What I would like to see added to GC3 from a modding perspective:
These are bug fixes more than a wishlist:
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
Once upon a time there was a road and it had a BUMP!
I'd like the ability to tag anomalies and events as unique and only occur once per game- if at all.
Bump.
Bump
I'd like a simple thing like replacing
<GlobalAsteroidMods> <EffectType>ProductionPoints</EffectType> <Target> <TargetType>Asteroid</TargetType> </Target> <BonusType>Flat</BonusType> <Value>1</Value> </GlobalAsteroidMods>
with
<GlobalAsteroidMods> <!-- Go4 --> <EffectType>MaxManufacturing</EffectType> <Target> <TargetType>Asteroid</TargetType> </Target> <BonusType>Flat</BonusType> <Value>.02</Value> </GlobalAsteroidMods> <GlobalAsteroidMods> <EffectType>ColonyGrossIncome</EffectType> <Target> <TargetType>Asteroid</TargetType> </Target> <BonusType>Flat</BonusType> <Value>.5</Value> </GlobalAsteroidMods> <GlobalAsteroidMods> <EffectType>DurantiumIncome</EffectType> <Target> <TargetType>Asteroid</TargetType> </Target> <BonusType>Flat</BonusType> <Value>.01</Value> </GlobalAsteroidMods> <!-- Go4 -->
to work. Because it doesn't.
"No errors, no info, no bonus", sums up the effect of attempting to mod asteroids like this.
BUMP
I would like to mod dead planets to be minable for durantium/thulium/promethium + occasionally some of the minor resources (no anti-matter) at a higher return than the standard resource. Maybe 5x or 10x depending on how rare the planets will be.
The main thing is to make some of the hundreds of dead planets have some value in the game.
thulium and promethion ARE (minable) dead planets
14. 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.
This may have been added recently (Or been there all along and only recently used by the Devs?), or a variation of it:-
<Stats> <EffectType>KineticRange</EffectType> <Scope>Fleet</Scope> <Target> <TargetType>Ship</TargetType> <ShipComponentType>KineticWeapon</ShipComponentType> </Target> <BonusType>Multiplier</BonusType> <Value>0.25</Value> </Stats>
Add a <WeaponAccuracy> stat that modifies the accuracy of a weapon component independently of accuracy of the ship or it's weapon-type scope modifiers.
With this we could add another layer to the dynamics of weapon components. Costlier higher accuracy components, weapons that trade reduced accuracy for reduced mass,
Add a <WeaponCooldown> stat that does the same for ROF, and we'll have two more layers to play with.
I don't think this is a thing yet, at least I didn't find it in the xmls:
Make it possible for modders to set the levelup times for citizens.
Currently it is 10 turns*current level of the citizen. It is kinda restricting.
NVM
Add a duration time in turns, after which a citizen would die.
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