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The Modders Wishlist

The Modders Wishlist

So, after a great deal of tinkering about with various things, I've noticed a few seemingly small small things that could make a very large difference to the modding community. I am not a genius, nor am I omniscient, so I assume other modders out there have also noticed things that I have not that they would like to see implemented. I've decided to try to make an ongoing list of very basic, simple changes that the mod community would like to see, so that any devs out there who want a brief overview of the sort of trials we are having can have an easy way to check the pulse of the community, so to speak.
Now I know we all just wish we had the ultimate sandbox toy that we could use to create our very own game, but I don't think it is realistic to expect that out of Sins, even given how amazingly accomadating the devs have been thus far. So, I think we should stick to very small things, like new end/trigger conditions in the ability/buffs system, or unlocking certain traits that are 'locked' into certain entity types, stuff like that.
I will do my best to check this thread daily, and keep the information categorized and organized. Not every suggestion is going to end up getting posted, some are inevitably going to be something that I think would be too complicated, or to big a favor to ask. But I am not a expert on these matters, so if you feel like arguing your case with me, feel free to do so, and I will do my best to keep an open mind.
All that having been said, here's a start:



Ability/Buff System:

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A way to tie monetary/resource cost to an ability.

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More end conditions. Stuff like the inverse of present end conditions, like 'firstspawnernolongerhasbuff' could also have 'firstspawnernowhasbuff' to go along with it.

-Similarly, more buff types, basically just a more complete rounding out of our current options. The opposite of some current buff actions, stuff that is present in both percent and specified value forms, etc. A specific concern would be a 'move entity to target location' instantbuffaction. Ideally in inter and intra gravwell flavors.

-All tags that require values (hulldamageexceedsammount, for example) could have both an integer version and a percentage version (hulldamageexceedspercent).

-Unlock research associated buffs so that abilities can apply them as well.

-A few more target constraint tags. An 'IsShipX' type tag would be great, so that you could specifiy a number of specifc ships that could be elligible targets, and then list the name of their entity file underneath... Also, there is an 'IsPsi' constraint, it would be great to have 'IsTech' and 'IsPhase' as well.

-A global buff application method. Similar to how ability files work as a vehicle for the introduction of buffs, but make a global effect option. This would open the door to allowing players to implement their own game mechanics without using up a precious ability slot on their ships.

-A method to exceed the current ability slot limitation, like a 'click for tree' option similar to what the UI uses for unit/building production or captial ship ability management.



AI/Pathfinding:

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A way to change unit pathing behavior without changing entity type; IE 'I want my light frigate to make strafing runs!'

-A way to make passive unit AI ignore a target, but still allow player directed ships to kill it.

-An event editing method of sorts. Some way to introduce pirate raid / rebel attack style instances. Also, a way to edit the target of said events, like real infrastructure raids instead of mindless 'planet crashin.'

-A method of altering fleet formation AI, stuff like max/min distance, engagement ranges, etc.

-A way to assign target priority to unit-role type, or individual units, instead of basing it on damage type

-The ability to define unit combat behavior/pathing on a per-unit/per-fleet basis via the in-game interface. Set things like level of aggression, the current engagement range, formation with respect to other units in a fleet, etc. Ideally these options would be in the form of toggles present in the fleet management sub-window.

-The big one: We want to 'teach' the AI how to use new units. This is a tall order, I know, but I think it is almost necessary in order to create a lasting mod community. It is difficult to find other people to play your mod with, so it is almost impossible for a mod to build up popularity if the single-player AI is non-functional.


Research System:

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A way to define new conditions for tech tier, instead of simply number of associated labs.

-The ability to makes some research paths prevent others from being researched.

Enitity Constraints:

-Allow multiple entity types to gain experience.

-Allow multiple entity types to produce units, and possibly build buildings.

-Break up the build menus to allow entity specific build lists.

-Remove hardcaps on unit types, especially capital ships )IE more than 4 types of cap ship would be nice)

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Removal of the arbitrary lines between entitytypes (e.g remove the half a dozen planetmodule subtypes, and just make a combined planetmodule entitytype so you can pick and choose what you want from all the functions)

-Free up movement controls, like especially whether or not something can 'phase jump,' instead of tying them to entity type.

-Unlock hardcap of 3 weapons per ship.

-The ability to make strikecraft squads that are independant of carriers, or failing that, the ability to make non-strikecraft units operate and build in squads. (Repopulate upon repair?)

