Twilight of the Arnor...Ideas--->

What are your creation ideas--->

Hey,


  • Map Editor. Now players can design their own maps. They can also be uploaded to GalCiv2.com and shared with others.
  • Scenario Editor. As configurable as a GalCiv game is, the scenario editor lets people tweak their start up options to incredible levels. They can even save them and share them with others.
  • Tech Tree Editor. Players can add their own technologies to the game and the computer players will even automatically use them intelligently.
  • Planetary Improvement Editor. Now players can create their own planetary improvements and like techs, the computer players will automatically use them intelligently.
  • Star Ship Component editor. New components for ships can now be created by players and like the others, automatically used by the computer players.
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I was just wondering, what some of you are going to do with the new game TA when it comes out. Since we are supposed to be able to create new techs, new improvements, etc. what are you going to create?


What techs?
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I intend to create medical techs, orbital defense/weapons tech, EMP tech, and AI techs among other things.
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What improvements?
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Medical Centers, which improve morale and planet quality. Orbital platforms which defend the colony and/or attack enemies. EMP shield which will protect against EMP attacks. AI research centers which enhance research. These among other improvements.
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What Scenarios?
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Depending upon the level of editing allowed, a Scenario where the Dread Lords discover a gateway to other realms and call parallel verions of themselves into your universe to help them conquer all realms. Or maybe I will create a galatic super civilization that you have to attempt to defeat with the help of the others (including Arnor and Dread Lords)
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What components?
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EMP components, maybe a hospital ship, among other things. If we are allowed to create Custom Starbases (which I hope we are) I'll create medical starbases, tourism starbases, and morale starbases.
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So, what do you think you will create?? I'm anxious to see your ideas.





8,881 views 16 replies
Reply #1 Top
Tech Tree:

New "ultimate" weapons for each category.

Senario:
1.) The player assumes the role of the Yor, who are set at the good alignment, and must conquer evil versions of the other races.

2.) Everyone has a Terror Star, and the UP can't ban them.

3.) Terran vs. Drengin, with the Terran military being only fighters, albeit strong ones and many of them, and having high logistics, and the Drengin navy consisting of a comparitively small number of capital ships and having low logistics.

Improvements:

I have different improvements planned for certain races like the following for the Drath:

1.) Incubation Centres, which improve population growth and morale.

2.) Metamorphosis Training Colleges, which increase espionage.

Components:

If this includes starbase modules, they will include:

1.) Missionary Headquarters, which incrases your influence. Note: can only be built by the Terrans and when they have chosen Good as their alignment.

2.) Classified Research Centre, which increases research on any planet(s) owned by you in its area-of-effect.












Reply #2 Top
Oh, and I belive you forgot the campaign editor. ;) 
Reply #3 Top
I think I'm going to tweak the techs in such a way that it becomes worh it to have small and big ships, perhaps through much higher space requirements for more powerful weapons. Examples:
-Prism lances: not a beam weapon, but an anti-missle defense. Possibly using a laser skin (if I could somehow get the laser animation to shoot at the missiles...suggestions?), these angry flashlights are a BIG step up from PD, but big space requirements,
-Some kind of missile weapon that is extremely powerful but only can be used on small hulls (don't know how THAT's going to work...)

Also, an "orbital weapons platform'' module that makes the weapons on the ship it is attached to very powerful, but reduces its speed to 0.

A sensor jammer as well, meaning that ships within a few parsecs of the jamming ship have their sensor range reduced.

Reply #4 Top
So, what do you think you will create?? I'm anxious to see your ideas.
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I'm going to make atleast one custom race, though I have ideas for 4 right now. I'm going to try to break the system, seeing what I can do, and can't do with the editors.

I think I'm going to keep quite until I'm able to make the stuff, though I may change my mind. I have a lot to think about how to implement this stuff, but I will try to do stuff differently that what the devs did.

If I change my mind, I might make a reply about it.

...EMP tech...
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Orbital platforms which defend the colony and/or attack enemies.
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[quote]...maybe a hospital ship...[/quote/]

Don't mind asking but, what is these things supposed to do?

From my experience, the game doesn't allow you to make stuff that doesn't already exist in the game in one form or another. For instance, the structural enchancements for ships (more hp) are a recent addition for TA. Before they were added, you could not design ships with more hitpoints.
Reply #5 Top
Hmm. Well, for components, I'm thinking of a line of reactor components. They'd offer a substantial boost to weaponry and defenses, but at a cost... be it less HP (volatile hardware), or simply huge monetary requirements.

I'm also thinking of extending the weapon trees significantly, as it's irritating to see phasors as early in the game as you do.
Reply #6 Top
A sensor jammer as well, meaning that ships within a few parsecs of the jamming ship have their sensor range reduced.
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What?! How?
Reply #7 Top
Pfffttt - if anybody can recognize me, whatever i decide to mod will certainly be inspired by four letters; X_C_O_M. That's the small input.

