible, I want a campaign, it's editor, and way to gift tiers of civ/mil research at beginning of game.

on Sep 13, 2011

Holy gravedig batman!

Also supermodels are overrated.

on Sep 13, 2011

ShareWithAlly? Like resources, ship slots, RESEARCH, added on to trade/refinery ships? O, Hell, Yes!

*Glares at the Devs for not responding yet*

on Sep 13, 2011

I'd love ShareWithAlly.  And giving some weapons a minimum range (I still would love to make artillery cruisers) would be awesome.

 

But I think more than anything else, I want two things: moddable tutorials (aka campaign) and raised limits on the numbers of actions a buff can have IA's are 5, PA's are 2, but that's all I remember.  I hate those limits with a deep and burning passion.

on Sep 13, 2011

Artillery Cruisers? You mean LRM, or like short-medium range heavy artillery? If the latter, count me in!

on Sep 13, 2011

This was something Darvin and I discussed long ago, back at the release of Entrenchment, but when the Devs didn't go along with it and put it in the game (we didn't expect it lol), I hoped to mod it, but unfortunately, there is no minimum range or way to incorporate it that I can think of.

And when I say Artillery Cruiser, I mean big honking artillery cruiser with long range AoE attacks (not abilities mind you, attacks) but is utterly defenseless at short range.

on Sep 14, 2011

-Allow weapons to be replace or locked up by a research subject's completion.

This could be used for sacrificing one weaponsystem of your capital ships for a big increase in shields or armor for example.

Or, if coupled with an increased weapon type limit, it could be used to let ships start with weaker weapons that get replaced by stronger weapons later on. For exampel you could let the Radiance start with only lasers in all slots and replace the forward batteries only with plasma and beams, once a certain research subject is completed. Internally it would mean, giving the ship two additional laser slots, give the plasma and beams fireConstraintType "Research" and lock up the new laser systems with the new option once the research for the according heavy weapon is finished.

on Sep 14, 2011

I'd love that mechanism and was thinking about it the other day actually.  Also, the ability to select the number of targets a single weapon can target would be nice.  It's really annoying when you increase the amount of bank targets on something like the Radiance with forward beam cannons that make absolutely no sense to have multiple targets.

EDIT: Oh, and the ability to select a weapontype for abilities.  GRG would be affected by the gauss range upgrades.  PMS would be affected by PM upgrades.  For other abilities, you could just use Invalid or something.

on Sep 15, 2011

maybe post this in the rebellion area so people there can tell you you are dreamer, but not the only one. 

on Sep 15, 2011

Darn you Semaz, now I've got "Imagine" stuck in my head, and I hate that song. 

on Sep 15, 2011

Here this may help.

on Sep 15, 2011

here are some things that aren't ridiculous 

- "Auto-attack but don't rotate" behavior toggle is absolutely needed
- Engine needs to take into account back weapons for overall DPS calculations
- Up hardcode limit on flair points & weapon FX points per bank (10 is too low)
- Structures owned by AI "players" defined in galaxyscenariodef cannot be spawned in orbit of planets that are uncolonizable or that they do not own, preventing for example pirate bases in orbit of gas giants
- Modifier AngularThrust/DisableAngularEngines should work on rotating structures such as turrets
- Ability to specify a min. follow length while using move toward first spawner modifier with a negative value 
- Removing PlayerPirate appears to crash the game
- Ability to force unit icons not to rotate 
- Ability to edit relative positioning of elements in infobox or shift all elements leftward for larger boxes
- Limit of "applies to" entity types in research box (e.g. weapons research) restrictive & confusing, seems to take into account very limited subsets (e.g. only ships and structures using the last enhancement)
- Can't add more than two ResearchPrerequisites
- Ability to expand borders on hardcoded UI elements such as the main menu - at the moment they get cut off if larger than a specific area, which seems originally defined for 1024x768. i'm not developing a mod for people with monitors from 1996

on Sep 15, 2011

Carbon016
- Removing PlayerPirate appears to crash the game

Did you completely remove pirate bases from your mod? If so how?

on Sep 15, 2011

GoaFan77

Quoting Carbon016, reply 27- Removing PlayerPirate appears to crash the game
Did you completely remove pirate bases from your mod? If so how?

It's easy to remove Pirate Bases... Get rid of them in the GalaxyScenarioDef random counters and don't put in a PirateBase in a map setup. The issue I believe is that if there are no Pirates you can't set that pirates are inactive/active setting which causes the game to get confused and crash, much like giving fighters shields.

on Sep 15, 2011

perhaps giving ships an engagement area or allow your ships to defend particular structures.  I know you can use local engagement, but still...  Some sort of patrol mechanism would be nice and probably wouldn't be difficult to code either.

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