Will More Hard-Coded stuff become Moddable?

Just out of idle curiosty by someone who continually "tinkers" with the game.. Will more of the Hard-coded options become available to modders in the future?

for instance..

Events stop once xeno-ethics is researched.. but there is litterally a plethora of modding options that could be done if this was eliminated. IE more Cause-Effect type choices - your scientists have desicovered a way to increase over-all ship defense, however the power requirements would decrease weapon systems.. etc.

F-logistics and various other planetary improvement modifiers that are tied to building types.

UP voting schedule (more often = good)
Event probablilty chances
"speical" planetary tiles % chance on a planet
Maximum trade routes allowed
re-enablement of Minor race transports/colonization ( i know, alot of AI work there.. but one can hope!)
With the upcomming "immense" galaxy, the raising of the maximum number of races etc

im sure there are more, but work beckons.
9,702 views 14 replies
Reply #1 Top
I'd like to add governments to this list, I'd love to see those made moddable .

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Reply #2 Top
Do you mean Government Types, because I thought those were moddable?

I'd like to be able to add new bonus tiles (a 300% and 700% for influence and economy for example).

I'd also like to mess with the how the AI treats eachother, like how each race has a nemesis or two (Drengin-Torian hatred comes to mind). That would allow me to create a more realistic custom civ environment (not to mention a more realistic Stargate TC Mod   )
Reply #3 Top
Do you mean Government Types, because I thought those were moddable?


Nope. Political parties are, but not governmants.
Reply #4 Top
Do you mean Government Types, because I thought those were moddable?


Nope. Political parties are, but not governmants.
Reply #5 Top

I'd like to add governments to this list, I'd love to see those made moddable .

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yes i like to add 2 more goverments i have though of this would be kool
Reply #6 Top
It's asking a bit much, but I'd love to see the battle system become moddable.

Me, I'd just love to see the effects of random targeting and a round cutoff on the current battle system. All ships getting hammered at once, with the possibility of both fleets limping away afterwards!
Reply #7 Top
"I'd also like to mess with the how the AI treats eachother, like how each race has a nemesis or two (Drengin-Torian hatred comes to mind). That would allow me to create a more realistic custom civ environment (not to mention a more realistic Stargate TC Mod ) "

I'm with you there, I wish I could at least tell each race how much they should like my custom civ without necessarily having to set a relationship. Like, a custom race I made is supposedly a break-off from the Altarians who wanted to find a new planet instead of taking over the Drath's planet. They should have certain relationships with the Altarians, the Drath, and the Terrans because of that.
Reply #8 Top
It's been a while, but last I checked, for some reason, the graphics for the personnel transport modules were somehow linked with the workings of said module, making them impossible to change.

Fog of war was suggested recently, it'd be nice to change that.

The ability to mod in other choice techs (Xeno-Ethics style or simply this tech makes x and/or y other tech impossible to obtain) is something I've been lobbying for for ages.
Reply #9 Top
A few more..

Maximum number of starbases per sector

Starbase cross-bonuses - ie, cannot make a "defense" module that adds to culture,ship assist, etc even though "defense" modules are useable by all starbases.

Is it just me, or is Range more dependant on Map size then on Range abilities?



Reply #10 Top
I think the range thing is just you. On the tiny maps I've been playing of late, my flagship has nearly full range of the galaxy regardless of starting. In the larger map sizes, not nearly so much.
Reply #11 Top
I think the range thing is just you. On the tiny maps I've been playing of late, my flagship has nearly full range of the galaxy regardless of starting. In the larger map sizes, not nearly so much.
End of quote


Range is proportionate to galaxy size.

so, load up a tiny map, take a look at your survey ship, note the range in the information screen, then load up a gigantic map, and do the same. What im looking to do, is eliminate that range bonus for larger galaxy size entirely.

Personally, i think the range increase for galaxy size might just be one of the AI's biggest hurdles when it comes to desideing on whom to attack. - im sure we have all seen the 10+ move cross-universe attacks in gigantic galaxies that the AI will sometimes go for, basically removing that fleet from thier arsenal for 2-3 months of game time. With a much tighter sphere of activity/range to deal with, the AI can make better decisions by default.

Reply #12 Top
There are so many thing not moddable in this game, I wish everything could be moddable, but then, we could just release our own version of the game and sell it, not sure this is what the Devs want...   
Reply #13 Top
Key part of modding is that no money is made. So make everything moddable, damnit!
Reply #14 Top
There are so many thing not moddable in this game, I wish everything could be moddable, but then, we could just release our own version of the game and sell it, not sure this is what the Devs want...
End of quote


Naw - with the product mostlikely nearing its "end" at least for this version (gal2) when 2.0/twilight lands, i would just like to see more stuff opened up before Stardock moves on. Why wouldnt they want word of mouth/mods to drive additional sales post product cycle?