Probably the latter. If the focus' location condition has an OwnerHasTech condition in it, then you need that tech to have access to the focus. Arbitrary other conditions may also apply; see each focus for specifics.eleazar wrote:I've noticed there are a ton of foci in species.txt i've never seen in the game: logistics, bioterror, etc. Do these actually do anything, or are they just further in the Tech tree than i've gone?
Adding in new species
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- Geoff the Medio
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Re: Adding in new species
- eleazar
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Re: Adding in new species
FYI here are the species i added as minor species:
Again, it doesn't mean these will be permanently minor, but i thought it would be more fun for everyone else if i mostly filled the ranks with familiar species, than use up the very small pool of species that make sense as planet-bound, and then make up a bunch of totally new ones. I will be adding or describing more new species like the fifty-seven designed from the ground up to be planet-bound.
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Beige Goo Insane nanite swarm
Cynos Walking plants sustained by a giant non-sentient mother plant
Derthrean Pacifistic, bioengineering, pain-ridden, floating plant/virus synthesis
Etty cybernetic plants
Fifty-seven Math-obsessed sky-serpents
George A single, childish Telelpathic entity that consists of tons of centipedeoids
Gis Guf G'thrim Shelled herbivores that live off a singular planets-sized colonial gel.
Kobuntura Sentient magnetic dust formations with a fascination for building and construction.
Laenfa Sneaky, telepathic, sentient vines
Nnymnmn Planet-wide waveforms in the magnetic field of a planet (subconsciously, i made this too similar to the Kobuntura-- will be adjusted)
Phinnert Flying Monkeys
Setinon individualistic sentient microscopic cells
Silexians Gleaming gardener robots, left on their own
Sslith Flat, aquatic, plyable creatures
T'aeghirus Weak, flightless birds, united in total mutual cooperation
Trenchers Enigmatic wheeled robots
Ugmorrs Lava-dwelling yeast piles, which form temporary golems
- eleazar
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Re: Adding in new species
I've run across a Kobuntura empire. I'm not sure how the game distinguishes between minor and imperial species, but either it doesn't work, or i didn't do it right, or using SVN 4082 with more recent species files causes problems.
- Geoff the Medio
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Re: Adding in new species
The current SVN version (and previous versions) doesn't consider playability when assigning species to planets. It will soon.eleazar wrote:I've run across a Kobuntura empire. I'm not sure how the game distinguishes between minor and imperial species, but either it doesn't work, or i didn't do it right, or using SVN 4082 with more recent species files causes problems.
- eleazar
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Re: Adding in new species
Ah, so it is only the player's empire that currently has limited options.
- eleazar
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Re: Adding in new species
So if my observation is correct, currently a species appears on the startup list if it has both flags:
CanColonize & CanProduceShips?
Can you just add a flag for "Imperial" or "Playable" species, instead? It would be clearer and allow for minor species that can both colonize and build ships, since there doesn't seem to be a reason to allow either but not both in a non-playable species.
CanColonize & CanProduceShips?
Can you just add a flag for "Imperial" or "Playable" species, instead? It would be clearer and allow for minor species that can both colonize and build ships, since there doesn't seem to be a reason to allow either but not both in a non-playable species.
- Krikkitone
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Re: Adding in new species
Well is "Can colonize" necessary for production of colony ships?eleazar wrote:So if my observation is correct, currently a species appears on the startup list if it has both flags:
CanColonize & CanProduceShips?
Can you just add a flag for "Imperial" or "Playable" species, instead? It would be clearer and allow for minor species that can both colonize and build ships, since there doesn't seem to be a reason to allow either but not both in a non-playable species.
Some non-playable species could potentially produce warships, to make them more interesting (ie they could blockade+...when it is in...bombard your worlds)
- eleazar
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Re: Adding in new species
According to the description, yes it is. I haven't tested.Krikkitone wrote:Well is "Can colonize" necessary for production of colony ships?
To clarify, i mean "Can you just add a flag for "Imperial""... instead of making any species imperial that has both the flags, "CanColonize" and "CanProduceShips".
I'm more interested in minor species that can be used as pilots or ground troops once they are incorporated into an empire.Krikkitone wrote:Some non-playable species could potentially produce warships, to make them more interesting (ie they could blockade+...when it is in...bombard your worlds)
- Geoff the Medio
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Re: Adding in new species
It is; it's part of the reason for a few "Why can't I build colony ships?" support issues, in combination with people having or starting with non-playable species due to bugs.eleazar wrote:According to the description, yes it is. I haven't tested.Krikkitone wrote:Well is "Can colonize" necessary for production of colony ships?
- eleazar
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Re: Adding in new species
It looks like you got your flags crossed.
I gave george the only one flag: "CanProduceShips"
And in the pedia he's listed:
Also this description is weird: "Spacebound - cannot colonize planets"
I know you are thinking of a purely space-based species, but we don't have that yet. What we have is species that cannot live on any planet besides their homeworld.
I gave george the only one flag: "CanProduceShips"
And in the pedia he's listed:
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Planetbound - cannot build ships
Can Colonize - can build colony ships
I know you are thinking of a purely space-based species, but we don't have that yet. What we have is species that cannot live on any planet besides their homeworld.