Re: What would you like to see in an expansion pack
I don't want them to spend time on anything that can already be modded... I want hardcode changes to allow new stuff/ideas.
I have lots of things I want, but here are my top 13:
1) GET CUSTOM GROUPS WORKING!!!!
2) Allow us to add new atmospheres/planet types in a .txt file.. Plus be able to determine how often they occur when generated randomly and to charge/give back starting points for certain selections. Additionally, allow toggles to make certain planet types only habitable by those who picked it... all others have to live in domes, regardless of atmosphere (this is race specific NOT empire specific). Also make atmosphere able to be put into families, (i.e., Thin Oxygen/Standard Oxygen/Dense Oxygen/etc.)... and atmosphere converion use both values, the first for any converion the second for "same family"... where 0 means not possible.
3) Allow us to set in sectortype.txt the resources of a planet (i.e., Organics: None, Radioactives: High, Minerals: Any) and the planetary conditions.
4) Allow RESTRICTIONS to restrict a componet from being placed unless the ship has/does not have a certain Ability (i.e., No cloaks if their are active sensors), also get the restrictions in racialabilites.txt and facility.txt working.
5) Allow facility abilities to stack (using the 1 per planet restriction) between diffrent facility families... make a planet Version for all system abilities (i.e., Happiness, plague prevention, growth)
6) More stellar constructions, using the "empty" 2nd value to determine if the construction has to be around a star, a planet, an asteroid field, a storm or empty space. A ability that can move planets would also be nice!
7) Allow componets that generate intell/research/ and can allow populations to grow while in cargo! Also, allow us to determine how much cargo space 1M population takes in systems.txt
8) Allow the AI to use "multi-"componets/facilities properly... if you make a componet that has 2 abilities, and the ai is told to build things with those abilities it will build 2 of those componets, not just one.
9) Give fields in the AI facility creation file for EXTRA FACILITIES, here you would list a number of extra facilities for the AI to build if there is still room and all primary facilities that CAN be built have been... now when one of the primary facilites become available, the AI will scrap one of the extra facilities to make room for it!
10) Allow techs to be chosen in packages to be bought under advanced racial traits (i.e., Energy Branch= Physics 1, Shields 1, energy Stream and Energy pulse at 1 / Terran Branch = Chemistry 1, Armor 1, Projectile weapons 1, Missile Weapons 1 / etc.), thus allowing for races to have unique "tech-personalities" from game start... the first selection would be free, each extra selection would cost points
11) Get emmisive armor (the ability) working... make the emmissive "check" before damage is multiplied for the number of fighters/sats and before "carry-over" damage is added. Also add a second type of armor ability... "Hardened Armor", and a new damage type "Skips Normal Armor". OR better yet, add a Damage.txt file... it would list every armor type and shield type (you would add the type to each armor/shield/weapon/componet... it would be a number or name like "Projectile", "Explosive", "Phased")... and how weapons affect them... (i.e. 100% (normal damage), 50% (damage cut in half), 200% (double damage), Ignore (Is not affected by/does not harm), 0% (does no damge), -10% (is healed with 10% of the damage)... thus a shield depleter would have 100% to shields and 0% to all else, Engine Destroying weapons do 100% to ENGINES, Ignores armor and shields (or maybe just armor!)... the possibilities would be great, each weapon could be very unique)
12) New types of SUPPLIES, there would be Supplies (use by crew quarters, etc.)... they are either drained at the beginning of every turn for "always-on" componets (if no supplies, the componet is destroyed) or is used when-ever the componet is activated (i.e., for stellar manipluation or space yards)... then there is FUEL, used during movement just like now (allow min. speed when out of fuel to be set in settings.txt), also there would be ENERGY used at turn start or for each time a weapon fired, and finally AMMO, used each time a weapon fires. There must also be abilities to STORE and to GENERATE each type... solar generation/quantum reactor abilities would apply to ENERGY. All types of supplies should be able to be moved between ships just like cargo... and bases should not have ENDLESS, neither should fighters/Sats.
13) A simple one: allow Ships\FTR\SATS to be a legal target type
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