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PostPosted: Sat Aug 10, 2013 5:16 am 
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Krill Swarm
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Joined: Sat Aug 10, 2013 4:31 am
Posts: 13
Recently I have been playing around with the .txt files of free orion and used the templates of other species to create two more. Just copy and paste into the proper .txt file and these should work.

Species.txt :
Code:
Species
    name = "SP_BAZID"
    description = "SP_BAZID_DESC"
    gameplay_description = "SP_BAZID_GAMEPLAY_DESC"
    Playable
    CanProduceShips
    CanColonize

   
    tags = [ "SELF_SUSTAINING" "AI_TAG_GREAT_INDUSTRY" "AI_TAG_GOOD_RESEARCH" "TELEPATHIC"]
   
    foci = [
        [[HAS_INDUSTRY_FOCUS]]
        [[HAS_RESEARCH_FOCUS]]
        [[HAS_GROWTH_FOCUS]]
        [[HAS_MINING_FOCUS]]
        [[HAS_ADVANCED_FOCI]]
    ]
   
    effectsgroups = [
        [[GREAT_INDUSTRY]]
        [[GOOD_RESEARCH]]
       
        [[AVERAGE_POPULATION]]
        [[AVERAGE_GROUND_TROOPS]]

        // not for description
       
       
        EffectsGroup
            scope = And [
                Source
                Ship
            ]
            effects = SetMaxShield Value + 3

        EffectsGroup
            scope = And [
                Source
                Planet
            ]
            effects = [
                SetMaxDefense Value + 10
                SetMaxShield Value + 10
            ]

    EffectsGroup
            scope = And [
              OwnedBy TheEmpire Source.Owner
                Planet
            ]
            effects = SetShield Value + 0.1*Target.MaxShield


        [[AVERAGE_PLANETARY_SHIELDS]]
        [[AVERAGE_PLANETARY_DEFENSE]]

    ]
   
   
       
    [[RADIATED_NARROW_EP]]
   
    graphic = "icons/species/acirema.png"



Species
    name = "SP_IKANU"
    description = "SP_IKANU_DESC"
    gameplay_description = "SP_IKANU_GAMEPLAY_DESC"
    Playable
    CanProduceShips
    CanColonize
   
    tags = [ "ORGANIC" "AI_TAG_GOOD_POPULATION" ]
   
    foci = [
        [[HAS_INDUSTRY_FOCUS]]
        [[HAS_RESEARCH_FOCUS]]
        [[HAS_GROWTH_FOCUS]]
        [[HAS_MINING_FOCUS]]
        [[HAS_ADVANCED_FOCI]]
    ]
   
    effectsgroups = [
        [[AVERAGE_INDUSTRY]]
        [[AVERAGE_RESEARCH]]

        [[GOOD_POPULATION]]
        [[AVERAGE_GROUND_TROOPS]]

      [[GOOD_WEAPONS]]       

        // not for description
        [[AVERAGE_PLANETARY_SHIELDS]]
        [[AVERAGE_PLANETARY_DEFENSE]]
        [[LARGE_PLANET]]
    ]
   
    [[OCEAN_STANDARD_EP]]
   
    graphic = "icons/species/bipedial-01.png"



en.txt (from the stringtable folder):
Code:
SP_IKANU
Ikanu
SP_IKANU_GAMEPLAY_DESC
'''Penguin-like ocean dwellers. Good population and weapons.
Prefer Ocean planets.
[[encyclopedia ORGANIC_SPECIES_TITLE]]

[[AVERAGE_INDUSTRY]]
[[AVERAGE_RESEARCH]]

[[GOOD_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]

[[GOOD_WEAPONS]]
'''

SP_IKANU_DESC
''''''

SP_BAZID
Bazid
SP_BAZID_GAMEPLAY_DESC
'''Amorphous telepathic shapeshifting beings with great shielding abilities. This Species is overpowered. Try it out and you will see why.
[[encyclopedia SELF_SUSTAINING_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

[[GREAT_INDUSTRY]]
[[GOOD_RESEARCH]]

[[AVERAGE_POPULATION]]
[[AVERAGE_GROUND_TROOPS]]
'''

SP_BAZID_DESC
''''''

The species names were quickly made up from random noises on the spot so any better names for them may be used.
If you haven't noticed the Bazid have code attached to them that increases shield regeneration for the entire empire. That was an experiment to see if something like that would work on a species.


