windclan

Major Races and other questions (New Modder)

Major Races and other questions (New Modder)

Any Other Modders Still Out There?

I'm wondering if it's possible to add more Major Races to the game? As in keeping all the original races but creating new ones as well? Seems like it should be possible but want to be sure before I mess with anything.

 

Also, am I right to assume there is no limit to the number of Minor Races? Seems likely but again I'd rather be sure.

 

And, is it possible to give a Minor Race it's own Tech Tree, so that for example, the Dark Yor could have tech/buildings/etc that the Snathi would not and so on.

 

What I'm wanting to do is make every race have things unique to them (and more of them for the Major Races) so that Diplomacy and Trade have a more interesting purpose.

21,625 views 31 replies
Reply #26 Top

It can get way better than that, if you get an event that boosts tourism and then pass the UP law that opens up the tourism market.

Reply #28 Top

Wow, so much other stuff going on I completely forgot about this project. Resuming work on it now though and am opening with both a question and the first new civilization I will be adding to the galaxy.

Question: What is a good range to work with for deciding the Research Cost and AI Value of technologies? I'm thinking three ranges, one each for early, mid and late game techs.

First Civilization: Lady Deidre Skye leading Gaia's Stepdaughters. They will have a good number of technologies that will work toward making Gaian planets galactic paradises. By learning to control a planet's weather and environment they will be able to achieve great things. Don't think they will be pushovers in a fight though, their weapons might not be as powerful but there has not been a race yet that could stand against the fury of a planet's natural forces.

Currently I have 10 new planetary improvements, among them Gaia Seeds, a new trade good and the Garden of Gaia, a new galactic achievement. Off to a good start so far I think :)

Reply #29 Top

Welcome back!

Quoting windclan, reply 28
Question: What is a good range to work with for deciding the Research Cost and AI Value of technologies? I'm thinking three ranges, one each for early, mid and late game techs.

Sadly, there is no clear-cut answer to this. You have to figure the values out on your own. For tech cost, I usually take a look at similar techs and adjust the value accordingly.
Finding the right AIValue is a little bit more tricky. If the tech is very useful, you want the AI to research it ASAP, but not at the expense of everything else. Using the current AIValues as a baseline, however, is an exercise in frustration. One point more or less can sometimes make the difference between the AI ignoring the tech and the AI researching the tech at all cost. The AI personality and in-game circumstances also play a big role in this. What works for one AI in one game might not work for a different AI in another game (or even the same AI in another game).
It is probably best, if you set all AIValues to a baseline (like 10). Seeing the AI play all by itself will more easily reveal certain likes, dislikes and priorities in the different personalities. All you need to do then is to adjust the values accordingly and sometimes change the category of a tech. It might take a while longer, but, in the end, will be less frustrating (except for the Thalan, they are a nightmare to adjust).

Quoting windclan, reply 28
First Civilization: Lady Deidre Skye leading Gaia's Stepdaughters.

I really need to play SMAX again. It's been over two years since my last game.

Quoting windclan, reply 28
Currently I have 10 new planetary improvements, among them Gaia Seeds, a new trade good and the Garden of Gaia, a new galactic achievement. Off to a good start so far I think

Adding new improvements is the easy part. Making sure that the AI uses them properly is the hard one. As a guideline, try to refrain from improvements that are only useful on a specific planet. You can make some, but try to make them useful, even if they are placed on a non-optimal planet. Otherwise, this could put the AI in a bad position, as it will not always make the best choice in placing them.

Reply #30 Top

The thing to remember is that a tech's category can have a very strong effect on whether it gets picked next.  If the AI is falling behind in military terms you can expect it to keep going for military techs.

Some categories should not be used except on those techs that they were intended for.  Colonisation, for example, should only be used on techs which open up new extreme planet colonisation techs, that's it.

Reply #31 Top

Nearly done putting the Gaian's together, Got all their techs (including their History tech which I almost forgot about) done, most of the improvements added in, a new political party, the race logo and image and a new invasion tactic.

Still going through my idea files to find one or two more improvement ideas.