Adding in new species

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Geoff the Medio
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Re: Adding in new species

#31 Post by Geoff the Medio » Thu Aug 04, 2011 4:57 pm

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?
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.

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eleazar
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Re: Adding in new species

#32 Post by eleazar » Fri Aug 05, 2011 6:49 pm

FYI here are the species i added as minor species:

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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
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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eleazar
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Re: Adding in new species

#33 Post by eleazar » Sat Aug 13, 2011 4:22 am

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.

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Geoff the Medio
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Re: Adding in new species

#34 Post by Geoff the Medio » Sat Aug 13, 2011 4:38 am

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.
The current SVN version (and previous versions) doesn't consider playability when assigning species to planets. It will soon.

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eleazar
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Re: Adding in new species

#35 Post by eleazar » Sat Aug 13, 2011 1:43 pm

Ah, so it is only the player's empire that currently has limited options.

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Re: Adding in new species

#36 Post by eleazar » Sat Oct 08, 2011 4:11 am

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.

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Krikkitone
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Re: Adding in new species

#37 Post by Krikkitone » Sat Oct 08, 2011 5:45 pm

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.
Well is "Can colonize" necessary for production of colony ships?

Some non-playable species could potentially produce warships, to make them more interesting (ie they could blockade+...when it is in...bombard your worlds)

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eleazar
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Re: Adding in new species

#38 Post by eleazar » Sat Oct 08, 2011 7:49 pm

Krikkitone wrote:Well is "Can colonize" necessary for production of colony ships?
According to the description, yes it is. I haven't tested.

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".
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)
I'm more interested in minor species that can be used as pilots or ground troops once they are incorporated into an empire.

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Geoff the Medio
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Re: Adding in new species

#39 Post by Geoff the Medio » Sat Oct 08, 2011 8:36 pm

eleazar wrote:
Krikkitone wrote:Well is "Can colonize" necessary for production of colony ships?
According to the description, yes it is. I haven't tested.
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.

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eleazar
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Re: Adding in new species

#40 Post by eleazar » Mon Oct 10, 2011 4:15 pm

It looks like you got your flags crossed.

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
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.

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