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Shadowclaimer

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XL was just an example.
I also want to use new weapon slot sizes to limit what kind of weapons you can use (and/or give bonuses). Small point defence only slots for example.

I'm in the same boat, I don't care if they're adding XL's specifically but I'd like to be able to add any slots we want. I want to do Logistics slots for weapons, dedicated power or defense slots, Doomsday weapons, etc.
 

Sayonaki Tatsu

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When making my mod I encountered two difficulties that I don't seem to be able to overcome for now:

1. Succession, heirs and leader management.
As for now, process of election and succession modding is very limited. For example, for my mod I was planning (recreating one particular political system from Morioka's "Seikai" series) to have Ruler's term limited to 20 years. After which the Ruler becomes Governor, heir becomes Ruler and new heir is chosen from among Admirals. For the same mod I'd also entirely block the possibility of hiring Generals. In general it would be nice to have more freedom in managing leaders.

2. Phenotype/naming correlation.
It's a bit of commonplace thing, but it would be really nice to be able limit some naming patterns to particular phenotypes. For example, with the same mod it would be right to make one particular family (reigning one, actually) have elongated "elf" ears. I believe that I'm not the only one to notice that even with the original human race in the game some names just don't fit portraits.
 

Iyur

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It will be really cool to have possibilities with sector manipulation. There are two general suggestions:

And in addition.

3. Sector capital

It's quite necessary to get the sector "capital" planet. We can see that governors are ruling sector from a certain planet, but currently we cannot get access to this.​
 

Aexrael

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It would be nice with a way to define the government chosen window in the pre-scripted empire file, so it overwrites the one chosen by the government. Or disassociate the window from governments.
 
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Dibujor

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It would be nice with a way to define the government chosen window in the pre-scripted empire file, so it overwrites the one chosen by the government. Or disassociate the window from governments.
Yeah, that's one of the things I wanted to change on the mod I'm working on (link on my signature). That and the leader backgrounds, being able to associate those with the species would also be nice.

I commented on it on this same thread, post #117 with examples of the images I'm referring to.
 
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biship

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It would be lovely if there were more variables in the UI files.
ie: At the top of each UI file:
@containersize = 660
And then reference @containersize & use it for sub-containers/scroll bars etc

ie: customize_species_editors.gui
Code:
@containersize = 660

containerWindowType = {
        name = "species_portrait_editor"
        moveable = @movable_editors
        position = { x = -400 y = -10 }
        size = { width = 1030 height = @containersize }
}
        smoothListboxType = {
            name = "categories"
            position = { x = 12 y = 50 }
            size = { x = 150 y = { @containersize -95} } #instead of a fixed number
}
(code simplified)
 

Zednosius

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Here are some of my suggestions which I think would be useful.

General
A way to reload a mod from ingame, having to close and restart the game is kind of annoying when you are doing it every few minutes ( at least the game loads fast ).

Effects/Triggers/Scopes
Ability to have a spaceport module require the presence of another spaceport module.
Ability to change the core module of a spacestation. So you can change the weapon type on the station. (It kinda works now but the weapon slots aren't changed until another module is built.)
Ability to upgrade spaceport modules. (I can settle for using events to upgrade it, if it's too difficult, but then the stuff down in on_actions are needed.)
Ability to check if a ship has a certain module equipped.
Ability to disable a ship whilst leaving it vulnerable to attack. (current set_disabled makes the ship invulnerable)
Ability to merge two fleets with help of the 'queue_actions'. (this might already be possible, but i found no example of it)
Ability to queue the construction of a ship design.

Events
Ability to have variable amounts of options depending of some variable.
(for example: You encounter some abandoned outpost and an ancient AI on it awakes and demands a sacrifice to leave you otherwise unharmed, you get to select a ship from your fleet to sacrifice. or something to that extent) Might be too large an addition but man it would be awesome.

On_Actions

Pretty much all the actions that apply to building on planets I want for building in spaceport.
so pretty much actions (one for each / ) for:
  • Spaceport queues ship / upgrade / module
  • Spaceport unqueues ship / upgrade / module
  • Spaceport completes ship / upgrade / module
Weapons
A ship weapon module that fires events on to an enemy ship would be really nice. (Gimme that e-war)

Modifiers
Some scoping to the localisation of modifiers would be nice. I found myself wanting some for planet modifiers (the static kind from common/static_modifiers specifically) but nothing seemed to work there.

aaaaand that's pretty much all I can think of at the moment. Will come back if I think of more.
 
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UberWaffe

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In defines, give the tech penalty per colony a 'free colonies' option as per penalty per pops.
Currently we have:
TECH_COST_MULT_NUM_COLONIES = 0.1, -- Each non-free Planet adds +X% tech cost
TECH_COST_FREE_POPS = 10, -- First X pops do not add any tech cost
TECH_COST_MULT_NUM_POPS = 0.01, -- Each non-free Pop adds +X% tech cost
Please add:
TECH_COST_FREE_COLONIES = 2, -- First X colonies do not add any tech cost
 
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Warial

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It sure would be nice if I didn't need to download the BETA patch in order to use mods. Please enforce some uniformity in the Workshop.
It's up to modders to decide which version to support. We don't want PDX to interfere with this.
 

Jvella12

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The ability to use console commands and emulate key presses would be cool.
Eg: use research_technologies in an event for starting a game with late game tech
for the key presses i want to edit the ui so it opens the build menus when u open the respective tabs
 

Khunter

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Most mods that are updated should be compatible.

badmods.jpg


This is what I am talking about. The mods with the red ! are all incompatible with the release version of the game. And these are just the mods I have installed. The workshop has PLENTY more that are only 1.1 compatible.
 
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