Suggest - Features and Improvements

A forum for chatting about in-development game features.

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akkamaddi
Posts: 79
Joined: Tue Sep 26, 2017 5:11 am

Re: Suggest - Features and Improvements

Postby akkamaddi » Fri Nov 03, 2017 12:26 am

An idea on the tiny worlds...

The obvious suggestion is to use planetary construction to make a medium or even small world, so they are useful.

Another idea is a new end-terraforming tech, open to all races. The "super-city" planet type is in the code, but as far as I can tell it's not actually implemented as a planet type. Even so, the races all have the supercity planet type in their fertility rankings.

Why not co-opt that? Create a new planet type/construction "Floating City". Graphically, make it a tiny hive world. Then, set the regions to a flat one metro unit and two barren units. Most races would be able to get 5.6 population units, while the Yoral and Wrem would get more.

akkamaddi
Posts: 79
Joined: Tue Sep 26, 2017 5:11 am

Re: Suggest - Features and Improvements

Postby akkamaddi » Wed Nov 08, 2017 6:06 am

On the planet display, in the races window in the upper right, it would be nice if ground forces (tanks et al.) would always be the right-most display. Could they be exempted form sorting by population number?
Thank you.

zolobolo
Posts: 437
Joined: Fri Nov 25, 2016 3:49 pm

Re: Suggest - Features and Improvements

Postby zolobolo » Wed Nov 08, 2017 8:11 am

akkamaddi wrote:On the planet display, in the races window in the upper right, it would be nice if ground forces (tanks et al.) would always be the right-most display. Could they be exempted form sorting by population number?
Thank you.

Great Idea, and I would include Gremak Slave Drivers and Human Marines as well in the exception as these are the ones that typical get shuffled around a lot during invasion and police duty, while civilians are mostly transported from the system view menu

Honestly it makes that all of the available artifacts on the planet are sorted according quantity as it is instantly visible if ground forces outweigh a typical planets population, but:
1. This issue has been fixed in the past and is recurring so getting rid of it altogether would save DEV time and annoyances later
2. Ground troop strength grows over time with the research of tech and thus a direct comparison of quantity is not useful later
3. The overview is so clear and organized that a comparison is easy even if the troops are always on the right or left hand side

nweismuller
Posts: 202
Joined: Wed Apr 29, 2015 2:33 am

Re: Suggest - Features and Improvements

Postby nweismuller » Wed Nov 08, 2017 8:20 pm

Now that the Tinkers have been introduced, as well as the Gremak, I think it should be a priority to teach the AI about the fine points of tyranny and liberation. The Gremak Empire, Tinkers, and Marauder bands should presumably actively work to enslave/harmonise dissident populations, while other empires should probably at least consider liberating slaves they capture.

And as long as the Gremak Empire is being taught how to be tyrants, their AI should likely be tuned so they actually buy slaves from Marauders... I'd love to see the situation described in their lore, where Marauders are pipelines for slaves for the Gremak Empire actually obtains in my games.

orvarth
Posts: 2
Joined: Tue Aug 01, 2017 12:06 pm

Re: Suggest - Features and Improvements

Postby orvarth » Thu Nov 09, 2017 9:38 pm

If not select in a game , major factions could be present as minor factions , like the gremak raider , with their capital .

akkamaddi
Posts: 79
Joined: Tue Sep 26, 2017 5:11 am

Re: Suggest - Features and Improvements

Postby akkamaddi » Sun Nov 12, 2017 9:09 pm

Hi.

Ok, so.

I just posted my Minor Races Madness mod. (Please be patient and kind.) I do want to take a moment to call back to something I posted a bit back in my Long Rambly Post: viewtopic.php?f=3&t=582

The section about the table hooks.

Just as an object lesson, if table hooks could be implemented, the structure of the mod could dramatically change for the better. Each race could get a single Lua file.

In abbizi.lua:

Code: Select all

hook@races.lua [abbizi race description]
hook@farming.lua [abbizi farming data]
hook@forced_planets_fun.lua [stats for Betho]


In the Mods folder, the player would create a folder for my mod and then just copy the Lua files for the races desired.

I know that structurally that may be a significant change to how the game works. I just hope the idea is on the table. It would pay off in making modding easier in the future.

