Modder Wishlist in progress

I'm compiling a modder wishlist to submit to the devs. Please head over to http://www.gc2builder.com/viewtopic.php?t=82 and post your modding desires.
8,682 views 19 replies
Reply #1 Top
If anyone wants to scrounge the forums for things already suggested before I get around to it, feel free to post a link to the topic here or add it to the list.
Reply #2 Top
https://forums.galciv2.com/?ForumID=348&AID=110415 is a similar post from a few days ago with some stuff in it.
Reply #3 Top
ok, i dont have an account with that link website and dont have the concentration to make a new one for i have been in the hospital sine friday with a collapsed lung (its gone now though, dont worry ) thus i am very drugged up. So i will put any suggestions here.

Table of contents yeah thats right
1. Planet managment
2. New techs
3. Adv. Terraforming
4. Espionage improvments
5. Cloaking/Detection techs
6. Allied Defence
7. Pirate Buddy?!
8. Race Flagship
9. Actually Unique Species
10. Almost done....

1. Make it so each planet can mannage its tax rate instead of galaxy wide, as well as what percent of their income goes to M,S &R stuff. This would help make things more efficient, i dont know how many planets i have had that were soley for manufacturing purposes that were being wasted when i wanted to go 100% into research for something. They just sat there doing nothing. If this mod could change that, it could be building ships while the rest of my empire researched.

2. New technology: mabye add a bit more technology into the tech tree. The weapons, armor, influence, and stuff like that is good, but the sensors and engine trees are a bit short. Mabye some new special technology that needs a list of other technologys to be researched first. (i.e. To get the new Goliath sized hull, you would need to have all other hulls ect. researched, most if not all miniturization done, a lil bit in the starbases(theyre big so it would be understandable to go with a starbase sized ship), as well as some other ones like life support half way done or something.) after all those requirments are met, a special event pops saying our engineers were drunk and came up with a starbase that could move with all these technologys combined(or something like that). then Goliath sized hulls would open up at the end of the hulls tree. Now something that big that could carry that many weapons ect. would be a considerable bonus to any empire, thus aquiring it a long costly process. The goliath hulls time to research would be about 225% of the huge hulls time. Only through devotion and patience is one awarded ultimate power.

3. The research ablility or module or ship or something that lets you build a ship desighned to terraform a uninhabbitable planet. This is another like the Goliath hull desighn that would take ALOT of time to research and ALOT of devotion to that one task. Then obviosly you could make the ship component so friggin expensive that an empire would only be able to afford one at a time. The ship goes to a planet and terraforms it to a certain habitale degree i.e. (class 5, class 10, class 15, class 20) then apply a lil math to figure the ammount of money and time it would take i.e. (Class 5 x 5 weeks)x 1500 bc = 25 weeks, 37500 bc to make one class 5 habitable planet and a class 20 habbitable planet would be (class 20 X 5 weeks) X 1500bc = 150,000 credits! Of course these things can be altered to balance the game out.

what else what else......

i quit smoking after 4 years of trying weeeeeeee!


what else what else let me see let me see....


4. the ability to espionage on lower races that pop up from time to time, you can trade embargo, but i like to know everything about everyone in my neck of the galaxy.

5. how about a cloaking device tech tree next to the sensors one. When your ships are on the glxy map they are invisible to enemy and friendly ships(could be changed by an option in the diplomacy wondow.) and when they're fighting in fleet battles they come into battle cloaked if they initiate, giving them, i dont know, like a couple of free preemtive shots before they decloak. Now with this, the sensors tree would need to be a lil revamped with the sensors having a 'detection' level asociated with them so they can detect cloaked ships in the glxy map and screwing them outa that sneak attack. EAch level of cloak would make it cost more, size less, and cloak more efficiently (Cloak lvl). So say you have basic cloaking IV which has a cloaking value of say 20, now the fourth level of sensors sensors mk. III i beleive would have a detection value of say 10 per level, so it would have a detection value of 40. 40 beats 20 so the ship that had that detection module installed would be able to chase the ship down attack it, then report its position making it visible to all other ships the next turn. so cloaking would get 5 stealthy secret cloaking squirrel points per lvl of research and sensors would get 10 points per level. This is due to the fact that the ability to cloak a whole fucking ship is a lot harder than detecting a football feild sized hunk of metal and potatoes. You would have to work harder at cloaking to stay ahead of the game. Certain races would have an inherant ability to cloak better while others could detect better.

6. being able to send your ships into orbit of an allied players planet for defensive purposes. dont know if you can but i thought id throw this down just incase it dosent exhist........yet

7. make pirates a sub race thingy so that if you wanna pay them off to stop attacking your ships or trade lanes you could do that, mabye even pay them to focus on pirating another races space instead for the right amount of cash. just another lil sneaky sneaky galactic domination tool.

8. An official Race Flagship. When you make a ship your race flagship it gets a % bonus to hp, attack, defence, movement, sensor range, ect. anywhere from 15%-30% would sound feasible to me. When you look at a ships information, there should be a button that you clich to make that ship the race flagship, kinda like the races home planet thingy.

9. Make the races more individualized from each other, as in, give each race its own 4 tier setup for goverment styles. with different bonuses of course. just a name change dosnt make them any more different. as in, the 'bugish' race known as the thalan empire could get an increasing loyalty and social/military production as well as population growth aas their 'goverment' system evolves. kinda like teir 1 is young hive mind, tier 2 hive mind, 3 overseer, 4 ancient overseer. but do to the increasing development of control over all these 'bugs' by some hive mind, research bonuses would drop due to less and less individual thinking on advances on technology as they are becoming one great mind insteaad of billions of seperate ones. thats just one example. If anyone likes the idea i can outline the goverment revamp for each empire based on racial abilities, history, ect.

