ReHash of the Mods

Three "new" mods for your geeking pleasure

This week I uploaded three new mods to the Library. One was published for just a few minutes before I found a bug, the others have yet to make it up. It seems that new mods like to go up on Monday, but I won't have much time this week, so I am pre-announcing the mods now. I wish I could take credit for these, but all three are updates and expansions of other people's mods. I hope the folks involved will forgive my rampaging through their work (I have credited everyone involved).

MOD 1: MORE LIGHTS:
This mod implements the green, orange, and purple (or pink, if you prefer) lights that remain unimplemented in the game. The actual work was done by the great Kryo himself, but until now you had to plough through his hull mod to get them. Not that you wouldn't want to, mind you. Anyway, I will be forever grateful to Kryo for resurrecting these jewels.

MOD 2: ACCESS ALL RACIAL ABILITIES:
A development of Mr Korx's fantastic miniaturization and logistics mod, this implements government, interest rates, and all five exotic colonization abilities as Bonus POint options as well. I have tried to tweak the values to where they are more-or-less reasonable. In other words, don't get too excited... getting 50% colonization ability costs 10 points! I did not add any new abilities options for the standard abilities. Feedback on the ability costs would be great.

MOD 3: POLITICAL PARTY PROLIFERATION
Adds 28 (yes, seven times four) new political parties, including the excellent parties previously posted by ShadowHawk, Nakhir, and Tremo. I spent a LONG time balancing these parties, so there shouldn't be any game breakers. I also tested their AI-desireability using the race-selection screen, which I assume suggests parties using the same engine the AI uses to select them for itself. The AI seems to like the Social Darwinists, the Moral Majority, the Labor Party, the LongShoreman's Union, the Nationalists, the Frequentists, the XenoSociologists (formerly one of the Ecologist parties), the Intellectuals, the Security Party, and the Big Party. It still, however, happily chose all of the original parties except the Populists. I'm not sure it liked them before, though.

I assume the AI likes these because they are focused on weapons/ defense/ influence/ dipomacy bonuses. The other parties may actually be more powerful, but the AI probably won't ever pick them because they give bonuses like Loyalty, Luck, and Creativity, which seem to be undervalued by the AI. I actually don't think the Labor Party gets enough hitpoints, but if you go much over 25%, EVERY AI picks them EVERY time. Honestly, HPs just don't do as much as the AI seems to think they do. Most of these parties give you about 4 bonus points worth of benefit, and take about 9 away if they lose power.

One thing to watch out for: there are some seemingly very powerful parties, like the Legitimate Businessmen who get +2 trade routes, or the Longshoremen's +25% trade. However, I picked the penalties and opposition parties to even out the value of each party... if the the Lonshoremen fall out of power, they lose a -30 Trade hit from themselves, and a -20 hit from their opposition party (the Mercantilists). Basically, the longshoreman go on strike and stop unloading freighters!

As a bonus, this mod includes workup charts of racial bonuses, ability costs, and party bonuses and penalties for DA. I cannot guaruntee that all of the math is correct, but the raw data on the parties, races, and abilities were drawn from the .xml files (note, the wiki has may have some incorrect values!).

Only a few of these parties have purpose-designed logos. I don't have the time or effort to make same myself, so I downloaded some from the Library (all credited, of course). If anyone were to, say, feel like custom-making logos for them, that would be cool.


Anyone having comments or suggestions for these mods is welcome to contact me. I'd really like to hear what people think.

Enjoy,

General Pants
5,618 views 8 replies
Reply #1 Top
MOD 1: MORE LIGHTS:
This mod implements the green, orange, and purple (or pink, if you prefer) lights that remain unimplemented in the game. The actual work was done by the great Kryo himself, but until now you had to plough through his hull mod to get them. Not that you wouldn't want to, mind you. Anyway, I will be forever grateful to Kryo for resurrecting these jewels.


Sorry, redistribution of KHSM in whole or part without my personal permission is prohibited. It's easy enough for those who only want that part of the mod to just grab that specific xml file out of it anyway.

As to the others, credit is all good and fine, but you really need to get permission from the mod authors unless they've already stated that their mods can be freely reused in other mods.
Reply #2 Top
My bad for not paying attention. I will pull the mods immediately, and seek permission.

Thanks,

Jon
Reply #3 Top
Hey, Kryo, how do I pull a mod from consideration?

Reply #4 Top
Hey, Kryo, how do I pull a mod from consideration?


You don't need to; they've already been marked as rejected.
Reply #5 Top
Muchas gracias, and I am truly sorry for the faux pax!

Thanks,

Jon
Reply #6 Top
Kryo,

Your account won't permit e-mail, so I guess I have to do this publically.

1) I am very very sorry for my transgression! The whole thing is pretty embarrassing, and I appreciate your patience. My only defense it that I have a lot of other things to do in the "work" category, and so sometimes I don't quite pay attention to details in the "entertainment" category. I certainly never meant to misapprorpiate your work!

2) I am formally requesting permission to implement your lights as a separate mod. I certainly expect you do refuse, if only because I failed to ask permission the first time. I am doing this mostly so that you can have the *opportunity* I denied you to reject it properly.

3) I take it by your reply that you don't think it is worth implementing a mod with just the lights. My assumption is that some users will want just the lights, since they are a glaring omission from the original game (obviously I did). However, I am sure lots of people would be uncomfortable sifting through your mod just to get the lights. Honestly, I was pretty nervous about it myself, since I really don't know how the whole jewel and hull code works.

I think it would be great if you would post such a mod yourself, and I DO think it would be a boon to players. Just something to consider.

Thanks, and again I am very sorry!

Sincerely

Jon



Reply #7 Top
Well, thanks to the generosity of MrKorx, the abilities mod is being resubmitted. Hopefully it will be approved, and might be up next week.

Reply #8 Top
Thanks to a lot of help from a lot of people, most especially MrKorx and Kryo, all three of these mods have been reworked, and are now posted, with some additions:

Lights:
Light Jewels Mod
Neon Lights Mod

Abilities:
Abilities Mod
Penalties Mod

Political Parties:
Parties Mod

Again, many thanks for everyone's patience and understanding!

GP