-Allow the creation and assignment of a tag which  could theoretically tie other unit attributes to this tag as well, and use it a a designator for ship 'class,' or entity type. To elaborate, a modder could create a file that would list such attributes as movement behavior, targetting behavior, AI build priority, or anything else that is currently hard-coded into entity type, and then allow the modder to refference this file from his new ship entity files, so that the new ship will take upon these defined qualities as if it were a newly created entity type. Of course we would need a way to define targeting conditions to, maybe the addition of an 'is/inst x' style targetting tag at the end of the current frigate/planetmodule/etc/ listing. I don't know. This might get way to complicated. But, it is a wishlist...


Modeling Concerns:

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A pipeline effect modifier that I can use to intelligently animate a mesh in the particle system to basically animate turrets.

Misc. Concerns:

-There is currently no method of modifying the culture system. Or at least none that I have found.

-Definable firing arcs would be awesome. Especially if the firing arcs were based around the actual unit hard-point on the .mesh, so we could control firing 'blind spots' and what not.

-Organization. Separating various file-types into folders, perhaps even creating new file-type extensions for some of the entity files. The ability to leave 'comment' tags in a file (PLEASE). It would be nice to have the information within the files more clearly sorted into categories, like start/end tags for weapon data or movement data, etc.


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I'm sure you all have way more to say on this subject then me, so lets fill this thread out and make it a proper resource!


24,188 views 33 replies
Reply #26 Top
I'd like to see the ability to add instant actions for buffs as well as constraints. I'd like to be able to make a planet module that could teleport a ship or fleet of ships to a similar teleportation device. Similar to how Wormholes work. Part of the stations ability would be to designate a target location then transport all ships within a certain range to that target. (I'm trying to make a spacegate for the Stargate mod.)

Ability to set fleet formation besides the three given options. Like in Medieval: Total War you can define how the units are ordered and not have to hope they come out right.

To agree with TFL, weapon fire arcs. Be able to define them. I.E. if you have a right-side weapon, be able to define the arc from 90 degrees to 105 degress. (where the front of the ship is both 0 and 360 degrees and the back is 180, clockwise). This would restrict firing a lot more and allow for tactical "blind spots."

Able to define types to various entities. Have a line in each file that would say GroupType "Whatever." Then have a AI target condition like "ISGROUPTYPE "WHATEVER". Then when we are modding we can set up certain abilities to only target certain ships. And also have a buff that would apply a grouptype when activated so that through research you could unlock an ability that would defend against enemy abilities. It would also be cool if you could apply to target restriction of group type to main weapons. So that an enemy would be able to research a block for the Kol's beam for example.
Reply #27 Top
Well, to Mahesh:
We more or less already got a 'no' on the whole phase lane thing, and we also got a response on the F.O.V issue that amounted to something like 'probably not but I'll see what we can do.'

Aside from that, wow, there seems to be a lot of demand for AI micromanagement controls... Not that I really find that surprising I guess, I would love to see this stuff as well. I find it incredible that it didn't just become an industry standard after HW:2, but w/e... Vanilla sins doesn't really need it I suppose, but it would be super nice to have if you're going to mod.

Well, time for me to slap up your suggestions! Thanks guys! =)
Reply #28 Top
Something to make different weapon types react differently to different armor (% penetration or hit bonuses)
Reply #29 Top
I'd also like the ability to add more than one exhaust particle system. (Just came up so I thought I'd mention it.)
Reply #30 Top
I'd also like the ability to add more than one exhaust particle system. (Just came up so I thought I'd mention it.)
End of quote


Yes that's an interesting one, I can see how that could be useful to display things like maneuvering thrusters vs. main engines vs. afterburner effects.

Bottom line is anything that adds the option for more detail, be it graphical or gameplay is desirable by modders.

Reply #31 Top
another thing, changing the attenuation curves of the sounds, right now it is globally set (and I can't find it) it would help a lot for sound design to be able to have mixer profiles referenced in the sounddata that would give different falloffs for different sounds (this would also need frequency taps because right now it is way to heavy on high frequencies at range)
Reply #32 Top
I would be content with fixed starting positions and being able to name races in the map definitions.

For the moment, that is...
Reply #33 Top
shipyards that can build more than one ship at a time, make it as simple or complex as you want for an interface, but a large shipyard with multiple berths would be desirable in some mods.