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PostPosted: Sat Aug 10, 2013 5:22 am 
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Joined: Thu Aug 30, 2012 12:32 am
Posts: 699
So the shield thing is kinda cool - similar to Acrima (which +shield effect applies to ships they build). However, there's nothing balancing their strengths.

Why did you chose to make a couple of new species vs modifying existing ones?

_________________
Code released under GPL 2.0. Content released under GPL 2.0 and Creative Commons Attribution-ShareAlike 3.0.


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PostPosted: Sat Aug 10, 2013 5:39 am 
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Krill Swarm
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Joined: Sat Aug 10, 2013 4:31 am
Posts: 13
Quote:
So the shield thing is kinda cool - similar to Acrima (which +shield effect applies to ships they build).

The Acrima code was copied and edited for creating the Bazid so there are many simalarities between them.

Quote:
However, there's nothing balancing their strengths.

I made these species for fun and was not worried about balance. If you want to balance them for yourself go right ahead. :)
Edit: I did give the Bazid a narrow planet type tolerence.

Quote:
Why did you chose to make a couple of new species vs modifying existing ones?

I wanted to make my own species for fun while adding more species to the game.


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PostPosted: Sat Aug 10, 2013 6:19 am 
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Creative Contributor
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Joined: Fri Jun 28, 2013 11:45 pm
Posts: 3295
The Bazid are basically Acirema on crack, and way overpowered-I hacked them to be playable a few times and it was far too easy to win. But I do like the shield regen thing, that on its own might be good.

Working on an idea myself ATM, about to test them again having died horribly in game one, I may've misjudged my balancing a bit too much...

_________________
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.


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PostPosted: Sat Aug 10, 2013 8:41 pm 
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Krill Swarm
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Joined: Sat Aug 10, 2013 4:31 am
Posts: 13
Created two new species to test out what else can be done. You may find them interesting. :)

Species.txt:

Code:
Species
    name = "SP_ENDAR"
    description = "SP_ENDAR_DESC"
    gameplay_description = "SP_ENDAR_GAMEPLAY_DESC"
    Playable
   //Native
   CanProduceShips
    CanColonize
   
    Tags = [ "ROBOTIC" "AI_TAG_BAD_INDUSTRY" "AI_TAG_BAD_RESEARCH" ]
   
    foci = [
        [[HAS_INDUSTRY_FOCUS]]
        [[HAS_RESEARCH_FOCUS]]
        [[HAS_GROWTH_FOCUS]]
        [[HAS_MINING_FOCUS]]
        [[HAS_ADVANCED_FOCI]]
    ]
   
    effectsgroups = [
        [[BAD_INDUSTRY]]
        [[BAD_RESEARCH]]
       
        [[AVERAGE_POPULATION]]
        [[ULTIMATE_GROUND_TROOPS]]

       
        // not for description
        [[AVERAGE_PLANETARY_SHIELDS]]
        [[AVERAGE_PLANETARY_DEFENSE]]
      [[LARGE_PLANET]]
   
 EffectsGroup
            scope = And [
       Source               
       Planet
                NOT TargetPopulation low = 0 high = 0
             ]
             effects = SetTargetIndustry Value + 0.5

EffectsGroup
            scope = And [
       Source               
       Planet
                NOT TargetPopulation low = 0 high = 0
             ]
             effects = SetTargetResearch Value + 0.5