And I'm still loving the game. :D

zolobolo
Posts: 437
Joined: Fri Nov 25, 2016 3:49 pm

Re: Suggest - Features and Improvements

Postby zolobolo » Mon Nov 13, 2017 8:31 pm

A new research to increase Science station research yield - could be tied to a specific race as starting tech for that faction but be available in the end of the mid-game for everyone else as well. Thinking on Humans (if not DLC race) as they already have quite a disadvantage over other AI empires and usually get eliminated first. Have them maybe also start with 2 Scouts equipped with the default Science station to give them a fighting chance early on

This would make it tempting for players to utilize the module

For the AI the script controlling the ship builds should be modified to use the Research station for some explorer ships and star-bases (usage probability could be depending on race so Yoral would be more probable to use it as Gremak)

Energy usage of the Advanced Science Module could be considerably larger then that of the original making its placement on ships difficult but on starbases after the bonus energy a viable option. This would keep both versions in game: base module for ships and advanced one for stations

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Captainspire
Posts: 119
Joined: Mon Mar 30, 2015 8:30 pm

Re: Suggest - Features and Improvements

Postby Captainspire » Tue Nov 14, 2017 2:58 pm

I really like the image of The Herald. Giving the Space Harpies a little more story than small ships to kill.

Have we looked into an Area Affect weapon? Like a plasma shock wave or some force blast that pushes ships away?

akkamaddi
Posts: 79
Joined: Tue Sep 26, 2017 5:11 am

Re: Suggest - Features and Improvements

Postby akkamaddi » Wed Nov 15, 2017 3:02 pm

A random thought that could be interesting:

TECH: "Dzibix Crucible" (Tinker locked) Allows terraforming to of Dzibix Circuit planets.

WORLD TYPE: "Dzibix Circuit"

The Dzibix Circuit is a world type based on the unused "super city". This would essentially be 7 Metro zones, which would make it a tremendously valuable planet. Further, a Circuit world effectively has a Machine Altar integrated into the planet. The planet itself produces the industrial output of one Machine Altar (hammer output based on occupying race), independent of population and improvements. (The planet would get up to 10 improvements, plus have one free Machine Altar.) The integrated Altar cannot be scrapped or destroyed. This means that for Tinker colonists, the world is always considered harmonized to the tinker collective. Tinkers and harmonized races will not become disconnected if there is no Machine Altar improvement built.

The Dzibix Crucible technology is similar to the Hive World tech, but construction is at a greater cost. When construction is initiated, the empire's very population is used as a building material. The empire must sacrifice a number of Tinker or Harmonized population units based on planet size, two for small worlds, four for medium, six for large, and eight for huge. (Population units in a disconnected state can be used.) The population units are taken immediately, and so must be taken from the system in which the world is being built. These population units are disassembled and integrated into the planet and cities, and can never be reclaimed.

(Yes, you can harmonize a race you don't like and literally use them as building materials.)

If the Planetary Construction tech is possessed, then Dzibix Crucible can be used on a tiny world within the system, at double the cost and consuming four population units, turning the world into a small Dzibix Circuit.

zolobolo
Posts: 437
Joined: Fri Nov 25, 2016 3:49 pm

Re: Suggest - Features and Improvements

Postby zolobolo » Sat Nov 18, 2017 11:56 am

Can we have a breakdown of population amount/percentage per race in the diplomacy screen?
It wouldn't need its own window, just smack in in the empire relationship breakdown as a new paragraph, and in the information pane when the player clicks on their own empire

It would obviously be nice to look at the composition of ones own empire as well as for that of AI controlled ones but it could serve a number of useful and immersive purposes:
1. All the icons for various pop types (including enslaved, harmonized or even unruly) can be re-used here to get an overall state of these circumstances across the whole empire
2. The "Race" approval of other empires towards the player can be directly calculated from here. e.g.: Enemy AI empire XY has 10M Yoral with opinion: +25 of the player and 5M Humans with opinion: 5 = (10*25+5*5) / (10+5) = Overall opinion towards player empire is +18. This would make this system:
A: Transparent and thus applicable for determine how certain actions will affect it (like bombing a planet with Humans on it is less worse then bombing a planet with Yorals)
B: Applicable for specific in-game mechanics: like affecting diplomacy more directly. e.g.: Weather Alliance can be offered depends on the Faction relationship but the cost of the diplomatic treaties would depend on the Race opinion :) This would enable the empires to close treaties with others even is the Race opinion is low but it would cost them a ton

Flow this into the diplomacy suggestions I have posted earlier and you have a mechanically simple yet more complex diplomacy system then any other 4X with low effort


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