ekolis / stars-nova

Clone of the classic 4X game Stars!. Fork of original svn repo on SourceForge.
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Moddable racial traits #26

Open ekolis opened 4 years ago

ekolis commented 4 years ago

Describe the feature you'd like to see Racial traits should be defined in a mod file like components are - ideally using abilities like in FrEee, but they could always just be hardcoded effects with moddable amounts.

Benefits More flexibility for modders; we can add new racial traits without requiring players to use them in their games.

Describe alternatives N/A

Additional context N/A

marhawkman commented 4 years ago

Would this be the "total package" of abilities, or mix-and-match? Races in Stars change a LOT of things. Racial traits set your population caps, and many of them give you unique powers that aren't tech.

Hyper-Expansion: Several techs doubled max population growth half pop cap

Super Stealth: base cloaking for your ships is 75% several stealth techs can exceed safe minefield travel limit by one

War Monger: ground combat offense bonus ships faster in combat weapons 25% cheaper to build several starting tech levels only base planetary defenses no mine fields

Claim adjuster: start with biotech 6 orbital terraforming tech free automatic terraforming planets you control have a chance of having their base stats improved each turn

Inner Strength ground combat defense bonus bonus ship repair several special techs no smart bombs Planetary defenses are 40% less, weapons 25% more population can reproduce in ships

Space Demolition special minelaying techs. mines scan enemy ships can issue a detonate order to minefields can exceed safe minefield travel limit by two start with two mine layers start with tech 2 Propulsion and Biotech

Packet Physics start with tech 4 energy starting starbase has a mass driver special mass-driver techs can fling smaller packets packets act as penetrating scanners uncaught packets have a chance to terraform

Inter-stellar Traveler start with tech 5 in propulsion and construction start with two planets starting planet/s have a stargate special stargate techs stargates are 25% cheaper can scan enemy planets that have stargates that are in gate range overloading gates is less likely to destroy your ships

Alternate reality your people live in starbases and not on planets, population cap is based on starbase size, pop dies if starbase explodes cannot build planetary installations of any kind, starbases have inherent scan radius starbases are 20% cheaper can remote mine controlled worlds can build Death Stars

Jack of all Trades Start with tech 3 in all fields planetary pop is 20% higher

Alternate reality mostly needs to go as one unit since several are inter-related, but you get the idea. So racial abilities are not part of the tech they build.

ekolis commented 4 years ago

Oh wow. I forgot how complex racial traits are in stars. Yeah this would definitely be mix and match then. Pick whatever abilities you want for your custom trait and assign them the values you need.

ekolis commented 4 years ago

Mix and match on the mod data files side that is. I'm not saying we should let players pick individual race trait abilities.