More extra goodies for Twilight of the Arnor

Starship component editor

Between now and the release of the upcoming expansion pack, Twilight of the Arnor, we will be adding a new editor called the Starship component editor.  It will let users easily tweak and add new starship componetns into the game.  The computer AI will automatically use them.

The addition of this new feature won't affect the release date. What happens is that we just keep coming up with new stuff we want to put into the game and so we end up making it.

We are still on track for tomorrow for Beta 3 which adds the Iconians (read about the new info here) and Terror Stars!

21,012 views 25 replies
Reply #1 Top
Can you quickly send someone to clean up the large puddle of drool forming next to my keyboard?
Reply #2 Top
Looking good!
Reply #3 Top
By the way, while I'm thinking about it.
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Do you think you guys can program a way keep the appearance of ships separate from their stats? What I mean is, I would like to be able to add stats to a ship without having slap on parts like it they were pieces of lego.

One of the reasons why I ask is, I'm currently designing a custom race for when we get that new custom race modding tool you guys are making. The theme of this civ is, it is a master of military starbases and relies heavily on the mass production of cheap small or tiny hulled ships. In fact, I'm going to be giving them several techs that unlock cheaper versions of those 2 hull sizes.

The problem is, its going to be a pain if I have to replace all the jewelery because I want to swap out the hull part with its cheaper version.
Reply #4 Top
Damn. I guess it's too late too ask you to allow components that add both attack and defense values, eh?

I kinda wanted to mod in stuff like lasers that double as point defense, and stuff like that.
Reply #6 Top
Cool

Will you add also other Editors like in Altarian Prophecy?
Reply #7 Top
SHIP COMPONENT EDITOR!!!!

HOLY FRAK!!!!

Yes the caps was intended...that is an awesome inclusion and just another reaon why i pre-order games from Stardock now with no questions!!!



Reply #8 Top
In fact, I'm going to be giving them several techs that unlock cheaper versions of those 2 hull sizes.
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There is supposed to be an alt cost attribute (look at the Survey Module)... of course, you have to provide a Galactic Achievement or Trade Good that the player has to build to trigger the alt cost. (See here for more details.

Not exactly what you want, but it is better than having to remake all your ship designs.
Reply #9 Top
There is supposed to be an alt cost attribute (look at the Survey Module)...
End of quote


I thought that was a hard-coded value, not something in the .xml file. I guess I'll play with it when I get some time.
Reply #10 Top
What did I do to deserve this. Your always so giving. Thank you! Serious I don't think I am that important of a person to be nice too cause (Bats hits Hawawaa in the head... and gets draged away). Stranger: "JUST BE THANKFUL OR ELSE!"
Reply #11 Top
I have a few questions pertaining to the relative ease with which these systems (tech tree, component editor, etc.) can be used. Are they going to be simple for the "computer challenged" like myself? A good reference for me to compare with would be civ 3's design. I found even that hard to master and perfect. I mean I could make maps, and place pre-made units and cities, however when it came to making my own things, i was worthless. I couldn't write in my own ideas into the game, and it always ended up crashing the scenario. So are we going to have the ability to make entirely new things, or just edit the current aspects? Such as with this example. How are our newly created components going to be represented. Can we just copy a component, name it something different, give it new atrributes, and then go on with it? With the tech trees, are we going to be able to start from scratch and create new techs while importing current techs that we may wish to have? I know that I probably shouldn't bother with it, and just play the original game. It's just sometimes I want to be able to bring my own ideas into a game, and this seems the perfect way to do so. While I did enjoy making simple campaigns in civ 3, I would have loved to make my own units and add some really interesting twists to the strategy. With Galciv II TA, I'm hoping that those wishes may become reality. This game has so much more promise than civilization ever possessed already, and I can't wait to see what else Stardock decides to surprise us with next. So I thank you all for your time, and I hope that you can answer my questions. Thanks
Reply #12 Top
I know that for this editor there is no date but the other editors also have no release dates and I was just hoping to have an idea if we would get to play with some of the different editors while beta testing the new civs or if we had to wait till the full release
Reply #13 Top

Do you think you guys can program a way keep the appearance of ships separate from their stats? What I mean is, I would like to be able to add stats to a ship without having slap on parts like it they were pieces of lego.
End of quote

I just checked the code and while each component is hardcoded to only use certain values (it ignores the others), it wouldn't be that hard to get it to use any values assigned to it.  So you could design a model for a hull and give it default values for weapons + defense.  Tech requirements might be a problem because currently each piece including hulls only requires one tech, but if you desgined your own tech tree too, you could make up for it.

