Rebellion Modding

What would you like to do?

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?

 

:fox:

52,275 views 56 replies
Reply #1 Top

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.

Reply #2 Top

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".

Reply #3 Top

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.

Reply #4 Top

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.

Reply #5 Top

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!

Reply #6 Top

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

Reply #7 Top

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.

 

:fox:

Reply #8 Top

Either or research reqs.

Reply #9 Top

i would like the iron engine.

 

Reply #10 Top

Quoting Sinperium, reply 4
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.

Quoting FredLed, reply 9
i would like the iron engine.

The engine is commercially available, you know.

Reply #12 Top

Quoting FredLed, reply 11
no damn way! is it really?!

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

Still not too bad though.

Reply #14 Top

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?

+1 Loading…
Reply #15 Top

true that Major!

like they would ever add shadows...pfffft!

Reply #16 Top

Quoting Sinperium, reply 4
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.

Reply #17 Top

Holy gravedig batman!

Also supermodels are overrated.

Reply #18 Top

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

*Glares at the Devs for not responding yet*

Reply #19 Top

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.

Reply #20 Top

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

Reply #21 Top

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.

Reply #22 Top

-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.

Reply #23 Top

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.

Reply #24 Top

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

Reply #25 Top

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