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Guilliman88

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Please lock max ship upkeep reduction to 100%. I'm having issues with balancing because ship upkeep reduction can go above 100% meaning ships end up producing energy and minerals.
 

Konair0s

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It would be nice to be able to specify allowed phenotypes with tags in name lists. So e.g. it is possible to have separate name entries "French" and "Indian" where French would have "phenotypes = [1,2,5]" and Indian would have "phenotypes = [2,3,4]".
 

Dibujor

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I believe this has been said before but, some kind of official "layout" or .psd or something so us, graphic modders know what is "out of boundaries" for portraits and graphic assets. For example, when modding the 3D portraits, the .dds for the hair isn't at the same scale as the clothes and body their bigger so after drawing the hair you have to upscale to export but there's no guide as to how many. And you don't know where the "supporting" planes for the different parts end.

See this image, there you can see it cuts my clothes (in a diagonal??) and the hair:

eOrvdAT.jpg
 
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ShadowDragon868

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This is probably an impossible mod, but...

Have you ever found yourself intentionally prolonging a war so you could research debris that will be inside hostile borders after you press your war demands? I have.

I think you should be able to assign a construction ship to haul debris back to a friendly spaceport, where it will be dumped for later analysis. It might be nice if you could even lump all the debris fields together into one larger special project that will take place at once.

I have no idea how possible this is, let alone how much of a PitA it would be to script. Just a suggestion for people more skilled than I.
 

H4shX

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Hey guys, okay il say one thing not sure if it possible but would be cool, ability to quick test run your modded files via a validation check? to see if all is right, i.e. If you have custom governments to avoid when in game it says empire of "" to check things like that, this especially can come useful if you have several mods and I only found out after it came about 8hours of gamplay that the Mod random names was not 100%.

So will be good to have something like this available or something to see the known what to look out for flaws of the Mod :)
 

H4shX

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oh also the Ability to have a Space Station that can build ships etc without the need of it being near a planet, however it should cost alot more.
 

Das Blah

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@jimbobrosso and @ShadowDragon868, last I checked, this isn't the place to suggest ideas for mods, this is a place to suggest ideas to improve the game's modding engine. :p

Now onto my own suggestion,

While implementing the basics of programming would be a great thing to add into the engine, here's something that seems to be more to your liking. :p

Allowing pop factions to own stuff. Whether it be a ship, station building or tile, it'd be nice if we can give ownership of these objects to a faction. Not only that, but the ability to hide a pop faction from the list.
 

Das Blah

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If game data, input events and graphics are fully accessible with Lua script, modders like me will be able to create more mods :D

Pretty much everything is accessible. The only problem is that it isn't an API, so the only way to mod is to use the script language that's created. The problem with this language is the fact that it's based entirely around pre-made functions, and you're limited to those functions. So there are no classes are variables that are defined yourself. The most one can do in the creation of new mechanics (what I've been working on) is to create sort of mock-ups using what's currently there.

Besides, you can still do quite a lot when it comes to modding the game. You can fully access any graphics, GUI or in-game assets using the script-language, so you can still create many a mod. :p
 
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Kordishal

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If game data, input events and graphics are fully accessible with Lua script, modders like me will be able to create more mods :D

Will not happen. Paradox has stated that they do not have a Lua guy in their team and most of the people working there are not familiar with Lua. So they are just going to continue improving their internal scripting language and we will have to content with that.
 

Coffeecool

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If a custom ship is "class = shipclass_science_ship" the ship designer ignores the class name and its only shown as another "Science Ship" in the list.
If a custom ship is "is_civilian = yes" but has weapons, it wont fight.
If a custom ship is "is_civilian = no" but is also a science ship with a science lab, it cannot survey.

I hope there is a way to give us more access to the ship class definitions and behaviors.
 
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Max Loef

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I would love to see some sort of Angle limitiations for weapon types :)
Also the ability to code in new starting weapon tech types and finaly in my opinion most important some information on how to start the Particle editor
 

Silverfish42

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I'd like to be able to change how FTL drives function, or possibly create my own variants with a bit of mix and matching. The two big factors are -

1. Is it usable in a system's gravity well
2. Does it ignore borders
 
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Das Blah

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Will not happen. Paradox has stated that they do not have a Lua guy in their team and most of the people working there are not familiar with Lua. So they are just going to continue improving their internal scripting language and we will have to content with that.

This is not exactly something we should be content with. While a well-made custom scripting language is all fine and dandy, if we want full modding potential, then we'll need an actual API, which would allow for Lua to be used, without requiring the devs to write in Lua. This API would not need to be completely re-written for every game, it'd require about the same, if not less work as it currently does for any new game, and modding would be MUCH better. If we want the modding scene to improve, rather than banking on the current engine we should be pushing for an API that can unlock so much more.
 
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Nymphoenix

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Pretty much everything is accessible. The only problem is that it isn't an API, so the only way to mod is to use the script language that's created. The problem with this language is the fact that it's based entirely around pre-made functions, and you're limited to those functions. So there are no classes are variables that are defined yourself. The most one can do in the creation of new mechanics (what I've been working on) is to create sort of mock-ups using what's currently there.

Besides, you can still do quite a lot when it comes to modding the game. You can fully access any graphics, GUI or in-game assets using the script-language, so you can still create many a mod. :p

I want to create a Colonization Overview mod (http://steamcommunity.com/sharedfiles/filedetails/?id=684209094).
But I think I cannot implement it :p
how can i make Devs see my idea?

Will not happen. Paradox has stated that they do not have a Lua guy in their team and most of the people working there are not familiar with Lua. So they are just going to continue improving their internal scripting language and we will have to content with that.

too bad
do you know any API reference about the game engine? either official, or fan-made
 

Nymphoenix

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This is not exactly something we should be content with. While a well-made custom scripting language is all fine and dandy, if we want full modding potential, then we'll need an actual API, which would allow for Lua to be used, without requiring the devs to write in Lua. This API would not need to be completely re-written for every game, it'd require about the same, if not less work as it currently does for any new game, and modding would be MUCH better. If we want the modding scene to improve, rather than banking on the current engine we should be pushing for an API that can unlock so much more.

I agree, API is great, for example:
Minecraft is a very moddable game, because it's based on Java. And Java architecture makes it popular;
Don't Starve (Together) is another very moddable game, because it's based on Lua. And again Lua architecture makes it popular.
 

Nymphoenix

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[MODDABILITY REQUEST]
Could you please add linear arithmetic calculation into the game?
For example:

@size_star_A = { min = 15 max = 18 }
@size_star_B = { min = 23 max = 27 }
@base_orbit = 20
@size_stars = @size_star_A + @size_star_B

star_A = {
orbit_distance = @base_orbit * @size_star_A / @size_stars
...
}

star_B = {
orbit_distance = @base_orbit * @size_star_B / @size_stars
...
}
 
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