Rebellion Content Wishlist for Requiem mod

Hi Ironclad,

Here's my latest wish-list from the Requiem site in addition to pre-committed Rebellion content. These are the things I'd really like in order to make modding as fun as flexible as possible.

Thanks for listening.

  1. Single and multiplayer campaign mode and player-customized campaigns. This is the biggest gap in both single and multiplayer modes. Even if it was simply a bunch of maps linked together with a storyline that you had to do in a set order would be a win. Having your top 4 capitals be transferred between maps would be nice also (you'd need to be able to level cap them per map though)
  2. Scripted triggers, e.g. something like this
    • EventPlanetCapture
      conditions 1
      newowner=player2
      actions 3
      eventmsg icon=4 duration=10 "You've taken the enemy home planet, however they have reinforcements now"
      GivePlayerCredits(player2,10000)
      Spawn(capitalship,type 2,RandomPlanet(owner=2))

      this could be used to trigger campaign modes and customized victory conditions (capture planet called "xxxx" for victory, produce y capital ships, etc. to move to next campaign map.


  3. Random events that can be customized per planet
    • e.g. earthquakes on a volcanic planet causing population loss
    • e.g. social reforms on any planet result in boostd ship production times
    • e.g. bad weather on a planet results in 50% reduced resource production
    • e.g. random attack by local militia (spawned 3-4 frigates)
  4. Z-axis. Being able to go up and down and around the planet (like in Homeworld)
  5. A tool to convert Sins .mesh into .XSI.
  6. Bigger planets and gravity wells. Think of Freespace by Microsoft... ships should e dwarfed by planets and stars (this would also allow the introduction of super star destroyers etc.)
  7. 64-bit and multi-CPU capable. This would allow the increase of constant hardcoded limits and the infamous 2Gb dump.
  8. More modding capabilities, tools and resources, and less hard coding of things. 
  9. More fleet formation options. The 4 rows and limited assignment options just aren't cutting it. In addition to locating ship classes into more locations, different formations should be selectable with different spacing options.
  10. Cooperative Multiplayer. Let me say it again. Cooperative multiplayer with LAN and Internet support. If you do nothing else but preserve this feature I will thank you forever.

    and finally

  11. PIRATES FIX. Seriously.. no more pirates bombing a planet into oblivion and killing 280 million people. Pirates don't do that. Here's the solution:
    • No planetary bombing and kiling population.
    • No gigantic fleets that wipe out entire planets
    • Pirates raids should be small fleets of 2-4 frigates, 1 cruisers and an anti-module at most. Larger bountries might double or triple at most.
    • They should strike randomly at any planet (sometimes 2 at once) and not have to traverse phase lines to get there (they are sneaky remember). The planet they pick should be the weakest that has decent trade income.
    • A decent setup of hangar bay and 2-3 gauss guns should be sufficient to defend trade ports which should be the primary focus of pirates.
    • Pirates don't destroy trade ships, they raid trade ports and steal credits and resources.
    • Presence of pirates in a system reuce credit/resource production by 50% to 75% for that system.
    • Pirates that take more than 50% losses should retreat/vanish. Otherwise they stick around forever until driven off.
    • Each system that is infested with pirates should also trigger random bad events: possible destruction of an extractor, reducing population by 1m per 5 minutes, increased ship build times.. the usual stuff that would happen in a lawless system.

 

11,911 views 7 replies
Reply #1 Top

10 is already in. And at best you're getting maybe one of the others.

 

:fox:

Reply #2 Top

Ah, one can always hope....

 

I would LOVE to be able to make a campaign.  Cmon Ironclad, if you won't do it, let us!

 

Remember Warcraft III?  Why has it survived? - the Modding community!

You have the community, we just need the tools :)

Reply #3 Top

k1

More modding capabilities desperately needed.

I second everything and want to add:

LUA, Python or Javascript support (or similar) to REALLY mod things. I know it would take CPU power, thats where MP support comes in. It is unrealistic but would give your game unlimited modability (almost)

Reply #4 Top

I think you are mostly going to be disappointed with the rebellion changes.

  • Play as one of three unique races - the TEC, the Advent or the Vasari; then customize your faction and unlock new options by declaring yourself loyalist, rebel or neutral.
  • Updated graphics bring Sins of a Solar Empire to life as never before, with new particle effects, enhanced textures, and improved shading.
  • Six massive Titans enter the fray - each with upgradable special abilities - give loyalist and rebel factions a late-game way to eliminate powerful foes.
  • Three new capital ships bring immediate options to the table, offering even greater strategic depth; while existing capital ships have been rebalanced for their roles.
  • Six all new technology trees grant loyalist and rebel factions new ways to advance towards the ultimate victory!
  • New corvette class ships use their enhanced speed and maneuverability to weave through the battlefield, inflicting damage to enemy ships’ systems.
  • AI enhancements make single-player games more fun and challenging than ever.
  • Multiplayer optimizations for Ironclad Online make getting games set up simple.
  • Play through 10 new Scenarios designed to give players of all ages a good time.
  • New victory conditions provide multiple paths towards becoming emperor of the galaxy.

If we are lucky those "scenarios" will be more than just new maps and may have some sort of scripting modders can take advantage of, but i doubt it will be like anything like python support. 64 bit exes have been vetoed and as they've said nothing about random events I doubt it will happen. The pirates I think are mostly fine.

 

Reply #5 Top

What would be nice if the limits on the number of instantActions and the like could be raised.  When modding, I know I've bumped up against that limit multiple times and to compensate for it, I had to make what could have been an eight buff into a fourteen buff.

 

But I really am hoping that the scenarios have something campaignish to them.  Because even if they are very limited and have objectives but are in no particular order, modders WILL make campaigns at the drop of a hat.  We know this.  I don't really understand why they won't make it, but if they won't make it, surely they could let us?  Idk..  It would be awesome if you ask me.

Reply #6 Top

I think the OP is going to be horrendously disappointed.  x_x

Reply #7 Top

Somebody will always be dissapointed, but I do hope Ironclad pay heed to the above suggestions.

There are a lot of very visionary yet geeky developers and coders that don't have a lot of commercial/business sense. I'm doing my bit to inspire them on not only how to make a great game even better... but to also expand the sales/revenue of previous and future manifestations of the game.

As countless posters have told them again and again: increasing/advertising the online/multiplayer capability (dedicated servers etc.) .... and facilitating a strong modding community (user-creatable campaigns and better memory management being a major ones) are key to this.

If we ever want to see Sins of a Solar Empire 2, Ironclad need to step up in these areas.