As of right now though, i already started working on some "indirect" stuff;

1- Autopsies (ala-real-XCom actual research pre-requisites) in the tech-tree which slooooows down the acquisition of key weaponry.
2- Animation of ship parts. Which may come a lot later after the whole ships and fleets get done.
3- Numerous APOC surface buildings in supplement of the standard UFOD/TFTD sets.
4- A number of concepts for scenario(s) which will probably endup being packaged as specific campaigns.
5- Extra tiles based on "new" Planet quality frameworks which would require two new tech; Coastal Integration (Blues) & Harshland Conditioning (Purples). And also, adapted Terrain-Schemas & patterns accordingly.
6- Plenty of renaming everywhere to make things even more complicated! Sicko'me.
7- New Minors, possibly three extra-type-of-sidekick-races (one of which - Fters, if you know the background of XCom, this simple word means a lot to you!) too.
8- A theoretical attempt at a true Economic Victory, somehow. In fact, it's kinda like MS-Gates goes to space.

The only thing missing is the TA copy to work with.
But, that will happen soon enough and in due time.

Which is why i'm presently concentrating the energy on the GCTeChnos exploration tool; i hope to synchronize an early beta release of the DA (half-ready for multiple tech-trees functions) version with GC2/TA distribution.

- Zyxpsilon.
Reply #8 Top
A sensor jammer as well, meaning that ships within a few parsecs of the jamming ship have their sensor range reduced.
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I could be wrong, but I don't think the tech editor is going to support new game mechanics like sensor reduction, cloaking etc.

I'm assuming that the tech editor will mostly just let us come up with new tech names to support a custom race's back story, or fine tune things we don't like about the main race trees. For example, if I design a race of giant intelligent space-faring amoebas, they could have a medical tech called "Binary Fission Accelerator" that boosts population growth. They could have another tech called "Enhanced Cysts" that boost ship range (cysts are how protozoa react to harsh conditions). New tech names, but they hook into existing game stats.

Along the same lines, you can come up with something called an "EMP shield" but it will only be a generic boost to something like the ship's HP stat. You can't (I assume) create a new class of weapon type and defense type, in addition to the existing three categories.

Reply #9 Top
Given that you can have starbase modules that decrease the opponent's speed while in the AOE, I'm not sure it's -that- much of a jump to have such a module on a ship, and it's definitely not a jump (or shouldn't be, anyway) to have it affect sensors.

A check may need to be added to specify that it's ship sensors and not racial sensors, which would be something that would need to be coded in, but still. It's not nearly as farfetched as you appear to think it is.

It's amazing what you can do with this game, even though sometimes you technically shouldn't be able to.
Reply #10 Top
Given that you can have starbase modules that decrease the opponent's speed while in the AOE, I'm not sure it's -that- much of a jump to have such a module on a ship, and it's definitely not a jump (or shouldn't be, anyway) to have it affect sensors.
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It's a jump to have anything that forces a reduction in sensor range, because there's nothing already in the game that does this now. Where is that programming going to come from?

My assumption (I could be wrong, I'm just guessing) is that we'll be able to re-name things that are already in the current TA tech trees, and adjust how much stats are affected, but that's the extent of what we'll be able to do. We won't be able to add features and actions that aren't already in the game.

If that turns out to be wrong, then I'll be the first to cheer about it. But it doesn't seem reasonable to expect that we'll be able to write new low-level programming into the game, for new features that don't already exist.


Reply #11 Top
Well, I get a String Not Found when I try to have it affect my own ships' sensors, so I'm not even going to try getting it to affect enemy ships. Based solely on what the name is for the ability of -speed for enemies, I have no idea what the name for -sensors to enemies would be, if it existed.

But the capability is there, and it's probably 6 lines of code. I'm probably underexaggerating, but still. Not to devalue anything you guys at Stardock do, but it seems doable to me, and I'd love to have it-at least the capability to mod something in using it, even if nothing in the base game uses it. This goes for both +- sensors to my own ships as well as +- sensors to enemy ships.
Reply #12 Top
Sole Soul, Zenicetus;

I think that it would be easy for Stardock to code that. I'm not sure, but I'm sure they could, because they do it with speed.

However, Sole Soul, what I think Zenicetus means is that WE won't be able to do it just using the editor.

He's correct.
Reply #13 Top
For improvements, i would make planetary turbo canons that add a 25% planetary defense bonus, another would be a Secret Imperial Palace for my custom Galactic Empire race.

Reply #14 Top
yeah, my sensor jammer idea was a bit of a stretch...the way Cygnus X-1 is a bit dense.

However, the orbital defense platform module should be doable in the editor, eh? Would it be possible to install a module that applies a NEGATIVE speed modifier?
Reply #15 Top
However, the orbital defense platform module should be doable in the editor, eh? Would it be possible to install a module that applies a NEGATIVE speed modifier?
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It depends on how modular the game engine is. If any existing effect that alters stats can be applied to any object -- ship, planet, or starbase with no restrictions -- then there are lots of possibilities.

We'll have fewer (but still interesting) possibilities if we have to stick to effects that are "locked in" to the current game design. If that's the case, then for example you wouldn't be able to put an influence or economy boosting module on a ship, because the game currently only supports those for starbases and planets. Since planets don't currently have a speed modifier zone (except for the Yor, and that's the whole influence zone, not a single planet), you might not be able to make that tech in the editor. We'll find out when the editor is released, unless a dev comments first (hint, hint).
Reply #16 Top

...maybe a hospital ship...
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Don't mind asking but, what is these things supposed to do?
End of quote


Okay, maybe a medical starbase.
Maybe the hospital ship/base would, near or orbiting your planet, would increase your advantage against invading soldiers.
Maybe the hospital ship would, near your troop ship, in same fleet, would increase your advantage against defending soldiers.


That gives me another idea: Maybe a repair ship that increases the ship's repair speed.