10. ok im gonna finally post this damn thing
Reply #4 Top
also, im trying to figure out modding but like all things, reverse engineering is a lil hard until you find that starting point eventually, so if anyone wants to collaborate with me on these mods or something like that e-mail me at Avenger14s10@yahoo.com Im mostly interested in getting each race to be a bit unique to each other as well as seeing to techs pop up, but i havent been able to figure out new techs yet.


Sorry we're closed......
Reply #5 Top
always could continue this thread (though it seems to get eaten by the forums all the time) https://forums.galciv2.com/?ForumID=348&AID=106853&cmd=myposts
Reply #6 Top
Link is a similar post from a few days ago with some stuff in it.

Thanks for the link. Kalin is a member of the forums now, so I might let him/her post those. I'll add them myself in a few days if they aren't on the list

always could continue this thread (though it seems to get eaten by the forums all the time) Link

Thanks for that link I'm putting the list together on the gc2builder forums because it's much easier to work with.

@ Humanity Virus
Some of that can be done by modding already, and some are new features that would need to be coded by the devs. A good list of ideas for a future bonuspack, but not much on changing what modders can work with.
Reply #7 Top
well what about modding tech trees and techs in general. like creating new techs with their own tree to research? just point me in the right direction on how to get started and ill be good to go, pretty much got all the scripting figured out. like how to modify them to do different things, just needc to figure out how to write my own scripts.
Reply #8 Top
well what about modding tech trees and techs in general. like creating new techs with their own tree to research?


That's pretty easy. Open up the techtree.xml and look at how it's done. I haven't documented the tech tree tags yet, but most of it is pretty straightfoward.
Reply #9 Top
I've added a bit of stuff to the list, but i need your ideas! If you have ever opened the xml and thought 'why isn't there a tag for...' or 'why can't i change...' then please post! If you don't want to register for the site (which you should if you plan to mod because it's an awesome forum) then post it here and pray this thread doesn't "get eaten by the forums"
I'm surely not the only person wanting to create a mod
Reply #10 Top
Incase anyone doesn't want to scroll back up to the top... here's the link to gc2builder's forums http://www.gc2builder.com

I'm sure there is a lot of mod stuff I haven't gotten to that needs our input. Anyone familiar with trying to mod events or anomalies? what about minor races? Don't make me break down every xml and interrogate/torture you about them muhahaha...
Reply #11 Top
I don't really feel like registering to another GC2 forum just for this, but here's what I'd like with respect to modding:

1: The ability to have multiple required techs. Preferably both AND and OR. IE, you need to have Techs 1&2 or tech 3.

2: The ability for weapons and defenses to provide attack/defense to more than one type. A laser/autocannon hybrid that does 1 damage of each type, for example.
Reply #12 Top
1: The ability to have multiple required techs. Preferably both AND and OR. IE, you need to have Techs 1&2 or tech 3.


Interesting idea. Multiple requirements for techs already work, but an alternative requirement instead could be useful. The only problem I see is with the tech tree display ingame, as even just multiple tech requirements don't look very pretty. Multple alternate requirements could be tricky though (like tech A & B or C & D or just E). I'll add it to the list

2: The ability for weapons and defenses to provide attack/defense to more than one type. A laser/autocannon hybrid that does 1 damage of each type, for example


It's on the list already A pretty popular request.
Reply #13 Top
Multiple requirements for techs already work


It does? Is that AND (I need all of them) or OR (I need any one of them)? And how do you specify multiple requirements?
Reply #14 Top
It does? Is that AND (I need all of them) or OR (I need any one of them)? And how do you specify multiple requirements?


Well I don't remember what version I checked with, but all you do is add another requires tag. My test had it requiring me to research both techs before I could research the tech with the 2 requirements (don't think i tested more than 2). If I find the post I made about the tech tree not displaying multiple requirements very well then I can give you a rough test date. It's possible they removed multiple tech requirements working sometime after I tested it (if so, probably not purposely but due to a change in how the xml is read in).
When v1.1 is officially released and the 1.2 beta is out, i'll go back to testing everything again. The wishlist will likely get even much bigger once we have more information on Stardocks modding plans. Don't let that stop anyone from posting suggestions though! The faster we can get a good list of things that modders support, the faster we can see those changes happen.
Reply #15 Top
In regards to post #7,8 : Insert shameless plug for self... I made a mod which just so happens to be at http://www.thegalacticcore.com . Under "Various Mods" and its the Supreme Speed Mod It is a small mod which I made for me really but decided to share with everyone. It adds 4 techs well you can see the readme notes on the site. Since 1.1 beta 2 and (now 3 ) has started using the \mods\techs folder I started using it too (rather than mod the game files )

You want an easy example of how to add a tech in, use that

Reply #16 Top
Yup, tech tree modding is one of the easiest. I have a screenshot of how multiple requirements on a tech are being displayed ingame http://www.gc2builder.com/viewtopic.php?t=90
Reply #17 Top
Shameless bump
Reply #18 Top
I would LOVE to see someone making a mod/addon to allow this game to do the one thing I feel is missing and deminishes my enjoyment. Thats the ability to go to a colony view (in 3D or from an isometric view), build ur buildings, troops etc.... then invade or defend a colony in that view ala Imperium Galactica and Imperium Galactica 2... I loved that part of those games and am pretty gutted no one has allowed you to do that since. It adds a whole new sub game and is hugely enjoyable! (and if you dont like it there is the option to turn it off) Perhaps thats the ultimate addon for an expantion pack... most expansions add a few minor features and new units, this would be like adding a game within the game.

Well I can dream
Reply #19 Top
v1.1 is coming up. Lets get some more ideas on here so it'll be ready for v1.2 beta which will be adding a lot of modding features.