Reply #14 Top

I have a few questions pertaining to the relative ease with which these systems (tech tree, component editor, etc.) can be used.
End of quote

It should be fairly easy to use the editors.  Since we don't use scripting in GalCiv2, you won't be able to make something completely different from what exists already, but you can use the attributes that are available to make new stuff.  These docs are rather out of date, but they're a good start for info on the data fields:

https://www.galciv2.com/mods/gc2modsdoc.htm

 

Reply #15 Top
So let me get this straight, this is an editor for components like lasers sheild ect. but not the in game jewlery correct. and if not is there a way that you can make your own or alter the apperence of the jewlery.
Reply #16 Top
So let me get this straight, this is an editor for components like lasers sheild ect. but not the in game jewlery correct. and if not is there a way that you can make your own or alter the apperence of the jewlery.
End of quote


This is an editor for the (currently) 11 different categories of items you can put on your ship.  This includes jewelry.  There is a tab for each category:

ATLAS: Such as the "Tulon Weapon Focus" which provides a 20% boost to attack for ships in the same fleet.

DEFENSES: self-explanatory, (sheilds, armor, point defense, etc...)

DRIVE: (hyperdrive, ion drive, impulse drive, etc...)

DRIVER: components such as "Warp Bubbles" that add to the speed of fleet

FORTITUDE: components that add HP to the ship they are on.

HULL: (cargo, huge, large, medium, small, tiny)

LIFE SUPPORT: self explanatory (extends range)

MODULE: (colony, troops, spore, etc...)

SENSOR: sensors

STRUCTURE: this is the jewelry section.  They have no attributes, but look cool.

WEAPONS: self-explanatory (different kinds of beam, mass driver, and missile weapons)
Reply #17 Top
I'm very excited to play Galactic Civilizations II Twilight of the Arnor. I do think that it should be time to reveal the faces of the Dread Lords and the Arnor as well so we would understand that the epic battle that was fought so long ago in our galaxy wasn't fought by a bunch of giant squids or beetles. It would be awesome to stand face to face with the Dread Lords. What I mean is to show that lava red face with the mirror reflecting eyes along with the cool black Grim Reaper style robe! As for being face to face with the Arnor, make them appear -- as cool as you can, which would make the game evermore exciting. Communicating to portrait of a diamond with flames raging out discounts the precursors's real significance.
Reply #18 Top
How are we supposed to acess the editors, just so i know when i get TA?
Reply #19 Top
One word... just one word... AWESOME!  :CONGRAT: 
Reply #20 Top
Now they should make an event editor for custom mission.
Reply #21 Top
This Looks So Freakin Awesome!
Reply #22 Top
This is such an awsome game i love the game play and especially the ship editor, now i understand that you will be able to edit the attributes of any component, but will you be able to alter the apperance or create your own? if not is the a guide on how to do this?
Reply #23 Top
i understand that you will be able to edit the attributes of any component, but will you be able to alter the apperance or create your own?
End of quote


As you can see from the screenshot at the start of the post, one of the attributes that you can modify is "model".  So yes, you could change what model an existing component uses, or create your own component and give it any model you like.   :D 
Reply #24 Top
How are we supposed to acess the editors, just so i know when i get TA?
End of quote


Details on how you'll be able to launch the editors is still under wraps until an official announcement is made.
Reply #25 Top
Thanks CrazyC0330 that explains it all. Now for a little acknowledgment, you guys(and girls) at StarDock are the bomb, you are the fore-runners in gameing experience and inovation. I for one will buy many of your products just because i know you care about your customers and there experiences with your products.Thanks and code on!!!! :CONGRAT: