Community Modding Wish List

What I would like to see added to GC3 from a modding perspective:

  1. The ability to set more than one PreReq. For Example, A Tech and an Improvement, or a Tech and a Ship Component.
  2. Redefine how PreReq's work. For example: Player A builds Wonder A which unlocks starbase module A and Wonder B. Player A then builds Wonder B which unlocks Ship Component A and Starbase Modules B ect.
  3. The ability to make Improvements or Components Obsolete via Tech.
  4. Be able to define a Planet list for factions. Similar to the System list but for planets and each faction.
  5. TOOLTIPS :- Defined Tooltips for bonuses that are either colony or faction wide. At the moment if you have an improvement that adds a bonus to both Faction & Colony it displays the same just doubled up: +10% Manufacturing(Local) and 10% Manufacturing(global). If you add a modifier to a Planet Trait that effects say an asteroids mining yield(I added a 50% modifier) it will display as if it is a Planet buff(+50% Raw Production) it does not say it effects Asteroids even though they are set as the target. Put (ship) or (starbase) in tooltips so players know what is effected, as well as tags like (fleet) or (enemy fleet).
  6. Be able to add Stats/Modifiers/Actions to ship roles, positive or negative.
  7. Be able to add our own Personalities.
  8. The ability to add our own Difficulty levels.
  9. Be able to add our own Hull sizes.
  10. Be able to define how aggressive the Pirate faction will be and how agressive the AI will be towards Pirates.
  11. Let us create abilities that do more than throw stats around, like Ancient. Even if a boolean toogle is the only thing, we can do a lot with that.
  12. Make <target> able to target individual items(components/improvements/etc) more specifically than it does. Manufacturing can be added to colonies, but I want to add more manufacting to improvements, more damage to lasers, etc.
  13. Ability to include more than one of ship/shipyard/starbase as a target.
  14. Make it possible to deploy the following events by starbases/planets(/ships?) in their respective sphere of influence:
          <xs:enumeration value="ConvertDeadPlanet"/>
          <xs:enumeration value="ConvertDeadPlanetToThulium"/>
          <xs:enumeration value="ConvertAsteroidsToDurantium"/>
          <xs:enumeration value="ConvertGasGiantToPromethion"/>
          <xs:enumeration value="ConvertDeadPlanetProportional"/>
          <xs:enumeration value="ConvertDeadPlanetToThuliumProportional"/>
          <xs:enumeration value="ConvertAsteroidsToDurantiumProportional"/>
          <xs:enumeration value="ConvertGasGiantToPromethionProportional"/>
          <xs:enumeration value="TerraformTilesOnPlayerPlanets"/>
          <xs:enumeration value="TerraformTilesOnPlanet"/>
  15. Add weights to Improvements, Modules and Components. (Seems there is a weight for improvements already, just unused)
  16. Make it easier to use custom height maps.
  17. Option to have a Faction AI only.
  18. Option to have an Ability or Personality AI only.
  19. Allow <EffectModifier> to be effected by Scope types. ATM anything other than default results in no bonus been applied.
  20. Add Hull types to the PreReq List.
  21. Add Components to the PreReq List.
  22. Give TechDefs.xsd the ability to have Triggers.
  23. Give TechAgeDefs.xsd the ability to have Triggers.
  24. Add a Treaty and Relations to the PreReq and Preculsion tables.
  25. Add Map size to to AIStrategyDefs.xml.
  26. Be able to set a maximum number of x Improvement or Component (Like Civilizations National Wonders). ATM all we can do is set, 1 or many.

These are bug fixes more than a wishlist:

  1. Limit the AI to only build resource improvements/components to the number of resources it currently has. ATM they break this rule.
  2. Limit the AI to only build one of its Faction unique Improvements.
  3. Fix the fact that custom ships do not display Weapon FX other than a red Kinetic Blast.
  4. The game not crashing when a tech has more than 8(or was it 7?) icons on it.

Points one and two: In the base game these are not listed in the Governors.xml as buildable by the AI. As a modder I and maybe others have too, added these to the Governors.xml, this in its self seems to make the AI be able to build more than one of each on a single planet, or even faction wide.

Updated with other players suggestions. 25/8/16

I will update this when I think of more :)

223,012 views 38 replies
Reply #1 Top

Limit the AI to only build resource improvements/components to the number of resources it currently has. ATM they break this rule.
Probably related to this: stop the AI from building more then one unique building (hyperion matrix, research cloister, etc.).

Make it possible to deploy the following events by starbases/planets(/ships?) in their respective sphere of influence:
      <xs:enumeration value="ConvertDeadPlanet"/>
      <xs:enumeration value="ConvertDeadPlanetToThulium"/>
      <xs:enumeration value="ConvertAsteroidsToDurantium"/>
      <xs:enumeration value="ConvertGasGiantToPromethion"/>
      <xs:enumeration value="ConvertDeadPlanetProportional"/>
      <xs:enumeration value="ConvertDeadPlanetToThuliumProportional"/>
      <xs:enumeration value="ConvertAsteroidsToDurantiumProportional"/>
      <xs:enumeration value="ConvertGasGiantToPromethionProportional"/>
      <xs:enumeration value="TerraformTilesOnPlayerPlanets"/>
      <xs:enumeration value="TerraformTilesOnPlanet"/>

+1 Loading…
Reply #2 Top

I would like to be to see multiple strats dependent on map sizes or commonality. 

Reply #3 Top

Multi layer filtering

automation. More governors of planets (Influence, Ideology) and the future admirals so managing large empires is not so time consuming.

Reply #4 Top

Some of my own:

Ability to include more than one of ship/shipyard/starbase as a target

Similar to horemvore's suggestion with improvements, put (ship) or (starbase) in tooltips so players know what is effected, as well as tags like (fleet) or (enemy fleet).

Ability to create new artifacts and resources to be placed on the map.

Let us create abilities that do more than throw stats around, like Ancient. Even if a boolean toogle is the only thing, we can do a lot with that.

Let us append into existing entries(components/improvements/etc) for better compatibility.

Make <target> able to target individual items(components/improvements/etc) more specifically than it does. Manufacturing can be added to colonies, but I want to add more manufacting to improvements, more damage to lasers, etc.

The game not crashing when a tech has more than 8(or was it 7?) icons on it.

Reply #5 Top

Updated with peoples suggestions an one of my own.

Reply #6 Top

Add this to the list: fix custom heightmaps so we can use them again! This was a feature of my custom faction that worked at launch, and I spent weeks refining and perfecting, and it hasn't worked for at least 8 months.

Reply #7 Top

Quoting Vidszhite, reply 6

Add this to the list: fix custom heightmaps so we can use them again! This was a feature of my custom faction that worked at launch, and I spent weeks refining and perfecting, and it hasn't worked for at least 8 months.

I remember reading not so long ago there is a switch you have to add to the steam launch to get the game to re load textures and the likes on game start that will allow the use of custom height maps. Increases load times though. I think it was on the steam forum, but, could have been here too.

Reply #8 Top

Quoting Horemvore, reply 7

I remember reading not so long ago there is a switch you have to add to the steam launch to get the game to re load textures and the likes on game start that will allow the use of custom height maps. Increases load times though. I think it was on the steam forum, but, could have been here too.

I think you are talking about the /atlasgen command line switch.

Reply #9 Top

Quoting Thecw, reply 8


Quoting Horemvore,

I remember reading not so long ago there is a switch you have to add to the steam launch to get the game to re load textures and the likes on game start that will allow the use of custom height maps. Increases load times though. I think it was on the steam forum, but, could have been here too.



I think you are talking about the /atlasgen command line switch.

Yep that was the name of it!

Reply #10 Top

Updated with two more.

Reply #11 Top

Updated Tooltips entry.

Reply #12 Top

Bugfix 1: it also breaks the rule for faction uniques. I ahve seen 3 hyperion matrices for example

addition: ability to set the game pacing vial the techinflation stats in the galciv3globaldefs.xml

+ something similar for manufacturing, maybe... its not that important

Reply #13 Top

Added 20 and 21, updated 10.

Updated Bug list.

Reply #14 Top

Added Points 22 and 23.

Reply #15 Top

Quoting admiralWillyWilber, reply 2

I would like to be to see multiple strats dependent on map sizes or commonality. 

agree w this strongly

Reply #16 Top

Added points 24 & 25.

 

Reply #17 Top

I would like the ability to 'liberate' a planet rather than 'conquer'.

You see Snathi invade your allies planet. As a benevolent race you would liberate the planet and return it to it's rightful owners.

 

--

 

I would like the ability to offer a 'membership' treaty to minor races.

You reach highest level of diplomacy with a minor race and then can apply to join your civ

 

Reply #18 Top

Bump.

Reply #19 Top

^^ That.

Reply #20 Top

Add modifiers "Beam Evasion", "Missile Evasion", "Kinetic Evasion".

Add Best x  and best x per y Qualifier to ship blueprints that will cause components to be selected on alternate basises.

Add a trigger that can add components to a ship or upgrade (with or without prerequisite tech) a ship's component(s) while ignoring mass cap.

Reply #21 Top

If were compiling a list (rather than create my own similar thread) I would ask that you add.

 

  • Ability to assign factions to default teams at creation time rather than at the start of the game.
    • This could easily be a new element in the .xsd <defaultTeam></defaultTeam>
    • To make  it backward compatible, if the element does not exist, it defaults to no team.
    • This would allow users to create/code up "teams" of factions which would act together (by default), the user could always override at start of game.
    • It would even be fine it this option (at least initially) was only available to hand coded XML factions

 

Reply #22 Top

The two things I'm waiting for mostly now is the ability to change faction/ship colors and an easier way to do custom ship styles, both would be cool in a similar way like it was doable in the last incarnations of GC2.

I know some of it is possible with modding right now, but the color stuff seems rather limited, and the method described in the modding forum for making a custom ship style is rather uncomfortable/error prone IMO so far.

 

As much as I like the game, but I'll probably not buy another DLC/XP before that is not available.

Reply #23 Top

Another nice to have feature would be the ability to set the "hex" of starbase/shipyard exit. 

Nothing worse than having to lose several movement just to get to the far side of the base....

Reply #24 Top

Bump

 

Added point 26.

Reply #25 Top

Enumerate all values for all .xsd files.

No more you can add this here but not that.

ex:  I can mod Growth into GamePacingDefs.xsd, but not PopulationtoProductionMultiplier.