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Jvella12

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View attachment 184163

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.

Mod Compatibility is all done Author side mostly. The only automated bit is when you create the mod; the current version of the game is defined to be compatible. However mod authors can change it to what they want. The only mods that break with 1.1 should be UI mods that had their files changed. Defines, flags, colours and species mods (prob some other types too) all act the same from 1.0.* to 1.1.

So the game reads "this mod says 1.1" but you can run it anyway. Its just a warning that you're not on the specified version. Doesn't mean it won't be compatible at all.

The way mod authors should be doing it (I made this mistake myself but I'll try avoid it next time) is to have the version number be "1.*" for now as this would make it both release and beta compatible. However that's a huge range of numbers you've put compatible (1.0.0 - 1.999.999 etc) so its easier to say only for 1.1 and leave it at that.

Hope this clears things up :)
 
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Das Blah

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I would love to see a fully moddable GUI. At the moment, we're quite limited in what exactly we can do with the UI, as we're only able to modify specific parts of it. However, making every part of it completely moddable would allow for so much more flexibility and open up a lot more possibilities, such as maybe adding our own basic resources or providing a complete UI overhaul to our own liking. Either, a fully moddable UI would be great.
 

Das Blah

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Ok, couple of things now,

The ability to create our own classes. From what I've heard and seen, I don't think we're actually capable of creating our own classes. If we were given the ability to do so would allow for so much more potential in the modding scene, adding completely new and interesting ideas/mechanics.

Not only that, but not having a fleet_disband function seems really out of place. There ARE times where explosions are not exactly wanted. :p
 

Jvella12

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Ok, couple of things now,

The ability to create our own classes. From what I've heard and seen, I don't think we're actually capable of creating our own classes. If we were given the ability to do so would allow for so much more potential in the modding scene, adding completely new and interesting ideas/mechanics.

Not only that, but not having a fleet_disband function seems really out of place. There ARE times where explosions are not exactly wanted. :p

What would the classes be of?
 

arisian

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Effect request:
I'd like an effect to destroy (i.e. remove) planets and systems. Having spawn_system is nice, but sometimes what I really want is to remove or replace a system (i.e. remove the old system, then spawn a new one in the same location). The same goes for planets; e.g. some kind of disaster event that would remove a planet and replace it with a new asteroid belt could be fun, or go the other way, and allow a new habitable planet to be "constructed" out of an asteroid belt.
 

Zarine

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Add the possibility to have bonuses for specific modules.
Something like :

Code:
red_concentrator = {
  effect = {
    range = 0.2
  }

  modules = {
    RED_LASER
  }
}

Giving all the red lasers a bonus of +20% range

And the effect could be additional range, damage, reload speed, energy usage, cost...
 
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Chrysaetos

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What I would like from an event writing perspective:
  • Expanded static modifier and planetary modifier possibility.
The fact that I can't give a planet +20% Army Damage or Morale to all armies recruited there is very annoying.
 

badger_ken

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I would love to see a mod that adds a tab to the 'empire' screen that shows a list of colonizable planets, with their name, climate type, and size.
 

UberWaffe

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The ability to specify our own custom technology granting modules (such as "all_technology_module = {}") for use in country_types would be great.
It doesn't seem possible to create technologies that fallen empires (and other all_technology_module users) do not automatically gain access to.
 

dskod1

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@badger_ken
Seriously, read the title of the first post... top of the page, you can't miss it.
 

Konair0s

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Could "second_names_female" be added please? It should be rather easy since they already have system in place to differentiate gender names.
 
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Guilliman88

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Something to be able to set unique modules on a per ship basis. That way we can create powerful modules that cannot be stacked.
Also a ship modifier that hooks into it's weapon range so we can create range modifying modules/techs.
 

Freakstar

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A working example of a 2d custom race with:

- exact portrait sizes
- tips of how to make them fit into every window (recruit new leader, election, science, etc), they tend to get strangely shifted in some of them
- an example of how to make your race with portraits split into roles such as admirals, scientists (and genders) etc, that would work with every goverment type (for example in military junta when my admiral is elected the portraits changes to either generic or some other)
- every other little info connected with custom 2d race that could save us modders a lot of time and frustration
 
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Kaymeerah

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I'd like to request:

A way to force trade deals such as energy/minerals per month, research agreements, migration access etc. through events and war.
A way to force purge a population without the player or AI being able to cancel it if they have a purge policy. Currently I had to do a somewhat hackish solution which takes every_pop and runs kill_pop, also calling an event which gives the genocidal penalty to the empire which initiated this "forced purge" for every pop.
 
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TGK72

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We seriously need this...

When a race is randomly generated, instead of it only picking the one vanilla shipset for its species, it should randomly pick whatever shipset has that species name in its file name or an extra tag which could be set in the game files somewhere that can be easily reached.

Then it will go down that list and pick whatever shipset hasn't been picked yet. If the last ship set with the species tag has already been picked (as in more of that species has been generated then there are shipsets) Then it will start over at the beginning of the list.

This way shipsets we create can be picked and used by the generated races long as the species name is in the shipsets filename, allowing us to also easily designate what species could use any shipset (like put all the species names in every shipsets name so a generated race has full access to the entire range of shipsets regardless of their species).

Though the race generator can create some very unique races, right now we need to be able to easily mod in more ship diversity between races. It really bugs the crap out of me when I run into a new empire and they are using the exact same ships and stations as I am.

If this ability was in I'd be making shipsets like crazy considering how easy it is to make them, just the only reason I would was if the generated races could use them too.
 

Phibs

Murifex maximus
103 Badges
Oct 22, 2012
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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

This please :)
 

Rovert10

Corporal
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May 15, 2016
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Few suggestions regarding ship design especially
  • Setting the graphical culture of a ship size should remove that specific ship size from the designer of all other cultures. Currently it still appears but a no entity found box is in its place.
  • Ability to set multiple locator points to a single component in section templates.
  • Ability to add modifiers to specific ship components
  • Ability to have specific turret models for specific ship components
  • Ability to remove all ship sizes not affiliated with a selected graphical culture
  • Ability to mod or add component size slots
 
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