EffectsGroup
            scope = And [
                Source
                Planet
            ]
            effects = SetSupply Value + 1

 EffectsGroup
            scope =And [
          Source
                Planet
       ]
         effects = SetTargetConstruction Value + 10

]
   
    environments = [
        type = Swamp        environment = Hostile
        type = Toxic        environment = Poor
        type = Inferno      environment = Adequate
        type = Radiated     environment = Adequate
        type = Barren       environment = Good
        type = Tundra       environment = Uninhabitable
        type = Desert       environment = Hostile
        type = Terran       environment = Uninhabitable
        type = Ocean        environment = Uninhabitable
        type = Asteroids    environment = Good
        type = Gasgiant     environment = Adequate

    ]
   
    graphic = "icons/species/robotic-09.png"

Species
    name = "SP_VEILSPAR"
    description = "SP_VEILSPAR_DESC"
    gameplay_description = "SP_VEILSPAR_GAMEPLAY_DESC"
    Playable
    //Native
    CanProduceShips
    CanColonize
   
    tags = [ "PHOTOTROPHIC" "LITHIC" "TELEPATHIC"]
   
    foci = [
        [[HAS_INDUSTRY_FOCUS]]
        [[HAS_RESEARCH_FOCUS]]
        [[HAS_GROWTH_FOCUS]]
        [[HAS_MINING_FOCUS]]
        [[HAS_ADVANCED_FOCI]]
    ]
   
    effectsgroups = [
        [[AVERAGE_INDUSTRY]]
        [[AVERAGE_RESEARCH]]
       
        [[AVERAGE_POPULATION]]       
        [[NO_GROUND_TROOPS]]
        [[GOOD_STEALTH]]

    EffectsGroup
            scope = And [
                Source
                Ship
            ]
            effects = SetStarlaneSpeed Value + 25



        // not for description
        [[AVERAGE_PLANETARY_SHIELDS]]
        [[AVERAGE_PLANETARY_DEFENSE]]
        [[LARGE_PLANET]]
    ]
   
    [[RADIATED_STANDARD_EP]]
   
    graphic = "icons/species/mineral-04.png"




en.txt (in stringtables folder):

Code:
SP_ENDAR
Endar
SP_ENDAR_GAMEPLAY_DESC
'''Relentless robots bent on galaxy domination.
[[encyclopedia ROBOTIC_SPECIES_TITLE]],

[[BAD_INDUSTRY]]
[[BAD_RESEARCH]]

[[AVERAGE_POPULATION]]
[[ULTIMATE_GROUND_TROOPS]]
'''

SP_ENDAR_DESC
'''The Endar are rugged and extremely durable robots made from a ferro-crystalline alloy that is able to withstand the harshest environments.  The one weakness to this alloy is it quickly disintegrates when exposed to oxygen so this species cannot inhabit Terran, Ocean or Tundra worlds.  They make up for this however, by being able to colonize asteroids and gas giants with ease thanks to their alloy.  These robots are also masters of construction and expansion and so have an extended construction meter and an extended supply range.'''

SP_VEILSPAR
Veilspar
SP_VEILSPAR_GAMEPLAY_DESC
'''Giant living gemstones. Gives faster ships.
[[encyclopedia LITHIC_SPECIES_TITLE]], [[encyclopedia PHOTOTROPHIC_SPECIES_TITLE]], [[encyclopedia TELEPATHIC_TITLE]]

[[AVERAGE_INDUSTRY]]
[[AVERAGE_RESEARCH]]

[[AVERAGE_POPULATION]]
[[NO_GROUND_TROOPS]]
[[GOOD_STEALTH]]

'''

SP_VEILSPAR_DESC
'''Veilspars use the energy stored inside of them to supercharge their ship's engines giving them the fastest ships in the galaxy.'''

It seems almost anything is possible to create if you splice enough existing code. :D Perhaps the Hidden Gardeners could give a tiny empire wide population increase...


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