Modding Possibilities

The place to discuss game modifications for Galaxial.
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StuartMorgan
Developer
Posts: 114

Modding Possibilities

Post#1 » Sun Jan 25, 2015 2:04 pm

This is a list of what you currently can and cannot mod in the game.

There are certain things that are hard-coded, mainly for performance reasons and the extra difficulty involved in making them more flexible.

Things that you can currently mod in the game:

  • Global defines
  • AI personality
  • Asteroid belt configurations
  • Asteroid graphics
  • Asteroid mineral variants
  • Colony and planet infrastructure graphics
  • Faction colors
  • Jumpgate graphics
  • Particle visual effects
  • Planetary bonuses
  • Planet types
  • Races
  • Factions
  • Faction leader names
  • Research
  • Ships
  • Ship formations and bonuses
  • Ship modules
  • Ship engine and trail colors
  • Galaxy background/star colors
  • Sector background colors
  • Sector/planet names
  • Trade resources
  • Leader traits
  • Turret and hardpoint graphics
  • User interface color schemes
  • Audio

Things that are hard-coded and you unfortunately wont be able to change a great deal:

  • User interface layout and graphics
  • Ship and faction AI
  • The games base resources (metals, credits, food, crew, troops and research data)
  • Galaxy generation algorithms

User avatar
Thrank
Posts: 11

Re: Modding Possibilities

Post#2 » Mon Jan 26, 2015 2:04 pm

The page on Moddb is already ready! ;-) Give us the game and we'll mod it! :D

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Catamus
Posts: 17

Re: Modding Possibilities

Post#3 » Wed Jan 28, 2015 10:48 pm

So is there not going to be an in-game faction/race customization option? Also, are there going to be factions internal to a race or some type of race-sharing that would occur when you implemented IDK like a mutual emigration policy with another 'space nation' or conquer a planet and have a remainder of the original population survive? Also, are there going to be purely-preset leaders or will that be customizable?

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StuartMorgan
Developer
Posts: 114

Re: Modding Possibilities

Post#4 » Wed Jan 28, 2015 11:16 pm

So is there not going to be an in-game faction/race customization option?

There will be some minor customization for them in-game. To change anything major for the faction such as custom research or empire wide bonuses they get, then you will need to mod the game files.

Also, are there going to be factions internal to a race or some type of race-sharing that would occur when you implemented IDK like a mutual emigration policy with another 'space nation' or conquer a planet and have a remainder of the original population survive?

All the factions in the game at the moment (10 of them) are Human. They all share some common research projects and ships from belonging to the same race.

The plan is to add more Races and sub-factions over time.

I haven't decided yet what will happen about populations when a planet is conquered and if there is going to be migration/emigration.

Also, are there going to be purely-preset leaders or will that be customizable?

The leaders and their skills/traits are randomly generated, currently they are only used for commanding ships groups.
You can mod the leader naming schemes. The Human factions are loosely based on earth regions, so will have leader name pools common to those areas.

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Catamus
Posts: 17

Re: Modding Possibilities

Post#5 » Wed Jan 28, 2015 11:49 pm

I like that idea, I'm guessing that will somehow play into a storyline perhaps? Like Miner Wars or whatever it was called with Space China... Space America... and the such.

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StuartMorgan
Developer
Posts: 114

Re: Modding Possibilities

Post#6 » Thu Jan 29, 2015 11:51 am

Catamus wrote:I like that idea, I'm guessing that will somehow play into a storyline perhaps? Like Miner Wars or whatever it was called with Space China... Space America... and the such.

No there wont be any storyline, the faction lore will stay unexplained for now. Two of them are based on present day China and America.

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vadl
Posts: 12
Contact:

Re: Modding Possibilities

Post#7 » Thu Jan 29, 2015 4:05 pm

Hi. Stuart, (question to you), maybe the show one original file, with graphic images of ships?
My translator - (https://translate.google.com/?langpair=en%7Cru)
Я восхищаюсь этой разработкой, Стюарт - ты молодец, тебе РЕСПЕКТ 0\
:thumbup
for peace :!:

User avatar
StuartMorgan
Developer
Posts: 114

Re: Modding Possibilities

Post#8 » Thu Jan 29, 2015 6:43 pm

vadl wrote:Hi. Stuart, (question to you), maybe the show one original file, with graphic images of ships?

I don't understand what you mean... :|

User avatar
Catamus
Posts: 17

Re: Modding Possibilities

Post#9 » Thu Mar 12, 2015 2:45 am

Not really suggesting much here, just noting that I'm most interested in the ship modding abilities.

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vadl
Posts: 12
Contact:

Re: Modding Possibilities

Post#10 » Wed Mar 25, 2015 10:11 am

Я хотел узнать максимальный размер корабля в пикселях и минимальный. (если это возможно). Дело в том, что я уже довно конструирую корабли для мода, этот вопрос и просьба - связяны именно с этим.
My translator - (https://translate.google.com/?langpair=en%7Cru)
Я восхищаюсь этой разработкой, Стюарт - ты молодец, тебе РЕСПЕКТ 0\
:thumbup
for peace :!:

User avatar
vadl
Posts: 12
Contact:

Re: Modding Possibilities

Post#11 » Wed Mar 25, 2015 10:40 am

Как прикрепить с сайту файл с компьютера, чтото у меня не получается. (либо я такой тупой) :(
My translator - (https://translate.google.com/?langpair=en%7Cru)
Я восхищаюсь этой разработкой, Стюарт - ты молодец, тебе РЕСПЕКТ 0\
:thumbup
for peace :!:

User avatar
StuartMorgan
Developer
Posts: 114

Re: Modding Possibilities

Post#12 » Wed Mar 25, 2015 11:00 am

Я хотел узнать максимальный размер корабля в пикселях и минимальный. (если это возможно). Дело в том, что я уже довно конструирую корабли для мода, этот вопрос и просьба - связяны именно с этим.

Please only use English on the forums in the future. Thank you. :)

There are no maximum limits to the size of ship graphics. All ships I have created for the game so far are below 2048 x 2048 to keep texture memory usage low, but you will be able to make them larger than this if your graphics card supports it.

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vadl
Posts: 12
Contact:

Re: Modding Possibilities

Post#13 » Wed Mar 25, 2015 11:11 am

well, I realized at the expense of English (but only through Transliters). ;)
Thank you Stuart, on the pixel I understood.
You read and understand me when I write in Russian, even better. ;)
--------------------------------------------------------------------------------------------
You can (Stuart) let me (as the first), write in Russian? Please ... ;)
My translator - (https://translate.google.com/?langpair=en%7Cru)
Я восхищаюсь этой разработкой, Стюарт - ты молодец, тебе РЕСПЕКТ 0\
:thumbup
for peace :!:

User avatar
vadl
Posts: 12
Contact:

Re: Modding Possibilities

Post#14 » Wed Mar 25, 2015 12:06 pm

I work in Gimp-2.6 and MilkShape 3D 1.8.4
TriExporter 2015, gtk+ 2.4.14. , blender - 2.61, XSI, and more...
My translator - (https://translate.google.com/?langpair=en%7Cru)
Я восхищаюсь этой разработкой, Стюарт - ты молодец, тебе РЕСПЕКТ 0\
:thumbup
for peace :!:

User avatar
StuartMorgan
Developer
Posts: 114

Re: Modding Possibilities

Post#15 » Wed Mar 25, 2015 2:09 pm

You can (Stuart) let me (as the first), write in Russian? Please ... ;)

Sorry no. If everyone spoke in their native language the forums would be useless. ;)

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